Hey all. Pretty soon I'm going to have a finished product to sell, and my mind is turning to how to accomplish that. Apologies if this thread is very similar to others, but I think everyone's situation is slightly different, and besides, I've got in trouble for necro-positing before
Anyway - a little background on my game:
- I'm a hobby indie game developer, working towards my one and only 'ideal game'
- Its XNA, so PC & Xbox only. Xbox distribution channel is sorted obviously.
- It (I think) is a very niche game, not easily accessible. I dont expect it to be wildly popular.
- I'm planning on releasing many updates, with new content
- Ideally I'd like to release it for free.
- Conflictingly, I've worked on this for 2+ years, and wouldnt mind seeing some $$$ for my time!
- I dont want to get bogged down in support - yes I'd fix obvious errors in the game, but I wouldnt know where to start if someone emailed me with 'this game doesnt work on my super duper notepad with XYZ quad core GFX card'
- Its just me behind this, not even a company to take any liability.
- Some of my content in a future release will have nazi symbols in it (hard to avoid in a WW2 Europe theme), which is illegal to sell in Germany
So I'm thinking about making available a free cut down version / demo of the game, with a donation allowing access to a full version, deployed via ClickOnce. Maybe I'd release cut down bits of new content in the free version, but the full version would always be kept up to date with bugfixes & all released content.
- A free version is available, for people who really cant afford to pay
- Some $$$ will trickle in, if only enough to pay for hosting fees
- Because I'm not taking payment in (direct) exchange for software, I avoid all liability
- Free demo available, so if that doesnt work, dont donate & expect the full version to work (avoids tricky support expectations?)
- Minimum donation amount could increase income?
- Wont make maximum $$$ possible (or will it? Rich donators may pay more than expected amount)
Hmmm, lots of things swirling around in my head, I just wanted to get something down, and maybe hear some of your opinions.
If anyone has deployed an XNA game via click once - how did that work out? I've used it in my day job, and quite like it. Thats in an intranet situation though.