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I think the price we'll be selling it for is $1-2 with $2.50 being about the MAX we'd go for RPG Maker games.
We even put up a small facebook group to get some people interested as we build our first games. They can see screen shots and small clips as they become available. Right now it's just there as a place holder and we made sure people knew that. But in the coming months there will be plenty of posts from us.
Not sure if I am allowed to post the link to it on here or not.
Here is a number of them: (I probable missed some)
http://store.steampowered.com/app/206440
http://store.steampowered.com/app/214610
http://store.steampowered.com/app/265870
http://store.steampowered.com/app/266230
http://store.steampowered.com/app/272010
http://store.steampowered.com/app/274310
http://store.steampowered.com/app/277470
http://store.steampowered.com/app/278460
http://store.steampowered.com/app/278490
http://store.steampowered.com/app/278530
http://store.steampowered.com/app/280140
http://store.steampowered.com/app/285420
http://store.steampowered.com/app/288040
http://store.steampowered.com/app/290460
http://store.steampowered.com/app/292370
http://store.steampowered.com/app/298820
http://store.steampowered.com/app/298830
http://store.steampowered.com/app/298840
http://store.steampowered.com/app/298850
http://store.steampowered.com/app/300540
http://store.steampowered.com/app/307070
http://store.steampowered.com/app/311860
http://store.steampowered.com/app/325320
http://store.steampowered.com/app/326730
http://store.steampowered.com/app/327410
http://store.steampowered.com/app/329000
I think sometimes people do not know how to answer a question so they basically give you a generic "google it" "Here's a list, look through it yourself", etc.
It furthers the point I've seen so far of non-creators having no idea really about pricing. Especially here on Steam.
But I think so far with what the team and I have been working on, we've got a price figured out. We even got a page for people to check out for teasers every now and again.
https://www.facebook.com/pages/GlassHouse-Games/740242786065064?fref=ts
Ok, then let me suggest you put your first game on sale for 3 bucks (2.99) and second for 5 bucks (4.99).
Who knows the value of that rather random sentence. How can we even measure the impact of choosing specific prices. I personally have no idea whether following my advice will lead you to more or less profits, neither on the short-term nor long-term basis.
Proper market research usually beats a price guide. I am not going to do it for you. You know your game much better than I do, but I gave you a starting point. Sure, it's lot of tedious homework. And you are still dealing with the many unknowns. It is still easy to be lead a stray, but do it anyway to try and not make too bad a decision.
Do not assume that creators have set their prices correctly either.
Oh yeah, be vary of thinking about profit in unit prices. If halving the unit price results in 6 times the sales it is worth doing. We don’t have any practical concerns such as material shortage and worker time to create the products. Copying a game is exceptionally fast and exceptionally cheap.
I mean, first game it would make anyone nervous imagining having just 100 buyers for a price that is less than one hour of sallary for a single person each copies sold. But, yeah at least with RPGMaker, it isn't like we gone thousands of dollards just to start developping and getting the permission to use the tool. But we might consider on the pessimistic part, before making a name for ourselves, that earlier game we make will likely be our marketting credentials to back-up the following ones. Almost a vulunteer job.
So while we know we'd like to charge in the dizain of dollards a game to stay a wee bit in our fees, we still have to charge cheap but do AMAZING work and spend a lot of priceless efforts in the making. ^^
(I guess at least for the first one. But I wouldn't be surprised it would be for the first five, even having price revised a bit higher each times.)
However I've seen the negativity already (not from you two, been researching it for a while since my main job right now as owner is to oganize, market, present, do any touch ups if need be and getting meetings with professionals through an organization helping us that is receiving support and funding from the provincial government).
But the negativity I've seen so far seems to be from solo guys who did it as a hobby and are those types that we see in everything (sports, music, acting, writing, drawing, etc). If you aim higher than what they are at or if you achieve higher faster than they did. They complain.
