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Just to interject as a general comment (not trying to derail Segev's discussion). Here's and interesting Gamasutra article about indie games: [url=http://www.gamasutra.com/blogs/DanielZacharias/20160218/266184/5_Monetization_Methods_for_Indies_with_Limited_Resources.php]Link[/url]
Some selected quotes:
"Consumables, consumables, consumables. In order to give the user an infinite maximum spending amount (which you want in your game!), with the ability to spend over and over again, you must have consumables. "
In other words, have repeat business permanently enabled.
and
"The developer in this case is assuming they can make more money by selling these players individual items rather than a subscription. But we’re indies, we can’t produce that much content! But we can produce ONE subscription model. A couple hundred or a few thousand users paying a small monthly fee can give a lifeline to a small studio."
In other words, don't limit yourself to just cash shop purchases of new one-and-done items for sale and new content.
Edit: A hard core subscriber base of 10,000 dedicated fans paying $10 each adds up to $100,000 PER MONTH. That's $1.2 million annually. The Kickstarter had like 5000 contributors, didn't it? That's a pretty good start right there.
R.S.O. of Phoenix Rising
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