Still - at that math:Applegate wrote:I think the problem with prices is that a Visual Novel developer needs to balance the cost of developing the Visual Novel with the price of selling it; I see artists offering themselves for $5 to $15 per sprite with 3-6 emotions, one outfit and one pose. Selling one Visual Novel would afford one character's basic set of six. If you have multiple characters, CGs, drawn backgrounds, composed music tracks and more besides, you'll find that it's very difficult to earn back your investment through sales alone!
8 Chars (1 sprite set each) x $15 = $120
10 Backgrounds x $30 = $300
Music = $400
All together equals $820, or 41 copies sold at $20 before you break even. That isn't a lot of copies to move. Even at $10 a pop, you just have to sell 82 copies to break even.
From a business perspective I don't see how it's that difficult. Especially if you put any time into marketing and promotion. Now, maybe that isn't enough to live off of, but few people can make a living doing nothing but making games. But it certainly should be easy enough to get SOME money out of the deal with a little patience.
That line of thinking rarely pays off. Raising prices to cover costs almost never works out well in business. Simply put, your competitors doing better business practices than you are going to under-cut your prices and steal your customers. They'll be able to do that because their market plan and budgeting was more sound.Applegate wrote: Definitely understandable people'd price the VNs high when selling a few at high cost is less risky than selling a bunch at low cost, given the limited (paying) VN audience... and then worry about piracy!
Pizza Hut is actually a great example of a big company discovering that volume works better. Used to, Pizza Hut sold large pizzas for $16. They were making $8 profit per pizza, and 50% of the take was profit. They ran a deal that was originally only going to exist for 30 days - $10 large pizzas. This meant Pizza Hut was only going to make $2 profit per pizza, and only 20% of the take would be profit. But they discovered they did FIVE times as much business with the deal. So even though Pizza Hut was making less profit per pizza, they were making more profit overall through volume. It has been nearly 2 years now, and large pizzas are still $10, because it makes them more money than selling pizzas at $16.
Finding ways to produce and sell cheaper has always been the path to success in business. The same still applies to game development. Yes, your VN audience is limited, which again, is why the most successful games from the OELVN community are not "pure" VNs. By including actual gameplay that is fun by itself, and THEN adding characters and story on top of THAT, you dramatically increase your audience pool. (Just as an example, Mass Effect is essentially a VN. You listen to tons of dialogue, make choices, and choose from multiple dateable NPCs. But in the middle, between all that, you get to shoot things and blow stuff up.)
And selling VNs at high price gives you MORE reason to worry about piracy, not less.
I don't know. I think one of the reasons sales for VNs have fallen so sharply in the last decade is that so many OTHER types of games have a "date this guy" gameplay element. Games like the Persona series, Knights of the Old Republic, Dragon Age, Fable, Mass Effect, etc. Some of those games, especially Bioware titles, have romance that is every bit as deep as any in a VN.DaFool wrote:I think one of the reasons otome games may be so popular is because "date this guy" is a viable gameplay element not found in more traditional games. Whereas heavily plot-based non-romantic stories can viably be executed within the gameplay of other types of games.
I frankly believe VNs are struggling because they have little unique to offer any more.
I feel extremely fortunate that I am a professional artist, writer, and that I can program. Especially with art, I can save myself most of the cost of development. (Except on paper, where opportunity cost has to be factored in. But at least I don't have to actually spend cash on artists.) The only thing I can't do myself is compose music.DaFool wrote:As a former lone wolf developer I feel I have to latch onto entities with a full-time art staff at their beck and call or else I'll fade out of the scene entirely.