richxiaohe
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thanks for the sharing.I actually released a playable version of this before PUBG. I started building the game back in 2013 ish and told my son who is a pro gamer about it. He said it was a stupid idea and no one would play this type of game (the game is not really battle royal though although it kinda started as that). When I finally got the game to a large multiplayer playable state, I got my son and a group of his mates to play it. They all loved it. The concept probably didnt make too much sense but when the concept was put in place and the game was playable, it all came together. How the game failed is because I did not market it - while I do provide website design services, and I provide local marketing as such for my clients, games marketing is a whole different kettle of fish and I dont have a clue about it. I though Steam would pull through and sell hundreds of thousands. How I was 100% wrong.
Did you see my Defender game?
so you chose paid to play. if you price them $5. you need to sell 10k copies to reach 50000 dollars. or at least 2000 copies to earn 10000 dollars, then you could keep making another one.my question is: is it possible for "paid to play" game making by individual or a indie team achive the goal above? and is it a good business?
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