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Zero Gear - an indie multiplayer kart racing game


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Posted

11 characters

12 karts

14 wheels

25 hats

11 accessories

11 maps

we don't know for sure about the cost, we will probably have to consult with some people who are more knowledgeable than us before we know for sure. It will not be more than 20 dollars at least.

since the game is primarily multiplayer, we really want to get as many people online playing at once as possible. One way we have considered achieving that is to release the game for free, and then lock certain elements and functions in the game unless you purchase a zero gear license. Things like the garage might be available in the free version so you can deck out your awesome character, but then when you go to save or exit it tells you that you can only customize your character with a license, etc.

what do you guys think?

Posted

Yeah, I would basically look at what nexon does..... And do that... it works FUcking awesome for them. The core game is free and maps are free but then all the extra shit to dress your character up costs money. like 2 bucks for a hat and pants .and vehicles would be like 5-6$ . but yeah that way of doing things isn't for everyone. they only started doing that once they got a lot of people playing the game. they opened up market place inside the game that allows you to check out what your character would look like with all the gear and stuff , but then you have to pay money to buy it and stuff. It's pretty awesome. Ive spent over 60$ on the game.... virtually buying a free game lol

Posted

We are not really that jazzed about the mirco-payment part of a free to play game, I have yet to see a western game that has been successful using that kind of setup. In fact Kart Rider has pulled it's western release presumably for the reason they found people here would not support that model.

So the biggest reason we would have a free to play element in the game would be to boost players, it would essentially be a risk free and constantly running demo - with the added benefit for paying users that they have a bigger set of games and players to interact with. The biggest question would be what you could limit in the free version that would actually inspire people to pay for the game to unlock those features, without doing things that make the free players experience feel shitty, and turn them off from the game.

Posted

make it 17$/15€

give a weekend deal at steam 2 to 3 weeks after first release where you take off 30% of the price and another weekend deal 10 weeks later where you take off 50%. 6 months after release make a 75% off deal and after that lower the constant price by 30%-50%, depending on how well the game is selling (lower sells -> lower price -> higher sells again).

Posted

Free week on Steam during the first week of the release. Then have it full price ($20?) for a while, then maybe another free week, followed by a small discount (so that it's $15(?)) and then back up. Free weeks are IMO one of the best ways to get people interested. Demos and stuff doesn't do justice most the time.

Posted

I feel you'd be laughing all the way to the bank if you tied the cost around 10 EUR. PvZ is doing super well and a lot of that has to do with its price + word of mouth ("Hey its really cool and only 10 EUR!"), where as others that are slightly more expensive aren't pulling as much fare - they lack the zombies however :)

If you release at 10 EUR, why not hold back a couple items from every category (carts and levels included) and release it a month or two later as a free update, to gain more exposure?

I think you could have a lot of fun in figuring out ways to draw players in, your production values are insanely high also - I don't think it'll be hard to convince anyone to pay 10-15 Eur if you can link them to some footage or at least get the word spreading like wild fire.

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