How do you plan to monetize your game?

chamberlinchamberlin Posts: 51Member
edited January 2013 in Games
Congratulations, your game is the most popular on OUYA! How do you plan to earn money from its success? Please select the primary method you plan to use.

How do you plan to monetize your game?

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This is a private poll: no-one will see what you voted for.

Comments

  • BalbiBalbi Posts: 198Member
    By charging by the minute of course! :D Jokes aside, good selection of options. I look forward to the results.

    Can I request other developers also not share which one they chose and keep this completely anonymous :)
    Lead Developer of Leroux
  • SpoonThumbSpoonThumb Posts: 426Member
    My game is local multiplayer and takes an hour or two to play, so I'm offering 3 free playthroughs before you have to buy the full game

    You missed off "limited time trial" and "subscription"? I think for some games, it would be better to provide more than one way to monetize. For example, selling unlocking of individual items, but allowing all items to be unlocked for a (high) flat fee, or subscribe to have all items unlocked for a period of time.

    More options for customers to pay in the way they feel most comfortable, rather than forcing a single monetization model

  • Volcanic-PenguinVolcanic-Penguin Posts: 90Member
    demo -> unlock full game

    Although I might just have a donate button on a game or two. 
  • Killa_MaakiKilla_Maaki Posts: 504Member
    Boy, demo -> unlock full game is really popular ;)
    You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
  • DreamwriterDreamwriter Posts: 768Member
    Something I've always wanted to try was the old arcade model - use IAP to purchase game tokens, at 4 for a dollar, and charge one game token per play.  Maybe give the player 4 free tokens when they download the game to try it out first. 
  • BalbiBalbi Posts: 198Member
    Something I've always wanted to try was the old arcade model - use IAP to purchase game tokens, at 4 for a dollar, and charge one game token per play.  Maybe give the player 4 free tokens when they download the game to try it out first. 
    I was considering doing a metal slug for this game jam with this play style in mind (only a lot more forgiving lol) $1/day, but I ended up not having the time for it :D
    Lead Developer of Leroux
  • sodafountansodafountan Posts: 38Member
    For my first game i'll be doing a simple trial/pay for the full game model. But for any future projects i'd like to experiment with other forms of monetizing models. (Depending on how well my first game does, that is)
  • bluecollarartbluecollarart Posts: 75Member
    This thread seems like it could lead to discussion that would tread dangerously close to the possibly illegal (regardless of intent) discussions that were going on in the "Price point, what's yours?" thread. Of course, I am not a lawyer so I can't give legal advice. I can't say whether or not what anyone says is legal.

    @chamberlin, I think it would be a good idea to include a note in the OP of this thread telling posters not to discuss specific pricing for their games. It doesn't have to be legal advice, just the rule you run your forums by.
  • arcticdogarcticdog Posts: 235Member
    Something I've always wanted to try was the old arcade model - use IAP to purchase game tokens, at 4 for a dollar, and charge one game token per play.  Maybe give the player 4 free tokens when they download the game to try it out first. 
    That's a really cool idea.  Going to the arcade (sigh I miss those days).. only without leaving home.
  • MagnesusMagnesus Posts: 304Member
    edited January 2013
    I'm not sure yet. I'll probably first release it totally free but with only a few levels and then make later levels unlockable by one time payment + add some further unlockable content (but maybe also allow to unlock it by collecting in-game gems or sth similar for those who don't want to pay).
    First thing is to make players happy and test the grounds.

    PS. If there is a posibbility to put ads on OUYA I might allow users to unlock full game by agreeing to seeing ads as an additional option.
    Post edited by Magnesus on

