But yeah, I'm with you. I could put up some kind of excuse about how I'm going to an expensive school and I don't have money to support these guys, but then I'll probably turn around and shell out $30 for another fuckin' Zelda DS game or something. It really is our fault.
One day, Bay12, one day you will get that donation.
also...

Still, I very rarely buy retail games either. And yeah, Assassin's Creed sucked.
He spent the first third of his rant trying to disprove the idea that video games have to be the exact same as movies.
I think part of drives people to only buy mainstream titles is that otherwise they feel uncomfortable that it isn't safe and familiar.
That's not to say that this excuses this line of behavior...I dislike it quite a bit as well.
Publishers only mainly offering the standard fashion to buy games is part of the problem.
However, it is mainly the gamers' fault.
When people don't have to pay for something, when it works by donations...people aren't very generous at all.
Something I think I'll have to muse on some more.
I'd put up with ads in these games if it prevents people getting completely burned after making actually decent games...Baaah. The kicker is that, even with ads, it won't make much because so few people play them in the first place.
I got a lot more out of Dear Esther and Radiator's games than I did with every Call of Duty combined AND a good chunk of other mainstream games. Quality is a bitch.
Still, I guess it comes down to whether the developer is doing it out of passion or for cash. For example, I don't charge my D&D players to DM for them (which would be smug, considering my quality of DMing), because I enjoy the process. If I was writing adventure books specifically to be published however, you better believe I'd at least want some money in return for it.
All in all, I don't think this post really did anything but meander; if it made zero sense, apologies.
The market is showing now that if your game is GOOD enough, it will be rewarded. Cave Story's WiiWare and PSP release is proof of that. For the most part though, you are absolutely right, and it's sad ;-(
Also, Assassin's Creed was great!
If you look at what has happened to the iphone app store, there's a race to the bottom of the pricing scale thanks to the huge supply vs demand. Now, very few people even consider purchasing a game that is more than $1 or free, because that's the value that has been assigned to it -- and has been agreed upon by all the peer developers since they price similarly.
Do you think that if Braid had been free and not $15, would more people or fewer people have played it? I'm really not sure, and (NERD ALERT!) if you graphed hypothetical players vs price, it would probably be a bell curve with a sweet spot that moves depending on the content of the game.
weigh in, 'toiders.
Unlike others i'm not here to take your words and hold them to the heavens as they are obviously the words of a higher being...I listen, I think, I try out the 'games' you praise and I will come back with my opinion.
Here is MY opinion on Passage: Games are not made to make you cry/feel sad. If a game does that through the by-product of an emotional story driven narrative then fair enough. But Passage seemed designed for the sole purpose to make the 'player' (if they can be called that, more like watcher) feel sad. Games, as Jim Sterling would agree, should be first and foremost... FUN... and that was certaintly not.
I'm am not a smart man, I often feel belittled and lessened by those smarter than me, so I ask you to take my words with a pinch of salt, I know what I mean but that may not translate so well in my words..
Maybe it's fear of what can happen to that money. It's not like I can donate a few to a particular developer and EXPECT them to do what I would like with their resources and talent.
I guess this is where Gabe Newell suggestion makes alot more sense where we can actually reward the good from the shit. But as long as there are companies like Activision and EA they won't let something like this happen. It's unfortunate, but a company like Valve should take charge and experiment with this to expand the options.
It could work actually because it doesn't have to have 100% of the population involved. People actually interested in gaming aren't all fuckfaces that take everything for free. Lots of them are, but enough aren't to be able to get creative with how a game is funded.
I don't play indie games so I don't feel like I'm part of the problem or the solution either way but I am the kind of person willing to donate after the fact. I've paid for DVDs after downloading the movie and I've bought games after playing them through emulation.
I was a massage therapist for 2 years -- when I started out (indie therapist), I offered to do massages pro-bono, to get my name out there, and hopefully make a buck or two off tips. I got almost no takers.
Then when I started charging $50/hr out of the gates, I tripled my workload in less than a month. The only variable was what I was charging. So, indie devs, charge a little bit ($5 or so) for your games! You might get some sales you weren't expecting!
And yeah, do you accept donations for Runner?
It also cost millions of dollars to make, produce, and market. I'm happy that my $40 went to support the good and hardworking people that were involved with it.
In contrast, I never played that passage game. I never even heard of it. Maybe the reason the guy that made it isn't making good money is that it hasn't been publicized well enough. Maybe instead of doing incoherent rants every week you could instead help solve this problem by doing a piece on the good indie games that the rest of us have missed because no one else talks about them.
If someone who is part of the problem was going to post in this thread they could have not fit the bill better than you. People like you are exactly who this rant is against. Not only because you're a complete ignoramus about what it takes to make even a simple game, but you also gleefully support shitty games because you have no taste whatsoever for quality.
If I was to donate for their appreciation, would that money go towards another project or is it just for profit? How would we as donaters exactly know? And how costly would their resources be for their ne xt attempt?
While I completely agree with your entire rant, you almost make it sound like you're trying to rally the troops to donate to the best games, which like I said before, would be impossible for the less than appreciative gamers. Not everyone would want to do it and maybe expect a second or third project.

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