WizDragon wrote:
Maybe the flat fee and percentage could be combined? As in, Dantom receives whichever is cheaper: 50% or $5.
It's a good thought, but we'd have to up the base fee then, because the 50% assumes that the _average_ profit per game would be around $5 (or whatever). The idea is that the popular, more expensive games would largely fund the BYOND effort, while also making good money for themselves.
Alternate suggestion: 20% or $5 (not per player), whichever is higher.
I think 50% is way too high a cut, but 20% is plenty sensible. (25% is arguable.) If you set it up so that you get the first $5, or so that the author pays $5 to set up the subscription service and you get 20% of everything after the first $25 come in, I think it'd work better.
Actually with this system you could potentially go even higher on the initial fee. Make it $10 and then people have an incentive to put more quality into their games and up the price.
Lummox JR
I am very generous in allowing Dantom to take what they want. I have an upcoming deposit and subsequent donation that I think will help them out, if only to a smaller degree.
Lets look at this in a slightly different light...
Dantom, Dan and Tom, worked on this project endlessly for many years now, producing one of the best hub and game development (if not THE best) on the web. They did a majority of this work for free, a majority being around 99%. The small amount of money they have gained back has been far insufficient to even support the SERVERS and BANDWIDTH. This means they haven't even came close to breaking even yet! If you've read anything on the Dantom story, you'll notice that this was a development to make money. They aren't making money. It's been seven years. They have crafted an awesome system for us, and what do we do? We beg for features, send pointless e-mails about losing 20 cents while trying to buy the source code for a game that shouldn't have been distributed in the first place. We whine on the forums, and spam other users. Honestly, if I was Dantom, I probably would have gotten frustrated long ago and shut the whole thing down (of course, being the person I am, I probably would have redone it with a new name, and a MUCH higher payout scale). They have been kind enough to take their own living money from their jobs and apply it towards this project. You guys try to beg dollars and cents off other users, continuously, while they are pouring actual money they have earned, while trying to -- at the same time, manage a life. I know it's not easy. Admittidly, the 50% charge seems a bit steep, but could you even accomplish anything without this system? Probably not. You probably would have made a game in C++ with a much worse base (if you can even handle producing in that language), have poor marketing, and low hits. Essentially what I'm saying is this: Get over it. Live with the loss of your 5 dimes on your customers. Eventually things will turn around, Dantom will probably earn enough money (as in income after expenses) to lower the prices, and if not that, at least they will continue improving the system. If you expect to make a living off of BYOND as it is, maybe you should go find a job. I'm thankful just to be able to produce games, I don't even need the cash, I use most of my income to keep making new games, and to subscribe to other games. Eventually it will get to a state where we can make money, just be patient. Hey, maybe you could even go out and advertise!
~Polatrite~