I am just gonna shrug them off as people without the motivation to make a living from this,
Hopefully in the future you guys will be able to look back and be all like "Hey, I seen that guy asking for advice when he was in the small times" XD But no seriously, I am aiming high with this. Yeah, the first game might fall through but the only time people fail is when they stop trying to get back up.
Going to try to get a following of about 1,000 before we go into the Steam Greenlight. Hopefully by the time we reach that number we'll be at a pace that by the end of the Greenlight phase we'll be closer to 3-4k followers.
If you guys wish to follow us, we got a Facebook page up so people can keep track of us and we can easily update people with things like screenshots, music teasers, etc. Still in the growing awareness phase.
https://www.facebook.com/pages/GlassHouse-Games/740242786065064?fref=ts
Then you might have a better idea what you and others are willing to pay when we get closer to release. ;)
Now, if I could put that Tread in my favorites ... :P
I have a deep frustration, finding that the more I pick up new tools for original art and assets production, the more lost I get in organizing how to impliment my time to actually produce viable assets, customize (or adapt other's CC / RtF worked) scripts, and keep the main design in focus.
Whenever the creative heat picks back up and I feel the synergy of progress happening, it feels great. Like, "$49.99 pre-order!" great (just my enthusiasm- not a concieted self-review of my current game's projected market value).
I would be thrilled if I can get a free demo (with full original assets) up and going though, and for final release pricing, I think it would be clever to set the regular price at $30.00 , and work out a deal with Steam for it to almost never NOT be on a -90% weeklong sale.
;)
I just hope we all find a niche because I would like 100 folks at least think it is worth spending at least 1$ over one of my character... So I could at least have plenty of fun with all the rest of the aspects of the game made hoping plenty of other folks would spend 1$ on them.
XD
RPGMaking is a great teacher of humility ^^
When researching RPG Maker forums, where many hobbyists reside, I think there is a bias you should be aware of. Look at what HorrorCollector wrote about stock resources. It sums up a prevalent attitude in the RPG Maker community. When you play around in a RPG Maker for several hundred hours your exposure to the standard resources is very great. The novelty wearing off is only natural.
If you audience is other RPG Maker users then I highly advice you give a lot of focus on creating custom assets. Even more important is that the custom assets must easily be perceived as such. Usually the immediate reception is significantly better if you have, say, custom tilesets and sprites even if the quality is lower than stock.
I think that is just a natural development that you have to take into account when focusing on RPG Maker users. Not as something, that is inherently wrong.
What about the much broader market of people who have not used any of the RPG Maker programs, you say?
Well, not appealing to the RPG Maker users, but instead searching for and creating a different market is imo one of the best decisions done by Amaranth with Aveyond (8 years old) and by Aldorlea with Laxius Force (6 years old). Using stock hardly detracted back then.
Both of these games are quite old, and with many more RPG Maker games having been released, the situation have changed. I believe that using stock does detract compared to using custom resources. Still less so than for RPG Maker users, but does now seem significant.
As indie developers, we do live in the real world, and sometimes ensuring that we only use custom resources can easily be impractical. Focus on making custom resources for the more prominent parts first and foremost. It is there where you gain the most out of having custom resources. Remember, the appearance of using custom resources is what matters, not actually using custom resources.
I, also, am biased. It is like 9 years ago I started using RPG Maker XP. Look at the list of games I gave. I have had some form or other of direct involvement with over half. Of course this effects me in some way. What sort of bias it introduce I am not really sure, so I do not really know how to compensate for it.
Just take that into account. Keep your mind open. I might be wrong, I might be right. Probably I am both.
Making a game is hard, even with the tools we have.
Personally, I enjoy the community and hope we get more and more games.
- Zeriab
Now I could give a year for that guy to find a 2D artist and a musician and a simple OTHER good funny idea to do something commerecial if he choose too! Somethiung preferably with a moustache on, for me! *^_^*