RMMV Mini RPG subscription - Would you pay?

watermark

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Since MV allows publishing to webpage (I haven't actually tried it yet. But it should work, theoretically), I have an idea for making a RPG subscription-like service.

What if you pay a monthly fee (through ******* for example), and then you get like a small (say 1 hour gameplay) RPG every week? The RPG could be playable through a web browser. You won't be able to transfer saves between these RPGs, so they would all be independent with different stories.

How much, if any, would you pay for something like this?
 

Hyouryuu-Na

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Seems like a cool idea. But!- If you're saying you're gonna provide a new game each week, even if one with 1 hour gameplay, isn't that less time for making a quality game? I mean, it's great if you can manage that. But I was thinking that if you expect people to pay to play games, please ensure the quality.
 

Andar

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As an average, one hour of gameplay needs 100 hours of development time (assuming decent experience and decent quality).
A fulltime-job is usually calculated at 168+ hours a month.
And a month usually has around 300 hours at max....

So if you're working alone, getting one hour per month out is around the maximum if you have no family or no other job.
Getting out one hour per week is not sustainable in any way, unless you artificially increase playing time. But no one will pay for one hour of gameplay with a five-minute-battle every other step....

The idea itself is probably good, but you'll need to research what you can and can't do - nothing will destroy the idea faster than giving it grandiose goals and fail to meet them within one or two months.
 

Wavelength

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By default, I'd pay zero - an average game that's made in a week is probably not worth my time, much less my money (especially in a subscription format). However, if I were to try a couple of these games and I really liked them, then I'd be happy to pay $5 a month, and might even be willing to spring for $10 a month.

The idea is intriguing - perhaps it has some potential - but I have to admit I'm having some difficulty envisioning how it would work in practice. Let's say I'm a subscriber - can I only access each game for a week, or will I permanently have access to it (as long as I keep subscribing) and all the other games from past weeks? If I'm a new subscriber, do I get the games from the past when I wasn't a subscriber? Is the object to focus the community/fanbase around the current game that's coming out (or just came out), or on the body of work as a whole?

As @Andar mentioned, development takes a lot of time... and I think his 100-for-1 estimate is actually low in this context if you're starting from scratch on each 1-hour game. 100-for-1 is a pretty good ratio for a "decent" hobbyist game, but for a professional game that's worthy of paid subscriptions, I'd expect more than 100 hours to make (and test) a good hour of gameplay. Additionally, the first hour usually takes much longer to make than the rest of the game (because you have to design mechanics, systems, balance, character designs, basic GUI, etc.); subsequent hours of content usually take less time since you've already done work on the "skeleton" (all those things I just mentioned). But if your model works around making lots of 1-hour games, then you have to individually create the skeleton unless you're copying the skeleton from another 1-hour game you've made.

Also worth considering is that the RPG is a notably poor genre for 1-hour games. People generally like the RPG genre for its deep stories, abundant character development, expansive explorable worlds, menu-driven combat (read: slow combat), multitude of thoughtful out-of-combat mechanics (many of which often need tutorials), cutscenes, and slow, steady climb up a power curve. Granted, not every RPG has all of those, but how do you expect to include even most of them in a single hour of game time? One of my big goals in my game timeblazer has been to "cut the crap" - to make every minute feel enjoyable and impactful by removing any boring, tedious play that doesn't move the player forward. No dungeons; no standard encounters (only bosses); no backtracking; no inventory management; no getting lost; no searching for plot flags. Even so, it's about a 90 minute run for an experienced player (and a 3 hour-ish run for a new player), and it just barely manages to feel complete. Earlier versions with less content had some players noting that even though the game was fun, they spent too much time learning for too little time playing.

Taking all of this together, here's what I would envision as the most likely version of success with this type of model:
  • A mid-sized team of about 10 people, where each game is mainly developed by one person in a month (this would require at least 5 people devoted to strict "game dev"), artists split their time between projects (I'd imagine at least two character/battler artists on the team and at least one artist to make objects/tiles that absolutely need to be made), one or two musicians (you really don't want your games to share music), and one devoted QA/editor that tests each game multiple times and really tries to break it.
  • Each game developer would have their own "series" of games, with each entry in the series sharing the same mechanics, world, maybe even its cast of characters and many of its basic enemies. That way, you could borrow the skeleton of previous entries, as well as many of its assets, to focus more on creating new content - and you wouldn't need to worry about sacrificing most of the hour of playtime explaining mechanics or trying to introduce characters and worldbuilding.
    • Alternatively, all of the developers' series could share the same world, characters, and/or mechanics. I do think this has some advantages, but I'd actually recommend keeping each series separate in order to keep your audience wide (see below).
    • Like you said, the games wouldn't need to be direct "sequels" and saves wouldn't need to carry over - they could be multiple unique mini-adventures in the same world, using the same mechanics, using subsets of the same pool of characters.
  • The community would thus look forward to each new entry that comes out - not only as another game they could play, but as a continuation of getting to know the world and cast of characters that they love. Community hype will always be high because the next chapter is always just a few weeks away. Even if someone won't be playing any games for a few months, they'll want to stick around (and keep subscribing) to be a part of that collective experience.
  • The first one or two games in each series should probably be free (for anyone, not just subscribers), so that people can try them out and decide that they want more (and subscribe).
  • Assuming each dev has their own series (meaning each series would receive a new game about once per month), you could keep your audience very wide and essentially get away with forcing people to pay for some content they won't play by making sure that each dev's series has a very different style to it. If I come to your site, and I see one fantasy series that looks really cool and try it out, and indeed I love it, I'm going to subscribe to your site because I want to play more of that series. I'll try out the other series too, and maybe I'll love one, think one is alright, and dislike two because they're just not my style (maybe one is a horror RPG series). So I'll look forward to those two series and keep paying because I want the next entries in those two; I'll give the third a try if I have time, and I'll skip the other two but I'm still paying you the full cost each month, and I'm alright with that because I don't want to miss the two series that I love!
    • Compare that to a single series with an entry every week, where if it's not my style, I'm never going to subscribe to your site.
    • Also compare that to a model where none of the games are connected (each week is an entirely new game in an entirely new universe). It's cool that I get a new experience each week, but there's nothing "hooking" me to stay subscribed if I haven't been using the service much lately, or if you release a few bad games in a row and I'm feeling that maybe it's not worth my money anymore.
So, that's a very long and detailed first reaction to what I think is a very unique and interesting idea. I think there's some element of "Shooting the Moon" here because a pace like once-a-week would require a lot of resources and commitment, and because a subscription model is a higher barrier of entry than a simple purchase is. If you can get it right, though, you'll have something wonderful - both an always-expanding universe of creative content that people love, and a reliable revenue stream.
 

