Making, Selling, and Thinking Indie Games. draft 1

Miscellaneous Forums/General Discussion/Making, Selling, and Thinking Indie Games. draft 1

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I thought it was a fairly good article and had some interesting perspectives about types of buyers and their mindset that I didn't know about already, so in that sense your article is successful.

I agree with the idea of initially providing a large bulk of your product for free. You can always supply extra content later at a price. I think this reflects also a more spiritual mindset where you are more open to sharing, have more interest in including the audience in the product, and show that you give the user something to empower them and inspire them to be creative themselves. I think this is the approach I will take with my future products - releasing the basic platform and toolset free and then developing content later which would have a fee attached, on the same grounds as the user who could just as easily create content and sell it. I don't think it particularly helps to set yourself up as someone that others must become a `follower` of, although some people are surely intent on idol worship.

I think overall I would design my business model and approach to a product based on what is correct spiritually, rather than what someone has devised based on making profits or being popular or whatever.