Nice job with Genfanad! That looked like a really neat game. I don't have a good plan for profitability other than try to keep my expenses as low as possible and see if I can find some way to scrape by in a year or two.
IknowIknow! You could have some lets call it "lootboxes" that people could pay real money for to open. And in them they would find items to use in the game! :-)
A bit more serious, I haven't seen many attempts at just making a donation bar showing how much it costs to keep it running per month? Let people donate until the bar is filled, when it overflows it goes to next month. Very visible on login screen. In this bar ofcourse include your salary for keeping it running after developement is doneish.
Maybe stretch-goals for donation to make new functions?
And please use Ko-fi for donations, much friendlier and less cutting into your profits :-)
I think presenting costs as a rough “per user/player” calculation might be more effective than presenting just the total cost. That way people are reminded of their own personal resource usage, which seems like a more manageable/tangible number, and it can be accompanied by the broader stats since of course not everyone voluntarily pays (and some people pay more than their fair share).
Back of the napkin math, but if the servers cost $0.25/month/player and the owner would like to make $5,000/month (very conservative but sure, why not) and there is a 20% "future emergency fund" in place, when the game has 5,000 players then each player would need to contribute on average $1.50/month, or $18/year.
I would want, in exchange for that, that the game be fairly stable, that there be things to do such as Quests or Tasks, and that I could enjoy the game for maybe an hour a week, maybe 2 if I'm in a rut.
Exactly, and I think that sort of request for contribution is much more likely to make people feel inclined to contribute than some abstract goal of getting $10k/mo in donations or whatever.
Valve has some great talks on monetizing free games. People will pay for social features that don’t change the game mechanics. E.g., make every donor’s avatar visually different, so people acknowledge they’re good people. E.g., wear a gold chain around their avatar’s neck or a feather in their hat. Or render them with more polygons! Larger donation = more polygons?! Makes sense to me.
Or sell weapons that are the same as regular weapons but trigger fancy death scenes when they kill.