Poll

Do you think the described system is good?

Yes, it looks good
4 (33.3%)
Yes, but it needs improvements such as (please post)
3 (25%)
Not that great an idea
2 (16.7%)
Pretty bad
2 (16.7%)
this option is only for me, don't choose it!
1 (8.3%)

Total Members Voted: 12

Author Topic: An ideal buisness model for a new game.  (Read 3220 times)

Offline snakeman830

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An ideal buisness model for a new game.
« on: June 15, 2012, 08:17:29 PM »
I am slowly working on a new RPG system (anyone who wants to help, I'd welcome it) and I am considering a business model to follow.

As I lack the funds for broad distribution and probably publishing costs as well, I propose doing the following:

1. The materials for the game will, at least for the start, be electronic only.  Each book would be in PDF format for maximum accessibility.  Each book would be paid for via Paypal or a similar service.  In return, the purchaser's e-mail is added to a special list and a copy of the PDF is sent there.

2. When the inevitable errata is written, the PDF document is updated and a new copy is sent to everyone that has already purchased that book, as well as a separate document detailing which changes were made in detail.  This allows for multiple erratas to be written while still ensuring all customers have up-to-date material that they can use in-game.

3. The Core materials will be available for free on the website.  Again, it will be in a downloadable PDF document that will be updated with errata with a "Core rules last updated" message on the home page of the website.
« Last Edit: June 29, 2012, 10:16:59 PM by snakeman830 »
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Offline Arz

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Re: An ideal buisness model for a new game.
« Reply #1 on: June 18, 2012, 09:57:44 AM »
If you are digitally publishing I would ask that you use an epub or other more modern file type. I pretty much refuse to purchase a pdf. They are very backward compatible. While pdf is truly an old old dog...

Offline snakeman830

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Re: An ideal buisness model for a new game.
« Reply #2 on: June 18, 2012, 02:56:15 PM »
I was considering PDF as the format for the two following reasons:

1. PDF is a very common file type.  Just about any buyer would have the software to open it.  Even if they lack the proper software, Adobe Acrobat Reader is a free program, so the prospective customer wouldn't have to pay anything extra.

2. PDF is a universal file type that can be opened with equal ease on any computer.  I would hate to restrict customer base based on what operating system they're using.
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Offline darqueseid

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Re: An ideal buisness model for a new game.
« Reply #3 on: June 29, 2012, 02:08:17 PM »
I voted for not that great for the business model aspect only.

I actually love the idea of creating an "only available online" RPG system, and would help you with it playtesting etc I think it could be viable as a model. 

But I think you need to use a more 21st century business model than your thinking.  If you really want to make money at this and your gaming system is really good.  What you need to do is digitally publish your "core" Rulebook(s) for FREE.

I know free doesn't SEEM like a good way to make money but your NUMBER ONE goal should be to create a community of users, a core group of people who use and love your product. 

Establish a site, create forums, distribute the core information for free

Once the user base is there, Once you've established a base, then supplemental material is where you should aim to make your money.   That is when you start getting Paypal involved and gear up to do digital sales.  Heck you might even be able to attract outside investors to start publishing hardcopy books once you can demonstrate a user base. 

I could give you tons of examples of how well this model works, especially online, but Facebook is probably the best.  Of course, your not aiming for the same user-base that Facebook has, but if you really want it to be a success, free is the way to go for this kind of start-up...


Offline snakeman830

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Re: An ideal buisness model for a new game.
« Reply #4 on: June 29, 2012, 10:13:16 PM »
Good call on having the core material for free.  That actually would help very much in getting things established since people are a lot more willing to try something free than something they have to pay for.  Thanks for the advice on that.
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Offline veekie

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Re: An ideal buisness model for a new game.
« Reply #5 on: June 30, 2012, 09:36:25 AM »
As a bonus, a free core system can be more complex/detailed(though theres still a limit) than usual as well. People are more willing to sit down to learn a system if they don't need to fork out money for it.
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Offline SneeR

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Re: An ideal buisness model for a new game.
« Reply #6 on: June 30, 2012, 12:49:48 PM »
Some indie developers have thrived on providing their material free and asking users to show others, then show appreciation by donating any amount the user can afford. I know Solo's Legend worked like this and make some fat cash.

Doing that for the core books sounds like a plan, with erratta. Releasing other books for a set donation amount ($5 or more?) would also probably support the release of more.

Basically, people like "free" even if it requires "donations." Especially if they like your stuff!

P.S.
I would be interested in checking out your system and giving pointers!
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Offline RedWarlock

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Re: An ideal buisness model for a new game.
« Reply #7 on: June 30, 2012, 12:57:42 PM »
What about a free&plain vs paid&decorated split on the core content? I've been debating that kind of concept with my stuff if I ever get to publishing it. The free would be the straight-up text, while the paid would be a more colorful book layout, with art, and perhaps commentary/suggested house-rules sidebars (like in the DMG & rules compendium).
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