Licenses

  • #10, by philip-schoenmetzWednesday, 25. June, 00:46 2 weeks ago
    I'd really like to here from someone who already has to use the new license how well designed the prices are for such a niche market, most of them doing a Kickstarter to be able to even realise the game.

    Looking at the first Scott Whiskers game, without Kickstarter this game maybe wouldn't exist, rarely hitting 1 player a day this year, 34 reviews world wide on Steam, 14,99€ with 4,50€ already reserved for Steam, it also has English and German voice acting, 150€ feels like a  10% cut. But I'm not bashing on the first 2 models, they are the fairest or close to fair. But adding 200€ for a box realese without any store actually selling PC games anymore or only include Steam codes for YEARS, most unnecessary license of all time. Console? Good Lord, I'd rather use Unity for that.

    I would appreciate if you change the wording to thousands instead of millions, point and click adventures hitting one million sales or more may only happen on a 13th full moon in a year. If they sell millions, we wouldn't still waiting  for The Book of Unwritten Tales 3.

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  • #11, by marvelWednesday, 25. June, 16:34 2 weeks ago
    Hi Philip,

    Thanks a lot for your honest and thoughtful feedback – I really appreciate your perspective! smile

    Like with most things in life – whether it’s building a house, buying a car, or starting your own business – creating a game also needs some form of funding, because it’s a lot of work. Kickstarter is a great tool for that, but there are also public funding opportunities in some countries. And many developers manage to create their games without any budget at all, like we did back in the day with Zak McKracken – Between Time and Space. It just takes time and passion instead of money.

    As for the success of a game – that really depends on many  factors actually. Sometimes, the simplest games sell tens of thousands of copies, while highly polished projects  reach a smaller audience. In the end, the most important thing is that the game is fun and engaging – but even that isn’t enough without marketing. Visibility on social media, support from streamers, and fan enthusiasm can make a huge difference. Just being listed on a store like Steam doesn’t guarantee anything.

    Regarding boxed releases – I wouldn’t underestimate them. There’s a reason you still see physical PC games at places like MediaMarkt, Saturn, or Amazon. There’s a market for collector’s editions, and people are willing to pay real (and sometimes a lot of) money for them – especially if you offer extras like a soundtrack, artbook, or making-of. Of course, this only makes sense for certain titles and usually when working with a publisher. For my upcoming game Oak Island, I would definitely consider a boxed release.

    And when it comes to console publishing: Visionaire is actually one of the very few engines that supports porting to all major consoles. A Unity port, for example, can cost thousands of euros per year and per seat, plus the additional integration work. Visionaire offers a huge advantage here. As an example, Stasis is being released for console on June 26, and other games like Lucy Dreaming or Deponia have already made the jump using Visionaire. Visionaire is very capable.

    All the best,
    Thomas // Visionaire Studio Team

    Key Killer

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  • #12, by marvelWednesday, 25. June, 16:39 2 weeks ago
    One more thing that’s important to mention  : adventure games are typically long sellers.

    Unlike fast-paced action titles or trends that come and go, point-and-click adventures often continue to sell steadily over many years. Players discover them through word of mouth, Let’s Plays, or seasonal promotions. Even after the initial release hype fades, these games can generate ongoing income – sometimes even more in the long run than in the first few months.

    That’s also why a one-time license per title makes sense: you pay once, and you're free to keep selling your game year after year without ongoing costs. It gives you full control over your project’s long-term success.

    Key Killer

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