Hello operators! With Tri Wing approaching a more stable position in its development cycle, I felt the urge to be more active in my blogs and have decided to create a casual weekly blog. These blogs will cover topics of all manners in a very matter of fact way. Most entries will pertain directly to Tri Wing, but sometimes we'll deviate and explore related topics as well. I'm calling the blog, "Hotfix".
To start off weekly Hotfix, I figured we should start with the most prominent topic of game development; money. Money is directly tied into the current state of the game, because all there is left to do is to finish up in-app purchases and clean up the UI a bit. With that in mind, I wanted to clarify how the business model of Tri Wing is going to operate.
First and foremost, the PC version will not have any ads or in-app purchases and will be a one time purchase. The game is set to launch at $9.99 USD with all color palettes and taunts available. The mobile version will be a free to play game with ads after each game, and in app purchases available for palettes, taunts, and an adblock. All content can be unlocked by playing the game on the mobile version, and no major content will be locked behind a pay wall. This currently includes new cards and future game modes. The idea behind this is to attract the most players as possible since the playerbase is the heart of a multi-player game. That being said, I also do not think that it's fair to the players who do enjoy the game to be put at a disadvantage because they haven't spent money on it on mobile. In the future, I'll look into other methods of monetization such as customizable titles, images, and possibly a draft mode in the distant future.
So what's the point of all this? Is Veak just some money hungry greed monster? Well no, not exactly. The reality of the matter is that matchmaking servers, equipment, and licenses cost money. In a future blog, we'll discuss advertising and marketing as well. That also costs money haha. I want players to enjoy the product, but we've also got to be realistic about the costs.
he end game is simple: Make a game that can fund itself for the community to enjoy. Will we get there? One way to find out. With all future important monetary decisions, I will try to be as transparent as possible.