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999456 Posts in 39224 Topics- by 30628 Members - Latest Member: Biggzlar

April 23, 2014, 04:14:46 PM
TIGSource ForumsDeveloperBusinessIs it wrong not wanting to make money from games dev?
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Author Topic: Is it wrong not wanting to make money from games dev?  (Read 2677 times)
Benjamin385
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« on: April 11, 2013, 04:16:23 PM »

Yes? No? Maybe?

I am asking this as a friend recently brought this to my attention. Saying "Why are you making a freeware game? You could be making awesome paid game for android and PC."

Now keep in mind that I am not an awesome industry standard 3D/2D artist. I have allot to learn when it comes to art.

I just want some solid advice on when I should start charging for my games and when I should not. Also is it wrong not wanting to make money from games dev?
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rundown
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« Reply #1 on: April 11, 2013, 04:55:30 PM »

Yes? No? Maybe?

I am asking this as a friend recently brought this to my attention. Saying "Why are you making a freeware game? You could be making awesome paid game for android and PC."

Now keep in mind that I am not an awesome industry standard 3D/2D artist. I have allot to learn when it comes to art.

I just want some solid advice on when I should start charging for my games and when I should not. Also is it wrong not wanting to make money from games dev?

I'd make a few games first and release them. Then look at how mutch attention you can really get. If you are somewhat succesfull you could think of selling them.
And if you arn't fully sure you could always make it freeware with advertisements.
« Last Edit: April 12, 2013, 01:56:05 AM by rundown » Logged

Benjamin385
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« Reply #2 on: April 11, 2013, 05:54:31 PM »

Alright - Thanks for the reply rundown.

Will do that Smiley
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Aik
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« Reply #3 on: April 12, 2013, 04:29:05 AM »

Do whatever you want to do?

I don't understand how it could be 'wrong' to release games for free, unless you've caught some obscure strain of capitalism.
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effete_denizen
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« Reply #4 on: April 12, 2013, 05:30:25 AM »

unless you've caught some obscure strain of capitalism.

 That made me laugh.

 Free is cool, I follow people who release games for free because they have talent and I want to support them. If they released a premium game I'd buy it based on the games that have gone before.

 People don't care that much for the graphics. It's the gameplay that I really care about. Release your games to find your feet, get practice and establish yourself. Keep a devblog too! Over time you will improve as an artist or come across one to partner with =)

 Making money from a games sales would certainly help if you wanted to make a slightly more ambitious game next time as you can throw any profit straight into the new game =) Not that money = quality etc... but it does tend to make things go faster.

 There shouldn't be any stigma attached to either free or paid.
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Oskuro
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« Reply #5 on: April 12, 2013, 07:02:48 AM »

Probably the important part is: do you enjoy making games?

If you do, the actual development is its own reward, and making some profit is icing on the cake.

If you don't, then make some market research or whatever you need before you sink too much time and effort for no reward (the reward either being money, or attention from an audience).


As for the free game stigma, that's an stigma to anything, not only games. Free products as seen as inferior because.... Well, because we've all being indoctrinated from an early age to measure the value of everything based on its price.

It's a hard habit to shake off, so don't feel too bad when a lot of people don't seem to find value in art for art's sake.  Shrug
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ANtY
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« Reply #6 on: April 12, 2013, 07:12:55 AM »

Yes? No? Maybe?

I am asking this as a friend recently brought this to my attention. Saying "Why are you making a freeware game? You could be making awesome paid game for android and PC."

Now keep in mind that I am not an awesome industry standard 3D/2D artist. I have allot to learn when it comes to art.

I just want some solid advice on when I should start charging for my games and when I should not. Also is it wrong not wanting to make money from games dev?
It's your personal choice, and you should start charging for your games when you feel like it.
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Toby
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« Reply #7 on: April 12, 2013, 10:47:21 AM »

As soon as you intend to make money off of game development, it changes somewhat; you now have to think about monetisation strategies, tax and dealing with actual paying customers. Is the extra hassle of dealing with making money worth the money you could be making? Personally I think it is - I enjoy it as a hobby and if I can make money as well that's awesome.
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Benjamin385
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« Reply #8 on: April 12, 2013, 11:50:42 AM »

As soon as you intend to make money off of game development, it changes somewhat; you now have to think about monetisation strategies, tax and dealing with actual paying customers. Is the extra hassle of dealing with making money worth the money you could be making? Personally I think it is - I enjoy it as a hobby and if I can make money as well that's awesome.

Basically you summed up why I do not want to make money from games.

Monetisation Strategies and Paying Taxes. I know eventually I will have to pay taxes and the like. Dealing with paying customers I can do. Business stuff I cannot. :<

I just want to have fun, make games and have the business people worry about the business side of games.
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Toby
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« Reply #9 on: April 12, 2013, 11:59:18 AM »

Quote
I just want to have fun, make games and have the business people worry about the business side of games.

Do that, then! Smiley
You might get to a point where someone else on a project wants to handle that side of thing, but as you said, let them worry about it.
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Benjamin385
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« Reply #10 on: April 12, 2013, 12:08:21 PM »

Quote
I just want to have fun, make games and have the business people worry about the business side of games.

Do that, then! Smiley
You might get to a point where someone else on a project wants to handle that side of thing, but as you said, let them worry about it.

Alright I wiil!

Smiley

Once Again - Thank you everyone for the great advice!

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ஒழுக்கின்மை
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« Reply #11 on: April 12, 2013, 12:39:48 PM »

i'm wary of anyone who wants to 'go commercial' too quickly. i made 14 freeware games over the course of 10 years before i made my first commercial game. but these days people are like 'i know, my first game ever will be commercial!' and it's ridiculous. learn how to make games first, then get good at them, *then* sell them. the deluge of bad iphone games is in part caused by people trying to sell their first game ever
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Mister Dave
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« Reply #12 on: April 12, 2013, 01:38:25 PM »

Yes? No? Maybe?

I am asking this as a friend recently brought this to my attention. Saying "Why are you making a freeware game? You could be making awesome paid game for android and PC."

Now keep in mind that I am not an awesome industry standard 3D/2D artist. I have allot to learn when it comes to art.

I just want some solid advice on when I should start charging for my games and when I should not. Also is it wrong not wanting to make money from games dev?

You're ready when:

1) You've made something YOU would pay for, and
2) You aren't feeling the need to ask these kinds of questions. Do it when YOU feel it's right.

No matter what, you'll get armchair quarterback advice, and plenty of criticism. Start learning how to filter that input or it might drag you down. Most of all, be honest to and with yourself.
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SterlingDee
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« Reply #13 on: April 12, 2013, 05:20:56 PM »

well, sometimes adding an extrinsic reward like money can actually make the entire process less enjoyable. Try to get your games to the widest audience possible and enjoy what you're doing. Only worry about the money if you really have to.
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Klaim
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« Reply #14 on: April 13, 2013, 02:50:52 AM »

i'm wary of anyone who wants to 'go commercial' too quickly. i made 14 freeware games over the course of 10 years before i made my first commercial game. but these days people are like 'i know, my first game ever will be commercial!' and it's ridiculous. learn how to make games first, then get good at them, *then* sell them. the deluge of bad iphone games is in part caused by people trying to sell their first game ever

Does your point of view apply to people having worked in the game industry (one gear in the machine/team) for years before but didn't made a game alone yet and are beginning their indie path directly with commercial games?
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