RPG Maker XP

RPG Maker XP

Sinsun1 14 Dec, 2014 @ 8:55pm
Price Guide
So I am putting together a small team here at my university and basically making the start of what will become a company one day.

We are starting off with RPG Maker XP and will move onto VX Ace and then onto other things besides RPG Maker.

For our first game it will most likely be more stock charcters and sounds. The next few will involve custom art and music more so than the first.

The biggest thing I am wondering is what are people willing to pay usually on Steam for these games. I have an idea of what we want for profit for each unit sold, however I am looking for an idea about the community here that buys these types of games and what prices they usually look for.

Also, if anyone is interested in checking out the games when we send them up for green lighting, this is not the account I'll be using for team games. The only games I'll release through this account are games I've done solo. So if you are interested, hit me a pm and I'll inform you when and what the account is we'll be releasing them under.

We are still a few (2-4) months away from beginning to release games. But in the mean time I'd appreciate some help with getting us set up with the community here.
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Showing 1-15 of 19 comments
HorrorCollector 22 Dec, 2014 @ 8:23am 
If it's all stock, free. Custom work I'd bite at $5, if the description made it seem worth it.
Sinsun1 22 Dec, 2014 @ 9:37am 
I think what we're deciding to do is use SOME stock material (like the prebuilt code) but we'll be working on adding a lot of our own work as well into it.

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.
Marquise* 20 Jan, 2015 @ 9:02pm 
Wow suddenly that tread became an ideal tool for many of us hoping to sell something one day! ^^; thanks!
Last edited by Marquise*; 23 Jan, 2015 @ 3:39pm
Sinsun1 21 Jan, 2015 @ 12:16pm 
XD Mhmm.

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
Zeriab 22 Jan, 2015 @ 12:15pm 
Silliness…

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.
Last edited by Zeriab; 22 Jan, 2015 @ 12:17pm
Marquise* 22 Jan, 2015 @ 2:15pm 
I was wondering about that; I mean, pricing. If an artist puts a year developping a game and maybe have collaborators, it might be hard to put the right price on espêcially thinking that maybe he spent all thoses hours working on it and sometimes thinking into sharing profits with collaborators.

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.)
Last edited by Marquise*; 22 Jan, 2015 @ 2:16pm
Sinsun1 23 Jan, 2015 @ 7:51am 
I think the way we have it planned is fair for everyone involved. If it blows up in popularity from word of mouth (and due to the marketing efforts we are putting into it with the use of forums and groups of social networks we are a part of).

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. ;)
Marquise* 23 Jan, 2015 @ 3:42pm 
We all have to start from somewhere.

Now, if I could put that Tread in my favorites ... :P
Last edited by Marquise*; 24 Jan, 2015 @ 3:16pm
EcksMega 24 Jan, 2015 @ 10:01am 
I am creating very detailed, yet not quite sussed-out, design bases for my games. I will be working for years by myself, until I find more people to jump into these projects with enthusiasm, with enough appreciation for what can become of them. I am struggling to balance my concept, storyline, and artwork production in tandem with my RGSS3, Python, etc... still learning code as I still find it easier to understand what written code does than to sit with a mental flow-chart and actually "write" new code.

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.


;)
Marquise* 24 Jan, 2015 @ 3:24pm 
Yeah! Myself who do the exact opposite in assets on the graphical end I'm like... Grrr! I would be at least paid 100$ on the hours I putted in that character only if I worked for (insert great game company name). Imagine the whole series of NPCs and backgrounds and we don't even have coding and sound yet. ^^;

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 ^^
Zeriab 25 Jan, 2015 @ 7:49am 
I wish you luck with your endeavor in game making. :3

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
Marquise* 25 Jan, 2015 @ 9:19pm 
You're right. Non commercially speaking, someone had made some new assets using the old and the face generator tool, not taking nimself seriously and called his game Just Face It! As a first game with old assets rearranged differently, same basic battle system and menus, he just messed up with the skills name and stamped funny faces everywhere. Peoples can't help but play for a good laughter.

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! *^_^*
Last edited by Marquise*; 26 Jan, 2015 @ 9:03am
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Date Posted: 14 Dec, 2014 @ 8:55pm
Posts: 19