Originally posted by: Mario's Right Nut
It would be impossible to discuss the subject without a common frame of reference. Seems appliable in this situation.
It's been a while since I got in a good Nerd Fight, so here we go. haha. I'd be interested to see the value that someone who's never made a game puts on the following. It's been a minute, so I'm sure I forgot something.
Supplies to Purchase:
... lots of stuff
Generate Game:
... lots of steps
Complete the above 100+ times depending on your production run and how many errors you make.
As I said, I'm sure I missed a few things. I stand firm on my statements. Once you put a value and a # of man hours towards each of the above and how much you value your time, pretty much any price that a homebrew is sold for is a loss. Personally, I'm pretty sure I didn't even cover the cost of my production runs with my price point. So, yea, have some respect to the folks that do this.
I think you're seeking insult rather than taking the point of the thread at face value.
The thread was a question about what pricepoint BUYERS think is reasonable to pay for a finished product.
What went into the production isn't generally how a buyer determines the worth of the thing, with relatively few exceptions.
The end product (either its final "look" for the box, or the playability of the game itself) generally is only thing the buyer cares about.
(granted, with LE's, you're getting into other factors of collectibiliy/investment that drive bids/pricing -- whole other discussion there)
In your case, you essentially ONLY made limited releases, and you priced them really competitively.
So it is no surprise to me that you never hit any kind of economy of scale in the process.
And I am sure that there are plenty of other brewers that faced the same situation, over the years.
But unfortunately the underlying efforts aren't what really matters to how buyers decide what they are willing to pay.
That isn't an insult to you, or the time and money you invested in the process.
It is just a marketplace reality of what motivates someone to part with their cash.
This isn't exclusive to homebrew games, obviously, this is just a topic where that market reality feels more personal.
I'm sure most artists bristle about the issue in the same way, since knowing how much time (conventional) artists put into their work, very few are making a good return on their time.
Nowadays, it seems like more releases are successfully going the kickstarter route, as well as pre-selling ROM-only releases as part of it (usually $10/each with an embedded emulator via Steam or some other service).
I suspect the numbers have flipped and now THOSE kinds of releases (successful kickstarters) are more adequately compensated for their effort and at lower risk.
It also provides a "I support this brewer" price point for a larger mass of people that feel good about chipping in what may actually MORE money than the brewer would earn on the fabricated cartridge, anyway at a lower "risk" to both buyer and seller.