I get the feeling that about 30% of devs consider f95 to be an annoying/illegal shareware/pirating site. I've seen this attitude a few times.
There's idiots everywhere, you know.
They have a point, though. One person buys the Patreon edition and shares it here. Suddenly, users have much less incentive to become a backer.
And then the audience of their game past from few hundreds to 3 millions...
While effectively, few among them will become a backer, they are people who wouldn't have been in the first place, mostly because they wouldn't known that this game exist. This will they'll now gain visibility among people who are ready to financially support them, if they think that they deserve it.
Their consideration regarding this place would be true if it was the only place where you can find games. But it's far to be true. Just type the name of a popular game in google, and you'll see tons of place where you can have it for free. Places where, unlike here, there's generally no links to the Patreon (or similar) account, where people can't talk about the game, therefore places where people goes with only one intent in mind : Downloading the game.
What isn't the case here, where the game is promoted as well as it is shared. Many are the devs who explicitly say that without F95zone, they wouldn't have had such support.
But it's not the only thing that this place do for them. By example, look at the development section, see how many among them solved their issue with the help of the community, and therefore was in position to continue to make their game. The same happen in the games thread, how many among them find a proof reader among the people who were active in the thread ? How many improved in this or that, because of the advice they received ? How many changed a little this, a little that, and made their game better because of the feedback they received here ?
If the dev tries to add drm, then there is almost always a huge backlash. It's a lose-lose, and I'm sure its frustrating to devs everywhere.
So far, all those who tried something like that lost patrons.
The truth is that many among those who don't hesitate to pledge for a dev care first about the interest of the community. They do it because the dev deserve it, but also to offer the game to the community. It's a win-win situation. The dev have the money he need to continue his game, and the community continue to have the game. But once the community can't have the game anymore, what's the interest to support the dev ? Because he deserve it ?
Part of the reason why he was deserving it is because he don't try to gain a lot of money. He can make it big, but it's a consequence of the quality of his works, not the reason why he works. You know, he's the little artisan in your neighboorhod, the one you go when you want a small gift for someone. He's doing good things, and doing them by passion, it's why you buy them to him. But if he start to see big, to buy a shop, he's not anymore this little artisan who's doing it by passion. Then you stop buying him his creation, there's many other shops in the town, and they are selling better things.
What do you think Devs should do to incentivize user to subscribe or buy the game?
Make better games ? Less than 1% of the indie games available here effectively worth to be bought. And it's not just a question of personal taste, it's before everything else a question of quality. Poor English, lame story seen hundreds times, renders that really hurt, writing that feel like a fan fiction wrote by a 12yo girl in love with her favorite actor, there isn't many games that don't have at least one of those, and too many that have them all. Nobody would want to buy them because they don't worth a single buck. What don't mean that their author can worth to be supported, once again because of their passion, but it's not the same thing.
There's also, as said by other persons, the fact to be here, to interact with the players, whatever they are backers or not. But once again this fall back to the passion, because it's what is shown through those interactions.
In the end, those devs look at the problem from the wrong angle, searching ways to limit piracy, when they should search ways to increase the interest for their games.