How Much Would You Pay For This Game?

I think it’s safe to say that I would be willing to part with $15. If it was being sold for $10, I wouldn’t even buy it, because that would be like insulting you, good sir. The gunshots are a nice touch. I want to feel the pain of that deer, I want to live its tragic story.

badumm ba dsss badumm dsss dsss?
Somebody lock him up, for blowing my mind!

Lolwut…

Anyway, replying to the thread starter.

For me it’s like this, since it’s for mobile you can go for.

Dungeon Hunter alike = Free to play, make money from store item purchase.

Zenonia alike = Free to play, make money from store item purchase.

GTA series alike (open world) = $6.99 - $9.99 and add another function to suck gamers money from store item purchase.

Final Fantasy mobile series (100+ hours gameplay) = $19.99 but unless you can make story that good… Or make a good establishment from previous title, it’s hard to sell at that price tag.

Hey Foofy69, I think you are getting a bit ahead of yourself. Not to sound like a jerk, but like everyone else here, this is all “ideas” and to be honest, it sounds a bit like every other game on the market! It’s a FPS, adventure style RPG, open world, blah blah blah…
Number one, you got money on your mind. That’s not a bad thing. We should all strive to make financially successful games. They take heart and time to put in. For some of us, this is all we do is program from home, doing games/website programming and the works (I’m one of them :wink: ). But in the video game world, it’s VERY hard to sell an indie title, even for pocket change. When you sell a game, you are competing with everyone in that market. On the phone, you are stacked up against Angrybirds/Angrypigs, Sonic the Hedgehog, Candycrunch Saga, Scramble, Tetris, and even freaking GTA to name a few. What is so great about your game that you are going to outdo them, some of which are free?

The thing about most of those games… they are simple. They work well on the phone. Candy Crunch is a very simple but successful game. Scramble and Words with Friends are very simple. They are quick games that the non-hardcore gamer audience can enjoy. What you are aiming for is to make a complicated open world FPS. Technically speaking it would be too complicated for a phone. On top of that, the average phone consumer doesn’t buy cheesy open world FPS games. 45+ year old phone owners who have kids and a mortgage aren’t going to drop $10 on your game, they wouldn’t evne try it if it was free. They like viral, popular, simple games.
Second, your price point is ape crap for a mobile game IMO. When I buy a phone game (or think of people that do), typically a good price is $1-2 dollars. Why do you want to avoid a $10 price on a mobile game? Because people are already paying $80+/month for their mobile phones alone. It’s hard to swallow even more money on top of that for alot of people.

Lastly, you should not make this game for the money. Several years ago, I started making a side scroller game. Making money off of it was my first goal in mine. I rushed the game out there, tried to get it published (on Xbox 360 years ago), and ended up wasting alot of time and alot of money. My game wasn’t that good back then and I was totally full of myself. Now in 2014, I’ve resurrected the game from the dead. I’m making money a secondary goal - my first goal is to make a kick butt (sorry don’t know the swearing rules around here) game. And so far, the game is coming along astronomically better because I’m taking my time on it and enjoying it. If your heart isn’t in it, your game is going to suck. People will smell your bullcrap before even seeing it on the app store. You have to want to make a good game, NOT make some over-the-top crap just for the money. And your idea doesn’t sound that original considering you said “kind of like Elder Scrolls”. Think of something truely unique and simple for the phone, put your mind to it, and then put it out there. Make money a secondary objective.

So you plan to make a game on a larger scale then skyrim in one year and no money? Cause it only took 150 men and 100’s of millions of dollars to make a smaller scale game in a few years; you should be done at the end of the year right? Wut

I think it is pointless giving advices to anyone on the internet. Seriously… a waste of time.
Even by some miracle, the person you are giving advice too understands, he will still do it his way just to see if it’s true.

So this is what will happen (it’s a vision):
A. you will lose your excitement rapidly (two- three months) and abandon the project (this is what happens to 95% of the projects started by newbie devs)
or
B. you will not manage to finish just because of it’s pure size and resources needed (models, animations, scripts, AI, optimization, level design, story writing and soooo much more ).

