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> The real business model should be players paying you directly to develop and update the game they want to play for as long as they want to play it. They have
by cableshaft 8y ago
> The real business model should be players paying you directly to develop and update the game they want to play for as long as they want to play it.
They have to find your game and know they want it first, and it might not be too obvious to other people why they might want your game until it is already far enough along that it might as well be released. And by then it might be too late, unless you've made a game that can be endlessly added to.
First impressions count for quite a bit, so if you make your game available before it's really ready, when there's only a small amount of content, etc, then people (who might have loved your completed game) might give it a try, decide 'This game is broken and there's no content' and then never bother giving it a second chance.
Not to mention that indie game developers (especially those that get funding ahead of time, like on Kickstarter) tend to overpromise and and underestimate how much time and money those promises will take. See: Mighty No. 9, No Man's Sky, Star Citizen. Even the mega-hit Shovel Knight burned through all the money it crowdfunded and the developers had to work for zero salary for four months before the game was released.
Finally, the moment you make your game available for others to play, you're instantly on the hook for technical support, which could take a large amount of time, especially if you're one of only a handful of developers, precious time that could be spent developing the game instead.
So long story short, if developers want to get paid as they are developing a game, they will have to spend an inconsequential amount of time marketing and supporting an unfinished, broken buggy game, which could easily take 60% or more of their time (a percentage I often see people claim is needed for the non-software side of their software business).
It's a business model that works in some instances, but it doesn't work for everyone.