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[-] JakenVeina@lemm.ee 59 points 3 weeks ago

So, the scheme is basically to have you, the publisher, invest some money into marketing the game, to get potential players aware of it, then have them pay a one-time premium to actually play it, if they're interested.

[-] Blackmist@feddit.uk 11 points 3 weeks ago

If that's not the business model, then I'm honestly not playing it.

And while I may be outnumbered by children playing Fortnite obsessively, at this stage of life I do have more money than gaming time.

[-] taladar@sh.itjust.works 4 points 3 weeks ago

I am okay with the "I made this game for fun and publish it for free/pay what you want because I can't be bothered with monetization" business model too.

[-] MoonMelon@lemmy.ml 10 points 3 weeks ago* (last edited 3 weeks ago)

Sorry that doesn't drive MAU, DAU, or ARPPU. Also we want users on our walled garden data harvesting service that's just "Steam but Worse", so I'm afraid you need to close your studio. What's that? Sorry you're breaking up, must be something wrong with the phone here in the Swiss Alps. Ok ta ta.

[-] UnderpantsWeevil@lemmy.world 4 points 3 weeks ago

There's more to game development than that. Setting, art style, gameplay loop, interface...

The argument being made is that a "proven" mechanism for monetization is getting in the way of developing other attributes of gameplay, as the

  • get potential players aware of it

and

  • then have them pay

Steps are made the focus of design, and only known existing formulas for the above encourage the

  • invest some money

step.

this post was submitted on 20 Oct 2024
415 points (99.3% liked)

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