• jsomae@lemmy.ml
      link
      fedilink
      arrow-up
      3
      arrow-down
      1
      ·
      edit-2
      6 months ago

      The dorf fort devs made like $3k-6k per month throughout the 2010s. They did end up going commercial to get more. But it was hardly “not even a little profitable.” I mean, I’d take that deal to do what I love too.

    • Skasi@lemmy.world
      link
      fedilink
      arrow-up
      1
      ·
      edit-2
      6 months ago

      I’m aware of that and also see the problem, but argue that that’s partially because most people just aren’t used to this. People’s actions depend a lot on what they consider the norm. Take waiters or other service people as an example - in some cultures it’s usual to tip them, in others it’s unusual or even frowned upon.

      You would have to at least have a base minimum purchase price and then accept tips on top.

      That’s also fine. If the initial price were lower than other comparable games then I assume that more people could be convinced to tip. Or even just if a company is very open about their work / income and dedicated to communicating to their players. I think there’s already some companies like that, though perhaps not necessarily the big ones.