  • Killa_MaakiKilla_Maaki Posts: 504Member
    Hm... if someone is doing a multiplayer game they could also require a payment from the user for creating a new account, Guild-Wars style.
    You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
  • AlexGKAlexGK Posts: 5Member
    XBLA-style, maybe some goodies here and there
  • SueseSuese Posts: 120Member
    I plan to sell access to the level editor and other key features for a single price.  I'm hoping I can do a 'pay-what-you-want' style of monetization.
    TheSuese.com - Elite Developer Backer
  • Jack_McslayJack_Mcslay Posts: 100Member
    Something I've always wanted to try was the old arcade model - use IAP to purchase game tokens, at 4 for a dollar, and charge one game token per play.  Maybe give the player 4 free tokens when they download the game to try it out first. 
    Game Room on XBLA has this model, and it seems to be working well. You get a 10-minute demo, and afterwards you can purchase extra minutes or unlock the full game.
  • KonajuGamesKonajuGames Posts: 560Member
    Game Room on XBLA has this model, and it seems to be working well. You get a 10-minute demo, and afterwards you can purchase extra minutes or unlock the full game.
    That was a fun project to work on.  Hacking the old arcade machines, deciphering ROMs, and not being allowed to look at MAME (for legal reasons).
  • EdKEdK Posts: 55Member
    We have a poll up asking gamers the same question.  The results so far are similar yet a bit different.  
    Admin of The Unofficial OUYAForum.com.
  • MagnesusMagnesus Posts: 304Member
    Interesting results. Especially since they are almost identical. Looks though like users would be more willing to live with ads than developers want to use them. :) On OUYA ads would be hard to implement anyway - no one would click on them.

  • nightlightnightlight Los Angeles, CAPosts: 24Member
    Episodic content...1 demo and 4 other sections.
  • speewavespeewave Posts: 14Member
    I was going to release it shareware / apogee style .. 1st full part of the game for free... the other episodes for money
  • Bob_the_HamsterBob_the_Hamster Posts: 39Member
    I want to make my full game free, but use in-game purchases as a totally optional tip-jar that people can use to donate.
  • quantumplationquantumplation Posts: 1Member
    edited January 2013

    My plans are very speculative still, but I intend to go with the Pay for Cosmetics/Pay for Impatience model; everything functional will be available with time and effort, but you can pay ahead for strictly aesthetic changes or to get certain features without having to wait/work.


    [edited for spelling[

    Post edited by quantumplation on
  • GoldiLocksGoldiLocks Posts: 75Member
    mine will be completely free until they have everything sorted out for the payment system.
    OOOOOUUUUUYYYYYAAAAA!!!!!
  • DreamwriterDreamwriter Posts: 768Member
    Odd necro-post, but they do have everything sorted out for the payment system, it's been working for months.
  • Astroking112Astroking112 Posts: 27Member
    All of our games are planned to be a trial until we feel that the player has likely seen enough of the game to develop an opinion, and we will possibly have an additional Donation system for those looking to be generous.
    Light cannot shine through a closed door.
  • SoftAmuseSoftAmuse Posts: 20Member
    Going in totally free until there is enough of a user base to worry about and feeding many more apps to. Testing the water with a toe first.
  • MagnesusMagnesus Posts: 304Member
    edited June 2013
    I released a trial for now - with 5 levels - of my The Lost Heroes. I'm not sure how exactly I will monetize it. Probably one time payment to unlock all levels and maybe some smaller IAP only for those who want some super-extra content (bonus levels or minigames). Or maybe just donations aimed at more levels / new game...
    Post edited by Magnesus on

  • pixeldriverpixeldriver Posts: 287Member
    I'm thinking for my upcoming title to do a donation model similar to Stalagflight were you can buy an item which doesn't change anything about the game but at least shows you have got something like the Pizza shop in Stalagflight.
  • ArkinumArkinum Posts: 6Member
    I'm still in the learning phase and about a year or two away from making a game I'll put my name on.  But I would like to go free for the first couple of games and then go the demo/full purchase route.

    Nothing "sells" faster then free stuff.  I think it will be a good way to start up a fan base.
  • PogolauncherPogolauncher Posts: 4Member
    Any game i release, I would make free and add some sort of donation button and if the user enjoyed the game, my hope is that they will donate, no limits, trials or adverts.
  • AsvarduilAsvarduil Posts: 11Member
    edited June 2013
    I'm going to try the beggarware approach, for The Hero's Journey.

    Pretty much on starting or ending the game, you have some
    options to donate a small amount of money - maximum $1 - to fund additional development (you can opt to pay absolutely nothing at all).  You still get the full game for free, and the 'buy devs some coffee' options are just that.

    O: Donate .10c USD
    U: Donate .50c USD
    Y: Donate $1.00 USD
    A: Skip

    I'll add counters that will tell me how often people are choosing each option, so that I can tune patches, content updates, and other goodies based on user response.  I want people to enjoy my game, but I fully realize people will vote with their wallet.  And, I want them to.
    Post edited by Asvarduil on
    Current Project: The Hero's Journey

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