Why don't you sell your game? How can I change your mind?

Necromus

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Okay, if "I can't decide how much to charge" is an obstacle, let's just leave it at that. I don't want this topic to become a discussion solely on what's the right price to charge for a game, which is what it has become over the last few pages. I don't want this general topic to become a focused discussion on any one issue. If the issues are common, we'll branch them off into their own threads, which is what we've been doing.

I just want this topic to continue with more/other reasons stopping people going commercial.
I unberstand your reasoning, just wanted to say that i don't think it's offtopic, since the discussion obviously led there, so it's definitely something to worry about.
 

Tuomo L

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Some of the very fundemental scripts that bring the best features are only for non comercial and I'm not good enough scripter to reproduce the same script myself.
 
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Shaz

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Even if a script says non-commercial use, some of the authors will let you use them in a commercial game by arrangement - usually there's a fee involved, and they'll usually say to contact them if you want it for commercial use. Not all are like this though. You might find someone who'll make a similar script for you - for a price, or for free, if you ask around.
 

Tuomo L

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I guess that's fair but there's few more minor problems too though not nearly as drastic as the script problem.

* I am not good enough composer to do few of the songs in the style I would like and I do not own copyright to them. It's particulary bad since one song I could swear was made especially for the scene in my game, if I'd not know it's from another game, it's THAT fitting.

* Sprites are edits of comercial game sprites and edited to provide multiple frame movement and other things.
 

TheCastle

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Some of the very fundemental scripts that bring the best features are only for non comercial and I'm not good enough scripter to reproduce the same script myself.
That's when you pick apart the scripts and learn how it works then make your own script based on what you learned. After that begin to apply what you learned on brand new features unique to your game.
 

TDS

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That's when you pick apart the scripts and learn how it works then make your own script based on what you learned. After that begin to apply what you learned on brand new features unique to your game.
So far everyone who "picked apart" my scripts to "learn how they work" have simply just changed the alias and claimed they had some sort of magical improvement in skill which just turned out to be that they're ripping off the work completely believing no one will catch them. But most scripters with experience can recognize their work in action.

If you want to learn how to script, stay far away from the scripts you love. Otherwise you will be far too tempted to just rip it off completely, and just writing the code yourself "Which turned out to be almost identical to the script you wanted" is a poor defense when you're against text comparison software.
 

Tuomo L

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So far everyone who "picked apart" my scripts to "learn how they work" have simply just changed the alias and claimed they had some sort of magical improvement in skill which just turned out to be that they're ripping off the work completely believing no one will catch them. But most scripters with experience can recognize their work in action.

If you want to learn how to script, stay far away from the scripts you love. Otherwise you will be far too tempted to just rip it off completely, and just writing the code yourself "Which turned out to be almost identical to the script you wanted" is a poor defense when you're against text comparison software.
That's when the lawsuits arise. Probably would be RPGmaking first but if it's VERY succesful, it could happen.

Also, thanks to this topic I was able to get across and build my courage. The scripters and I came to gentleman's agreement and everything's cool in that regard. :)

I also was able to talk a very, very great composer to help compose for the project as well as purchasing licenses for few songs so I can use them.

Seeing as the sprite thing is the only thing stopping me right now, I'm either going to find a spriter to help draw sprites.

Thank you Shaz, I think you've helped make me realize my dream may actually be reachable this time. :)
 
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Shaz

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I'm glad. I know that there are some very valid reasons why some people don't go into commercial development. But for some, it might just be a matter of needing someone to tell them "yes, you really CAN do it" and help them get over a few of those hurdles :)
 

wild_bill236

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The only reason i haven't tried to sell the game i made and the one i'm working on now is that i used the beginners guide to rpg maker to learn and make them. i plan on making a game and going commercial with it. i have put them up on my blog and on facebook if anyone is interested.

http://facebook.com/SuicidalGames

suicidalgames.blogspot.com
 

demmozero

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My biggest issue is lack of usable resources for commercial use I'm pretty much broke and the only thing I'm good at really is story telling. I can use the rtp for most of the process but for uniqueness scripts and music "at the least" or a must.
 

Shaz

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You shouldn't think a game HAS to be totally unique if it's your first one. If you just can't bear to make THIS game with RTP resources, then make another smaller one first using what you have, and let your income from it fund your masterpiece :) There are a few games using pure RTP that have been released commercially.
 

