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Giantsashavor
#197432685Wednesday, August 31, 2016 2:11 PM GMT

The taxes on game-passes and micro-transactions are too high for me to make any real r$ out of them, and no matter how cheap they are, most players cannot afford them.
Godzfan704
#197436441Wednesday, August 31, 2016 3:38 PM GMT

Thats what im suffering right now. Because im not getting rewarded because of my place, im not getting incentived to create games, Developing is getting boring to me because of that. sup its your champ, godzfan
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#197438573Wednesday, August 31, 2016 4:20 PM GMT

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#197438893Wednesday, August 31, 2016 4:27 PM GMT

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batistapowerbonbtla
#197439127Wednesday, August 31, 2016 4:31 PM GMT

You have two choices 1. Become a sellout by ruining your game with microtransactions 2. Add a donations game pass (donations only or you become a sellout)
wonderful72pike
#197439372Wednesday, August 31, 2016 4:36 PM GMT

First you need to make the game, then you need to make money off of it. You shouldn't be developing just to make money, that's only for large corporations. You should make a game that you're gonna have a lot of fun making, then when players actually have something to pay for you throw the transactions in. Players will buy it if it's good, if it's bad they won't buy it.
illuminatical
#197440254Wednesday, August 31, 2016 4:53 PM GMT

1. add gamepasses, one should be a tips gamepass. 2. add some exclusive stuff you can get with robux
Internecivus
#197440756Wednesday, August 31, 2016 5:03 PM GMT

Wonder72spike is right. Do NOT create a game with the sole intention of monetizing it. You will end up with crappy unoriginal trash that badgers you to "BUY SUPER MEGA VIP" every 5 minutes while the game gets ruined by the kids who bought the admin gamepass. The trick is to first make a successful game. Once people are playing that, you can add in gamepasses. Do not add overpowered or game breaking crap to it. Limit it to cosmetics - weapon skins, custom hats, whatever. I have seen games go down the pay to win route and they have all failed extremely hard. I'm talking a drop from ~300 players to around 5 on at any one time. Finally, just remember to be in it for the game, not the money. Like I said above, if you plan from the start to create a "Hm, how much cash can I extract from my users?" type of game, nobody is ever going to play it. Don't be Ubisoft.
batistapowerbonbtla
#197440990Wednesday, August 31, 2016 5:08 PM GMT

"Do NOT create a game with the sole intention of monetizing it." So every front page dev? CrapOn is probably the worst of them all
wonderful72pike
#197441078Wednesday, August 31, 2016 5:10 PM GMT

@batista Those games didn't add paid content until they got good.
Erfanthegreat
#197447837Wednesday, August 31, 2016 7:12 PM GMT

dont bother developing with the massive taxing lol

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