sbester wrote: ↑Fri Dec 01, 2017 2:06 pm
I'm contemplating the risks of releasing visual novels as free to play on sites like Steam. Are the success stories too few and far between, or is this the best way to promote your VN? On the one hand, it seems that these games are more prone to getting positive reviews, as customers have nothing to lose by trying them out. On the negative, I'm somewhat worried that many people will see the free tag and automatically assume there is a lack of quality or content. What do you all think?
I've been wondering about this myself. I've released multiple VNs, some as totally free, some as free with a PWYW option, and one paid. This is all anecdotal, but here's what I've found:
*Free obviously gets more downloads than paid. More interesting is that (for me at least) games that were totally free had a higher ratio of views to downloads than games that had a PWYW option. It could just be a quirk of my specific games, but I think even offering a PWYW option can discourage potential downloaders if maximum reach is your goal.
*I made some money selling a paid game as more or less a total unknown. Not much, but it was definitely more than I would've made releasing for free!

Sales in particular seem to attract random people who'd otherwise not be interested. That said, this may not be the best long-term plan because it doesn't do much to grow your audience
*On the other hand, free games can generate a lot more engagement. If you release a game for free, there's always the chance some random YouTuber or journalist will find it on a slow day and check it out. (I know several other VN creators who never advertised their work but suddenly found a bunch of random videos of it online a few weeks later.) Hearing streamers read my stuff aloud was incredibly useful as a writer -- it's basically free beta-testing that you can watch in real-time.
*Free games can also be a platform for selling "bonuses." If you look at the top VNs on itch.io right now --
DDLC,
Butterfly Soup, various games by nami, most of them are free and most of them have an option where if you pay a certain price, you get a bonus (i.e. some art, a soundtrack, merch, etc.). I don't know how profitable these extras are, but they seem like one way to get the benefits of releasing a free game while still encouraging payments.
So in conclusion, if you just want people to play the game, the answer is simple: just release it for free. No one will look down on the quality -- for better or worse, people expect great games to be free nowadays.
If you want to make money, then it gets a lot more complicated. There's no magic answer, and it'll depend a lot on what type of story you're trying to sell. I'm sure devs with actual commercial experience can probably provide more insight into this than I can.