My (terrible) business idea.

Free-to-play games are more like demos. You need to pay for the cool stuff, extended functionality, or in the case of Mario RUN, the full game. Games like Angry Birds or Runescape have sort of, well, lost their touch.

My plan is to create something I doubt has been done before. Something to change real F2P gaming as we want to know it. Perhaps it would be stupid, maybe it would be good, maybe something great will come out of it. Wanna know what it is?

A free game.

(Great one, very anticlimactic.)

On the game spectrum, there are thee ways it can go.

  • A True Free game. One that is playable, but is minimal in effort, lacks appealing design, and takes a minimal amount of time to complete. Chances are, a future update would add their forgotten Google Ads API and some in-app purchases to remove said ads.
  • A F2P. Any game you find on the Play Store. Has some ads, in apps, potentially a P2W mechanic. Literally the most annoying thing. I hate them all because they took my favorite mobile games of 2015 and massacred them. WHY!? Not to mention, they pay people to leave sparkling reviews on their garbage games.
  • A paid game. Could be a port, could be a new game, regardless, it's a fully paid experience with everything you want. Some notable games that require payment are Persona, Mario, or literally any good game if you can read. We give the highest ratings to said paid games without being paid by the dev to give it good reviews.

What I want to do:
I want to create a full paid game experience without the payment part. I would lose only my time, but maybe I could create a game which is fully free, but has the feel of a game you bought for 69.99.

What it would have:
  • No IAP's.
  • Free DLC for those who want it.
  • No ads.
  • A full 200 hours of RPG experiences. Yes, I love Turn Based combat, and I would love to code it into a game for free.
  • A cost of approximately $0.00
  • Likable characters.
  • A good plot.
Why?
Free games suck now and I want to change that.

In all honesty, part of it is generosity. I've often never had enough money to buy a game I wanted, and when I get it it's always been a surprise. I want to maybe influence some to make free games that have what the list has in it. Maybe it's because I'm selfish, maybe I'm crazy, but having some decent free games out there wouldn't suck, right?
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I've made small hour-long games before (in shite engines) that took me 48 hours to make (as in I used 48 whole hours, not 2 days). 48 * 200 = 9600 hours or a full calendar year-worth of work.

Considering I'll be trying it in Unity then it'll take another few years to learn scripting and modeling, making animations, etc which'll take ten hours per model, adding more time to the equation very vaguely, all in all taking a total of upwards of 10 years.
 
every free good game i can think of is monetized in some way and has a team

osu! has supporter tags
etterna(best rhythm game of all time, imo) has a pateron
friday night funkin(ew) had a kickstarter

and those are just rhythm games, an rpg requires much more effort
 
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If someone is determined to do something, he will find a way to accomplish it regardless of obstacles.

Scott_pilgrim just has no faith.
 
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It always kind of baffled me that there is so much good and complex free software (free as in "free beer" and in "freedom"). Sure, the Linux kernel for example isn't developed just by hobbyists; there are big companies with interest in this (and other software as well). But there is A LOT of big free software, even without big companies being interested in the development. A good example are some homebrew projects. TWiLight Menu++ and Luma3DS CFW are a huge gift (a lot of others as well)!

When it comes to free games… very few and even fewer that I would like to play. The package manager offers several thousand packages of all kind of software, while the games part is a true desert. Not sure why it is like this. Developing (modern) 69.99 games surely have a big team behind them. This is not a hobby project… and the devs need to eat.

That said, I've no problem paying for games – but a few conditions must be fulfilled:
  • No advertising whatsoever. Period.
  • Reasonable one-time-payment only. The publisher must be honest: Put a price tag on your product! Don't say it is free and include microtransactions, DLC, premium version, pay to win, subscription model, loot boxes or whatever BS into your game.
  • Must work offline. No DRM.
The games on so-called "mobile devices" often fail in one or even all of those categories (in addition to the missing buttons stopping me from considering phones as a gaming platform altogether – but that is a different topic).
 
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