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  #321  
Old 11-18-2011, 05:07 PM
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started working on some propaganda, espionage, and sabotage stuff today for Drox
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  #322  
Old 11-21-2011, 05:32 PM
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I'm always torn when paying royalties to our contractors - they deserve every penny (happy), but at the same time it's a big expense (sad)
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  #323  
Old 11-21-2011, 05:37 PM
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Quote:
Originally Posted by Shadow View Post
I'm always torn when paying royalties to our contractors - they deserve every penny (happy), but at the same time it's a big expense (sad)
Contractors get royalties? Is that standard practice, or do you do that to offset their cost?
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  #324  
Old 11-21-2011, 05:45 PM
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Quote:
Originally Posted by Bluddy View Post
Contractors get royalties? Is that standard practice, or do you do that to offset their cost?
Yes they do. I doubt there is much standard when it comes to indies.
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  #325  
Old 11-21-2011, 07:34 PM
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BTW gog.com is starting to market regular-price games. You could get a lot of exposure if yours are some of the first games there.

Also, you may want to do a sale on the Apple App store to encourage some people to buy there. Games can't be rated if you didn't buy them from the App store, and without ratings, you're not going to get too many App Store sales.
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  #326  
Old 11-22-2011, 10:32 AM
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I have to agree with bluddy, most if not almost all of my games i play are from gog. Witcher just got on there along with its sequel and people buy games on there without thinking as the price is pretty good at $10. If you expand onto there i think that you will have a very favorable response.
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  #327  
Old 11-22-2011, 01:45 PM
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I'll have to look at gog.com again. The last time I looked the 2 problems were that nothing was over $10 and the no drm thing. It seems the first issue isn't relevant any more. The second issue isn't a problem for our first couple games but does pose a problem with any of our games that has multiplayer.
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  #328  
Old 11-22-2011, 01:54 PM
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Quote:
Originally Posted by Shadow View Post
I'll have to look at gog.com again. The last time I looked the 2 problems were that nothing was over $10 and the no drm thing. It seems the first issue isn't relevant any more. The second issue isn't a problem for our first couple games but does pose a problem with any of our games that has multiplayer.
I think it's fair to require a code only for multiplayer -- you only need it when using your servers, so you could grey out the Internet option until a serial number is given. In this case it wouldn't be DRM. The down side is that some extra coding is required.
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  #329  
Old 11-22-2011, 02:04 PM
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Quote:
Originally Posted by Shadow View Post
I'll have to look at gog.com again. The last time I looked the 2 problems were that nothing was over $10 and the no drm thing. It seems the first issue isn't relevant any more. The second issue isn't a problem for our first couple games but does pose a problem with any of our games that has multiplayer.
Hey Shadow, have you been following Jeff Vogel's blog chronicle of his decision to sell Avadon for $9.99? (He used to launch everything at $19 or more.) His experiments have shown that his games sell much better (and in much greater volume) on the digital distribution platforms at the $9.99 price point. I know that Din's isn't on Steam (where Vogel made a killing with Avadon at $9.99 ), but it is on D2D, Desura, Gamersgate, and the Mac App store and on these platforms Vogel's new games are also $9.99 (and apparently selling more profitably than ever before). Would you ever consider a $9.99 price point for your major titles (i.e. not Kivi)?

It seems like this price point is the direction that things are moving these days. Also, the whole bundle idea is taking off in the indie world, and you might be able to sell a really nice bundle for a reduced price. Just some thoughts.

Last edited by Castruccio : 11-22-2011 at 02:06 PM. Reason: typo
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  #330  
Old 11-22-2011, 06:12 PM
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propaganda spread by the player can cause unrest, riots, or even rebellion on the victim planet
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