Poryg

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I don't like an idea of "Play for a limited time" type of subscription. 6 months of WoW cost more than 99% of the games on the market. 12 months of WoW would allow us to include all DLC with the said games. Doesn't matter if the game gets taken down, I can still play it as long as it is on my PC. Or if the company discontinues the development or goes bankrupt. I can still play it. But the moment I stop paying for WoW, the moment their servers go down or whatever, I won't be able to play the game anymore.
And I don't like games with limited playability.
 

standardplayer

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You would need a solid, solid foundation with your own engine, built on top of RPG Maker, so to speak.
You'd need to plan so far ahead, and probably need a team.
You'd want to be finished several sessions ahead.
You'd have to come up with a good idea for a reason to want to play a game without saved data.
This was actually done before in a lot of different ways, there was a service in Japan back in the day that did this with versions of zelda on famicom. Success didn't necessarily have to do with the idea, but rather with the execution, timing and availability/audience
I don't think this is un-doable, I think it's unlikely.
Not impossible, though. I don't want to be the one that said you can't and then see you go off and do it ^^
 

RedMage583

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Once a week would be way too short; once a month would definatley be more viable.

To even achieve this realistically tho, you'd need to make high quality tilesets and other basic assets and reuse them to save time so you can put effort into more important assets like Portraits or other materials specific to that game, that way you're only cutting corners with stuff that isn't as important.

Also you'd need to balance the game to be less about fighting trash mobs and more about experiencing a story or 1-2 hard fights and make progression seemless; a daunting challenge for anyone making a RPGMaker game be it in a week, a month or years.
 

rue669

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This would be really hard to do and unlikely to work.

Subscription services are all the craze these days, but they only work if you have A LOT of content (see Netflix).
 

CraneSoft

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You must also consider the issue of long-term sustainability - no matter if you have zero paying subscriber or 1000, you will still need to create 4 games per month (whether that is realistically possible while also sustaining you and your development team's personal life is another story altogether), and like all subscription-based services, you will need free trials to give people a reason just to try (not pay) your games. The barrier for the paywall is even higher. I'd say this might work for mini-games you'd play to kill time rather than trying to get a good story out of a 1 hour game, and that is assuming if you can consistently create good content.

Overall, if ******* method is what you are going, it's best to start off with single projects and expand when you got the funding to afford a larger team. After all, big companies don't just pop into existence one day. :)
 
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watermark

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Thanks for all the great feedback!

For whether players get to keep the game, I am imagining it will be like the ******* model. Basically, you have access as long as you are paying the monthly fee, and lose access if you don't renew.

Also this is a tech question: where are the saves on web versions of MV? Are they like cookies stored on the local browser?

As for the 1 hour limit, I actually thought of this because I myself don't have time to play 100 hour long RPGs these days. Usually what happens is I start one, then I get busy with real life. By the time I come back to the RPG a few months later, I've basically forgotten the story and what I was supposed to be doing. I am thinking short RPGs like a DnD session. You sit down for maybe 1-3 hours for an adventure. Then the next time you play it can be another adventure, with maybe similar mechanics but new story and characters.

Finally, it does seem that this could work if a big enough team does it. As in if you know you will get a decent game every week. Like a bunch of us get together and do it? That of course, means someone has to manage the division of labor and payments, which is another workload. Yah...this won't be a small project if done.

Hmm... will have to think more about this.
 

Kupotepo

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I do not it is a good idea. Sure, you can mass-produce a bundle of battles of a short period of time. However, it is an RPG game that requires the writing of the story which requires 100 hours to come up with a decent story.
A monthly fee? RPG market is fiery and full of free RPG games. I do not think you going to make a profit.
 

Poryg

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Cookies used to be used as saves before HTML5. But since they are only in the cache, it can easily happen they get deleted from it, so they were rather unreliable and ever since HTML5 came out, they've become obsolete. HTML5 allows to use so-called LocalStorage. It is a large file on the drive, which contains a signature and next to it the data that needs to be saved. All is handled automatically.
 

watermark

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@Kupotepo does make the good point that a product like this will have to compete with the tons of free RM games as well as the dollar RPGs on Steam.
 

ChipTato

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Kinda reminds me of kemco
They crank out a tonne of jrpg every year
They're a team that has professionals in it and their quality is always a hit or miss
It's an intriguing idea but will probably fail on execution
I think a more feasible idea is a bimonthly rpg, with at least a consistent quality that lasts maybe 30-60 minutes that being said a team of people is still needed and with that the price would probably go up too. I can see a niche for this sorta thing
 

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