Clord

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My project already uses well over 20 scripts, this basically means that there is a quite bit people to convince and that's ain't gonna happen so that everyone is going to agree for that.
 
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Shaz

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But have you actually contacted any of them? You MIGHT have 20 scripts whose authors are happy for them to be used in commercial games. Unless you ask, you're just making the assumption, and we all know where those get you ;)
 

Mouser

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Not food, Dentistry. I'm not insured and I'm trying to cover some stuff.

Is this going to be by private choosing or by public submission? Also how complex is it going to be to submit things in terms of contents? Because I am not a company, just one guy making a game and publishers often ask information like "Company name, Company adress" etc, which I obviously can't provide.
If you are seriously trying to sell a game, you're crazy if you don't incorporate. It can be done cheaply with help from any CPA, and will protect your personal assets. Just remember that the corporation's money is not your money, so you have to write a check to yourself (ie: salary) if you want to use some of it for 'personal' stuff. There are some other requirements that vary by state, but they're not hard to follow.

Without that, some nutjob's kid goes crazy from playing your game, or at least convinces a jury of it, and you can lose your house, car, and anything else you own. It's so simple to do, yet I see so many people not doing it (many in jobs far riskier than game developer).
 

Nemoide

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Um, incorporating is not really necessary for first-time independent developers IMO. I think you might be overestimating the amount of lawsuits against indie game developers... I don't think it's a terribly high risk.

I know in New York though, everyone potentially starting a business can get free small-business counseling. That's a great service and I recommend potential commercial developers see if it's available where you live. It cleared up a lot for me, at least.
 

amerk

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Something else I thought about, but I'm not sure if this is really a good idea or not. Of course, with the exception to game design, there's really nothing that would hold a person back in terms of resources. Even if you can't do your own, there's a lot of free scripts available, and some really cheap, along with a boatload of resources available through the RM store for very little money. So technically, you can switch up the RTP with really cheap resources as well.

Aside from this, however, I can understand with legal contracts, copyrights, fees, collecting money, and whatever else can get in the way of people selling their game.

But we also know it's possible, and some have made a decent success out of this.

If people are intimidated by the process, most notably first time game designers breaking into the commercial environment, perhaps they can contract on with another successful designer that already knows the process for assistance. For example (using Shaz as an example, not necessarily saying Shaz should do this), Game Designer A (GDA) makes a game he wants to sell, but he doesn't know where to go from there, so maybe Shaz could charge a fee and be willing to extend his hand through the process and show GDA what he needs to do.

Next game, GDA will know the process, and maybe in turn he'll be willing to teach it to others as well.
 

wild_bill236

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If people are intimidated by the process, most notably first time game designers breaking into the commercial environment, perhaps they can contract on with another successful designer that already knows the process for assistance. For example (using Shaz as an example, not necessarily saying Shaz should do this), Game Designer A (GDA) makes a game he wants to sell, but he doesn't know where to go from there, so maybe Shaz could charge a fee and be willing to extend his hand through the process and show GDA what he needs to do.

Next game, GDA will know the process, and maybe in turn he'll be willing to teach it to others as well.
hey thats a good idea. i might need some help when it comes to selling games like that.
 

Shaz

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I am more than happy to answer "this is what I've done ... what is the next step?" questions. I suspect all the other commercial devs around here would also be happy to do the same.

But most of what I say is already covered in the Boot Camp thread. All I would do is go through the currently relevant section in more detail with your exact situation in mind.
 
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Right now, making a game is the hard part for me...but I do have a complete script for an Ace Attorney game that includes several original characters in addition to the regular cast. Art and music rips for those games are easy to get, but I'd need to find someone to do more art and maybe music. Obviously that's a fan game and not intended to be sold, but the "art problem" is the same for original projects. I'm not sure where to go looking for an artist, or how much that costs. The idea of searching out and vetting an available, reliable, high-quality artist - or even just art that is available for commercial use - gives me chest pains. Thinking about that is what sends me from "I can do this!" to "Never gonna happen" every time. So for me, having art and music already available to use is a big selling point.

It surprises me to hear that so many people are hostile towards the assets that come with RPGMaker. I would pay for a well-written, polished game that only used RTP graphics and sound - probably up to $15, but certainly $5 would be reasonable. At that price point, I'm expecting that the story is good, the game works, the dialogue has been proofread, and the level design shows signs of human intelligence. Anything else is gravy. For those who aren't sure whether their game is worth money, I say: if you can offer a playable demo, then go for it!
 

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