So I'll try to keep this simple. Over the last year I've dabbled in game development, and I feel ready to publish a mobile game. I feel I have a great concept (which I won't divulge for fear that some of you better coders out there might beat me to it) and a working engine, I've even designed the first of five levels and started building art assets. I feel that I could complete a polished version by July, but I don't know whether it's worth pouring time into.
For the amount of time it would take me (not to mention the time it would take to port to iOS), I need to make at least some revenue from the game, and I've already ruled out the idea of charging to download it (since free games inevitably get more exposure, and I couldn't charge anyone for a mobile game in good conscience). I think the "free-to-play" model employed by most mobile games (Candy Crush, Dungeon Keeper, etc) is abhorrent, and offering in-game assets that aren't integral to gameplay doesn't fit the concept I'm designing my game around. I'd hate to pester my audience with advertisements as well, so I've come up with only one solution:
A donation button. From the game's start screen, there would be an option marked "donate", and tapping it would bring up a page of text saying something to the effect of this:
"I've worked hard to deliver a mobile game that I would like to play. A game that proves that you can still have depth with simplistic touchscreen controls, that proves challenge and decision-making don't have to be absent from more casual games. If you've enjoyed playing, if you feel that your experience was worth your hard-earned money, and if you'd like to see more from me in the future, I humbly ask you to donate a dollar or two. If you'd rather not, that's perfectly fine, and I'm glad that you took time out of your day simply to play this. Thank you"
I think putting out the best product you can for free, and then "passing the hat around" so that anyone who enjoyed it enough can support your future endeavors is morally the "right" way to publish a mobile game, not only for my own product, but for developers at large. The question is whether it's financially viable, and I can't answer this on my own. I'd be fine with paying a developer whose free game I enjoyed, but I'm not sure if people at large share the same sentiment. So I ask you, people of The Escapist, do you think this could work?
P.S.
I realized I've failed completely at keeping this brief, but I hope you've cut me some slack and read to the end. A toast to my first thread on this site, and to many more. I appreciate any input.
For the amount of time it would take me (not to mention the time it would take to port to iOS), I need to make at least some revenue from the game, and I've already ruled out the idea of charging to download it (since free games inevitably get more exposure, and I couldn't charge anyone for a mobile game in good conscience). I think the "free-to-play" model employed by most mobile games (Candy Crush, Dungeon Keeper, etc) is abhorrent, and offering in-game assets that aren't integral to gameplay doesn't fit the concept I'm designing my game around. I'd hate to pester my audience with advertisements as well, so I've come up with only one solution:
A donation button. From the game's start screen, there would be an option marked "donate", and tapping it would bring up a page of text saying something to the effect of this:
"I've worked hard to deliver a mobile game that I would like to play. A game that proves that you can still have depth with simplistic touchscreen controls, that proves challenge and decision-making don't have to be absent from more casual games. If you've enjoyed playing, if you feel that your experience was worth your hard-earned money, and if you'd like to see more from me in the future, I humbly ask you to donate a dollar or two. If you'd rather not, that's perfectly fine, and I'm glad that you took time out of your day simply to play this. Thank you"
I think putting out the best product you can for free, and then "passing the hat around" so that anyone who enjoyed it enough can support your future endeavors is morally the "right" way to publish a mobile game, not only for my own product, but for developers at large. The question is whether it's financially viable, and I can't answer this on my own. I'd be fine with paying a developer whose free game I enjoyed, but I'm not sure if people at large share the same sentiment. So I ask you, people of The Escapist, do you think this could work?
P.S.
I realized I've failed completely at keeping this brief, but I hope you've cut me some slack and read to the end. A toast to my first thread on this site, and to many more. I appreciate any input.