A new game idea

Started by Alienhead, September 10, 2024, 14:46:04

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Alienhead

I've always struggled with, and I suppose everyone has, long lengthy game dev. It's just something about looking at the same design, code and game mechanics for a year that wares me down to the point I can't wait to get away from the project.

I had an idea, and I wanted to toss it out there for others that may be in the same boat as I, of a mini game.

It would be the same concept as a large scale game but broke off into chapters. Instead of charging $30 to $40 for a game I would charge like $3.99 per chapter and offer it off itchio.

A chapter would be a complete game, a beginning up to a win point just as any large scale game would have. But the difference would be the chapter ( mini game ) only would offer a single playfield or a single episode of the entire game.  After completing a chapter I could then start working on the next chapter at the same time a portion of the game is already circulating.  I could see doing 1 to3 chapters a year. All based off the same game concept just furthering the game down the line.

Any thoughts on if you think this would work or be something viable to build off of?

I've actually already started a mini game( chapter 1 ). Tower defense with story line and 3rd person controls.

Ultra engine is nearing the official 1.0 release and it's shaping up to be a very good and easy to use lua/c++ driven next-gen engine.  Here's a few shots from my mini game insertation.




You play as a cardboard character set in a 'Mr. Rogers' like neighborhood where you will defend the area against other fantasy cardboard like invaders.. Toss in the occasional real-life spider or other creepy things that find their way into a house.



Steve Elliott

#1
QuoteI would charge like $3.99 per chapter

Just a pet peeve of mine, why do people add the word 'like'. IMO it just makes you sound like a child, maybe a teenager. Like is not required here, remove it!...If I were to charge, say $3.99 per chapter would be better IMO.

Isn't this the shareware monetisation model that games like Wolfenstein/Doom used back in the day? If so then I'm all for it!! I was recently watching a video of John Romero where he talked about the advertising was for all the episodes of Wolfenstein (but they had only completed the demo levels at that point). The sales of the demo levels motivated them to add the extra levels! So yes I agree.

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Qube

The ye-old shareware model was a pretty decent way in the past. Game was usually a few levels with no other restrictions and then for a few squiddly diddly you could unlock the full game. I guess these days you'd just call it a demo version although I still think of demo versions as hampered in more ways.

The pay-per-chapter model isn't a bad idea and could work quite well so long the first chapter isn't stupidly short to the point you feel like you've not even played a game worth paying for.
 
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Until the next time.

Steve Elliott

QuoteThe ye-old shareware model was a pretty decent way in the past.

I think it was the best model. Like you said you can't make it too short, but all this nonsense where it's free to pay! But hang on a second. You have in-game purchases, so it's not free then is it?! Annoying adverts. And with that in mind the developer is going to basically hobble the game to make money, and in doing so ruining the game. Just pay for the software ffs!
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mainsworthy

you could do a yime travel game then every chapter would be diff, or an creature/animal body takeover , so each creature would be diff ideas. or an alien world hopper, so each world would be diff. or a story retold from diff perspectives that would be my choice

mainsworthy

financialy you could have a basic game, then upgraded with better models. or make a gambling game where you buy credits to play ingame for better assets

mainsworthy

i saw a great idea with who wants to be a millionaire game, if you won the 1mill you emailed maker for prize, so you could have rewards for game completed events. you could charge for a chance at a reward.

Alienhead

Quote from: Qube on September 10, 2024, 16:49:13The ye-old shareware model was a pretty decent way in the past. Game was usually a few levels with no other restrictions and then for a few squiddly diddly you could unlock the full game. I guess these days you'd just call it a demo version although I still think of demo versions as hampered in more ways.

The pay-per-chapter model isn't a bad idea and could work quite well so long the first chapter isn't stupidly short to the point you feel like you've not even played a game worth paying for.
 
Yes, it would have to have a good 5 to 6 hours of play time. Make no mistake about it, I'm not trying to pull off a cash scheme, I do maintain a regular job for income..I just want to stay motivated for the long haul. With a hit on a first chapter that would be motivation enough to continue all the way through.  I had many games I created that I gave up on after 12 to 16 months of development,  and when I go back and look over them I think to myself "damn why didn't I finish that title.". Motivation was lost due to long development time and being a solo developer.

