Game Development Community

I'm going to try something silly

by Mark · 02/24/2007 (2:43 pm) · 16 comments

So, I'm going to create a 3D rifle, and release it for a dollar. Source files, working in Torque and all that fun stuff.

I figure, if I can get this rifle on some websites, like TurboSquid, and 500 people buy the weapon, that's $500, if 10,000 people buy it, that's $10,000.

Has anybody ever tried something like this? Who on earth wouldn't want a decent 3D/textured model that only costs a buck?

#1
02/24/2007 (2:48 pm)
So like, individual content packages? Not a bad scheme.
#2
02/24/2007 (2:56 pm)
Well, if you want to make a buck a rifle, then you need to set the price at $2 so that you get a $1 after turbosquid takes it's cut.

I think it's worth a try, you should let us know how it works out. I've thought about doing the same thing with some of my models.

What kind of rifle are you thinking of doing?
#3
02/24/2007 (3:04 pm)
Yea, maybey I'll do two guns and just bump it up to $2, just so I'm not getting chump change.

I'm thinking of doing a basic-scifi rifle, nothing too over-the-top, just something that looks pretty solid. Also throw in different colored textures, so if they have a blue-ish armored soldier they can adjust the color of the weapon to better fit the unit holding it. (doesnt take long, just a little but of Hue color tinkering)
#4
02/24/2007 (3:09 pm)
Good plan. It seems like the real money to be made in the industry is in content packs. =)
#5
02/24/2007 (3:24 pm)
Just my 2 cents...

Tbh I doubt if people care if it costs $1 or $10 or $whatever, the fact that its more than $0 is what matters to most people...
#6
02/24/2007 (3:32 pm)
Don't short change yourself. Sometimes people want to know what their getting is worth something so bump up the price. There is something similar to this called micro games, little games that cost a buck. I don't know how they do it after credit card processing and what not.
#7
02/24/2007 (4:31 pm)
I'm not really a $$ monger, just a little here and there is really all that I need. If I can be known as the guy who sells his license-free royalty-free stuff for cheap, then that's a good thing in itself.

Ive already begun a prototype, just the butt of the rifle but I'm interested in seeing how this goes..

i15.photobucket.com/albums/a361/SpecOp9/prototype.jpg
#8
02/24/2007 (4:42 pm)
You said "butt"!
#9
02/24/2007 (9:35 pm)
Well I finished the prototype, I may add a few things later on. It ended coming out looking like a sniper rifle while making it, so I guess that's what it is. I should have planned out a little before making it, I kinda just went along with it adding and tinkering.

I'm probably going to do the 3D model now to get it ready for texture mode.

i15.photobucket.com/albums/a361/SpecOp9/Gun.jpg?t=1172381725
#10
02/24/2007 (10:22 pm)
The problem I see is that if you make a 'sci-fi' rifle, only people working with scifi will want it. You could make, say, a variety of rifles with different themes, and sell each one individually for a buck [or 2 as the others have suggested]
#11
02/24/2007 (10:37 pm)
Exactly, I strongly like the direction that you're going with this idea though. Sell a bunch of little models cheap and let the volume of sales accumulate.

As pointed out, there is the argument that consumers in general will pay more for an item because a high price must mean that it's better quality.

I think your little experiment is worthwhile though. Indie game developers have a different mindset than most consumers.
#12
02/24/2007 (10:41 pm)
Plus, if you look at my iTunes habit, it shows that it is a lot easier to click on something that says $.99 than something that says $14.99. I can easily buy 15 songs without thinking about it.

Apply this to game content and you allow people to pick and choose models to build a library from. It's better than paying a lot for something that you're only going to use one or two models from.
#13
02/25/2007 (12:01 am)
i15.photobucket.com/albums/a361/SpecOp9/BangBang2Dolla.jpg
Thar she blows matey! Obviously needs some tuning (some blocky areas and texture fixes), but I'm usually pretty good at cleaning things up.

For it just being for sci-fi folks, that's fine with me... Can always make tons more! :)

I figure as long as I release enough screenshots, the person will know exactly what he/she is getting.

All I need to do now is get some shader materials on this thing, plop it in TSE and see how it looks.
#14
02/25/2007 (11:54 am)
If you are using it is Torque then make a quick video of it in action. Really show it off. Maybe show a sniper scene where one sniper zooms in on the other. Of course both snipers are carrying the same gun.
#15
02/25/2007 (12:55 pm)
I was thinking of something like that, that's one good thing about having Torque :)
#16
02/26/2007 (9:51 pm)
The histogram of sales and customers is not a straight line :D