If by a miracle you manage to finish the project somewhere in 2018. You will come to the harsh discovery that the success of a game is based on 10% idea, 35% execution and 55% marketing and hype. Yeah, so after all that work, you will discover that you will have to spend even more time and efforts marketing the game, make it available to the public.

I see a lot of children coming to these forums giving some ideas and calling that work done. I’m sorry to say, but while I’m in the bathtub I have about 50 ‘great’ ideas in 15 minutes. But you know where real life starts to kick in? When you try to put them on paper and you realize that some ideas take too much resources and even more ideas are not even fun when mixed together.

Being a game developer means seeing your dreams crushed first in order to have them come true later.

Gl

1 person, 65+ hours of open world gameplay, optimized for android/ios?
Uhhhhhh… Good Luck.

I hope you prove everyone wrong.

The truth is strange than you think it is. I get resumes of people who, work more than 3 months for free for various people. One hapless person has CV/resume where he worked for free, for various people, for 1 year, unpaid.

When you think about persons who advertise for $50 per week for 8 hours, 5 days a week, there are even worse people who make their contractors, ahem, slaves, work for free for many months.

I feel my money is not so good. If other people are OK towards working for free, why should I pay monthly wages for?

Love ballades about deer hunting? Take my money now!

I like your enthusiasm, but agree with the others. Actually you aren’t just “trying to fit a cow” in your mouth, I’d go so far as to say a whole farm. When you start off, certain things look simple. But when you’re thinking of a game to the massive scale that you’re thinking, everything becomes so much more complicated. And to be honest, someone with little experience does not yet know enough to realise how big and complex projects can get. “The more you know, the more you realise you don’t know.”

Your project is not something even the most experienced and professional game developers could do, on their own, in SEVERAL years. Unless you’re talking about something that is very bad quality and full of bugs. You will learn a lot though if you try this for even a few weeks. You will fail a lot (the best way to learn).

Don’t get ahead of yourself, I recommend you start smaller (much smaller) and work your way up as most people do.

Also as mentioned: It’s worth 0$ until there is something to show.

ROFL, one of the funniest quotes I’ve seen on these forums. And true as well.

I wouldn’t pay anything for this game. Because it’s never going to be finished.

I will be paying you US$ 1000 if you deliver your Skyrim-quality level mobile game with 65+ hours of fun made by one man by the end of the year.

That’s easy…

…as long as you don’t want it to be good. I’m sure I could make, for instance, a game where you just walk around in a giant empty place for 65+ hours that would work on mobiles. Add some kind of simple repetition mechanic and you have a “game”. Think something like Desert Bus - just drive through repeating nothingness and keep guiding the bus back onto the road.

The Kaizo version makes is so that invisible triggers placed strategically - that is, in a certain radius of the starting position - teleport you back to the starting position.

Man, this is a genius idea. OP is going to be the richest dev evar.

we all have grand dreams, but we need to think realistically. if i was dreaming of being a pro hockey player like wayne gretzky but different, it would take a lot more than just a bunch of ideas about how i would skate and shoot and pass, and practicing a few basic moves by myself. you have to work your ass off just to even be considered for the minorest of minor leagues, and even then its still a long way to go. go and read gigi’s stickied thread.

Man, I have have had sooo many ideas over the years on improvements that would make hockey so much more interesting. Of course, I play hockey very poorly. (I was 20 before I ever put on skates). My siblings and I came up with a ton of improvements the game. If only the NHL would give me a shot…

Hockey is one of the toughest sports to become pro at if you learned to walk before you could skate lol.

LOL - too funny! :slight_smile:

Totally. I was a able to become a competent skater at 20. I was even decent at being able knock the puck around. But adding other players,… it got complex real quick. I still had to “think” about skating. I wish we had ice rink when I was learning to walk… sigh…

this should be an unskippable ad that every new user has to watch before they are allowed to post anything.