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I wanted to ask what people's opinion was of visual novels on closed platforms: like Apple's appstore, Xbox Live's Indie Games, etc. From browsing through the forums, it sounds like they do exist, but that they tend to be either poorly translated or of low quality. Is that correct? Are there any that anyone would recommend?
The Japanese ones tend to have poor translations, but I haven't really done more than just try their Lite versions. For Western VNs, the web and Android have a smattering of Ren'Py ports. On XBLIG, there's like one or two western ones but I forgot the name and it was in the "locked room with killer" genre.
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I've seen estimate development costs in the low 3K range for even a simple and short game (which tend to exclude programmer time, but since I'd be the one programming, that works for me).
Hmmm, that was probably what someone estimated for Magical Boutique, something free done by two people with day jobs. If it were offered in the market looking for a sponsor, I guess that's roughly the amount that would be offered. That's really the only kind of game I can think that will fit well in the contemporary 99c category if it had better graphics.
If we're talking about medium length VNs with enough good graphics, I estimate we're talking about 5K-10K. And a game that has had 1000 sales at $15 would be considered a success.
Some people here have dished out well over 15K already for multiple projects over the years (in my case including an RPG with 3D models so it's understandable). I'm still waiting on my Unity programmer for a Floating Frame Director engine in Unity but he's really busy with clients who can actually pay the AAA dollars.
There are some groups that have the artist on board as a full co-producer, so being paid a pittance or only a profit share will definitely trim down development costs. You can make a sellable game for less than 1K but it'd have to be very good, if people won't complain how short it is. I however tend to want to pay people outright for full Copyright ownership to prevent complications in the future (such as being free to take the IP anywhere I want should it stick).
I'd take you up on your offer as long as it also includes the role of publisher on XBLIG (Me not having Xbox 360 and Indie Games channel not being offered in most countries that do have Xbox). Sometimes it's not the implementation, but more the connections and getting ones foot in the door.
But as is usually the case, it takes years to finish a massive project that would necessitate that effort onto getting in closed platforms.