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/biz/ - Business & Finance


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File: 22 KB, 488x366, doctor evil.jpg [View same] [iqdb] [saucenao] [google]
12450408 No.12450408 [Reply] [Original]

What's the best way to monetize the rpg that I'm coding? It isn't an MMO, and it's mostly text based although I can easily insert images and music. I'm thinking either:

>Host it on a site that's somehow monetized
>Start up a developer Patreon and give patrons the latest version and expanded content
>???

>> No.12450423

have it be good

>> No.12450507

I could host it for you bro

now seriously, if shitty games like surviv.io had grown if cuz of youtubers, just let it free, get a shittone of player base and then sell it.

>> No.12450608

>>12450408
most indie game studios have been doing the early-access model. if you launch on steam greenlight i'll vote for you

>> No.12450865

>>12450408
Is it crypto based?

>> No.12450890

>>12450423

That's a given.

>>12450507

Who would buy it out though?

>>12450608

Steam is an idea.

>>12450865

No. It's somewhere between a choose your own adventure style rpg and a visual novel at this point in development.

>> No.12450911
File: 172 KB, 1600x1197, bat1.jpg [View same] [iqdb] [saucenao] [google]
12450911

>>12450408
>>Host it on a site that's somehow monetized

Get Brave verified, have automatics donations via Basic Attention Token.

>> No.12450948

>>12450911

I don't know how that works. Does it do anything that a voluntary in-browser coin miner or adsense doesn't do?

>> No.12450951

>>12450408
Text based rpg are fucking lame dude.

>> No.12450969

>>12450951

Images and music fit into a wire frame very easily once the mechanics are coded in and it fits together

>> No.12451056

>>12450408
there is a small market for interactive fiction games - google top ones and see how they made money,

it's better if it's visual novel/etc but those pictures will cost you a lot...

it's even possible if it's neither of above - but the real question here is how will you get people to find and try your game?

>> No.12451141

>>12451056

What makes the art so expensive? Is there any way to cheap out without destroying quality?

>> No.12451352

>>12451141
from my limited experience although artists are paid less than programmers it's still a lot for a solo indie developer

you may try asset stores if you don't mind your game looking like dozens of others, but if you want something custom made you gonna pay.. painting decent image can take a whole day you have to pay for... and the you have a revision and some of that art needs to be redone

it's much easier with music where just having the right mood will often do and there are hundreds artists on youtube/etc literary offering the music for free... (but get agreement in writing)

unexpirienced artist can agree to revenue split or maybe you can convince some hobbyist or your sisters best friend, or go to game dev communities and find an artist who agrees to do a game together, but you have to compromise on the game vision...

pre-made assets can still do if you use them well or somehow adjust their style, but that is more applicable to 3d models and 2d spirites, maybe character portraits or backgrounds anything more specific to your game will be a problem without the artist

>> No.12451485

>>12450408
Cosmetics.
Community made cosmetics.
Give the creators like 12%

>> No.12451522

>>12451485
for solo developer wouldn't that be a lot of legal overhead ? at least in my country (poland) you probably would have to register a company and they maybe some anti-money laundering nonsense in case the item creator can withdraw the money from the game

>> No.12451534

>>12450408
>include degenerate fetishes (especially furry)
>free basic, patreon backers get exclusive content
>don't work on it more than ten hours a week so the patreon money keeps flowing
it's easy money, but it'll kill your soul.
kneepads are less denigrating.

>> No.12451542

>>12451522
Not if its done through steam workshop

>> No.12451568

>>12450890
also the Epic Games store gives a better percentage to developers. I think steam takes 30% while Epic takes 17%. Epic's store is the Fortnite portal so you get that audience, while Steam has a more mature audience with perhaps more expendable income.

>> No.12451580

>>12451141
make it yourself, or partner with someone in art school who needs cash & portfolio pieces

>> No.12451589

>>12451542
yeah, that could possibly eliminate the legal hassle, thanks for the info

>> No.12451624

>>12450948

For now, it'd essentially be an alternate source of revenue that Brave users (5.5million and growing) could use to support you. If you got Brave verified and listed your RPG website here, I'm positive people would be willing to donate BAT.

https://brave.com/publishers/

>> No.12451638

Obvious way is kickstarter, offer in-game perks for people who spend more money.

>> No.12452254

>>12451534

See I've seen this done. It seems like the most profitable business model.

>> No.12452310

Use bittubeapp.com adfree monetising forever

>> No.12452392

>>12451141
Not really. Art takes time and talent and there is no way around it. You pay like crap you get crap art its that simple really.
idk what type of RPG you are making but having a good consistent art style is important. You want it to look good cause a lot of people will just buy it if it looks pretty.
You could always monotize skins. just create armour or weapons and sell them.