William

#8
@Alienhead I want to encourage you on this I haven't read the whole post thread yet I'm going to go back and read. Just keep at it.. idk. I think BMXapps  and stuff might only attract a small crowd because it's old-school but I want to tell you if you feel that it will be big go for the moon. I've felt that way before and it was too much for me when it got hot to commit i would fall behind. . I left projects like that early and they got huge. I just want to dev a cool game me and friends can play .. its old-school but my roots rs days blitzmax I don't know why makes me want to dev and finish a project for fun. Um. Km going to read now I might respond.
I'm just a mentally ill person stuck in person. I've had quite an online history and of media such as role plays with people that became movies (for real) among other things and content. I wanted to be an online famous person at one time. Unfortunately it's ill and I'm anonymous.

William

#9
Ahh. Maybe start a indie crowd scene. Introduce yourself on indiegogo and explain why you'd like to make this. Edit: the indiegogo looks like a scam website now.. I don't remember that other one people post their games.
I'm just a mentally ill person stuck in person. I've had quite an online history and of media such as role plays with people that became movies (for real) among other things and content. I wanted to be an online famous person at one time. Unfortunately it's ill and I'm anonymous.

GrindalfGames

My issue with this is as you progress people will stop buying the game and you may lose motivation due to dwindling sales.
Nobody will buy chapter 2 unless they complete chapter 1 for instance and judging by steam achievements a lot of people buy a game and never progress very far.

William

#11
True but you just gotta have the attitude. I might not finish a project but it's there for me to dive back into. I say, all dreams hopes and inspirations. Have faith and follow your heart. I don't see but I think he wants his dev time to mean something. Talk about it, don't give up keep trying. Some people will listen and even respond. Remember you feel certain things for a reason. The secret, if you believe it is for a reason that you do not just random. There are reasons you feel certain things you do and wishes. You can come back to it, pursue other aspects of your life it will be there and you can build, I know it might not seem it. Talk to people. We'll still be here on the forums.
I'm just a mentally ill person stuck in person. I've had quite an online history and of media such as role plays with people that became movies (for real) among other things and content. I wanted to be an online famous person at one time. Unfortunately it's ill and I'm anonymous.

William

Steve Jobs favorite expression, if you don't get what you want you can still get a lot by trying for it. Make some noise.
I'm just a mentally ill person stuck in person. I've had quite an online history and of media such as role plays with people that became movies (for real) among other things and content. I wanted to be an online famous person at one time. Unfortunately it's ill and I'm anonymous.

Steve Elliott

QuoteNobody will buy chapter 2 unless they complete chapter 1 for instance and judging by steam achievements a lot of people buy a game and never progress very far.

Imagine if Id Software had that thought  ::)  
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Derron

Imagine if Id Software had that thought in 2024

I think people of "now" are way different regarding expectations in games (complexity, gameplay, convenience functions, integrations, hardware compatibility, ...), price expectations of games, availability of games (choice between x games, where to get it ...)and so much more. Same to say about the market itself. So many competitors, so many niches already claimed ...

Compare this to the time of id software and other "shareware companies". And then consider _what_ id software actually wrote - how "novum" was this, how "excellent" was the product itself (in the sense of "quality" of the game).

Now think about what _your_ game will be (compared to the hundreds of thousands available world wide).


You have in my opinion only 2 chances:
- get hyped for some reason (so enough lucky hits with influencers and word of mouth and so on)
- build up a reputation and fame/popularity (people know previous games and thus you gain popularity for your new work automatically)

The first requires either luck - or "vitamine b"/connections to people knowing people ...
The second requires effort and time (create small but recognized games, become more and more popular, add "advertisement" for your new products in the old products ... to "take over" customers/users/gamers from project 1 to project 2 ... then 3 ...then 4...)


Thinking about a way to monetarize your game/product is of course a decision - but if nobody knows you, then it is just a decision between earning 50+50 times a 5 dollar revenue per "season" ... or 15 times a 30 dollar revenue for "complete game".
The first one has the advantage of 50 people knowing your game (compared to the 15) in the sense of "investing in your company/you" but it is also more likely to have them left no longer interested (chapter/season 1 already "just okayish"). This is why people even consider bying "seasons" as it is cheaper than buying "all in one".

And now to another issue: people of today no longer think about this "let me first try". How did id software handle "oh I bought the full game but no longer liking it - want to refund!"?
How do people do it today? They buy things, refund it if they dislike it.
When do people "who have a lot games to choose from" buy things? on special "discount days" or so.


Guess this is why companies changed to the service games thing - because then "earning money" is a bit in their hands instead of steam, gog, ...


bye
Ron