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Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

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21–30 of 60 posts

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#21
post #18

What's the difference with playonjump.com? TBH there wont be a "netflix for games" until the big ones sign up for that And they wont since such a service would be a big pay cut from selling games for 60 bucks

We think there's a few key differences: First - we're focusing on personalized curation, in other words, the content you get recommended to you will be based on your preferences.

Second - There's a whole host of technological and model difference that will allow us to be financially better for developers, and to include larger and more technologically demanding games.

And as far as that pay cut goes, I think you'd be surprised as to how much subscription revenue can add up over the year. After all, we won't be 5/month for very long at all. We've definitely seen more replayable games doing better - per user- than they would have on a traditional storefront.

When it comes to integrating those 60 dollar games though, we're going to need to make sure we're not re-creating the problem for the indies that we were trying to solve though.

Oh and, unlike jump, we're currently up and running ;) (sorry, couldn't resist)

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#22
post #19

Sadly I think game developers will now optimize towards wasting as much times as possible without convincing the user to quit. Longer loading times, more cut scenes, more fluff essentially. Short games with a small but great single player story campaign will die out against the rocket leagues.

Our revenue model doesn't focus exclusively on global time played. So we hope to minimize time wasters that aren't fun. But you're absolutely right, there is definitely risk there. We hope our curation will also help combat that, since it's something we want to actively avoid.

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#23
One of the most common mistakes in the industry is to think that games are different than other types of software. That people "consume" them and move on to the next game. That's wrong. Only a very few games get all the play-hours. Most people ever really play one game. The "game of their life". For some it's starcraft, for others it's minecraft. Games are software, the same rules kind of apply: there are only 15 (say) unicorns per year.

A subscription service doesn't make sense in this context because it doesn't make sense for the unicorns to collaborate with you.

What I wish would exist however, is YC for games.

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#24
humble bundle (http://humblebundle.com) has a game subscription plan as well. While they hook you in with AAA games, most of their bundle is indie. I feel most people subscribe because of the price, but I wonder how many people actually play their games in the age of Steam?

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#25
post #18

What's the difference with playonjump.com? TBH there wont be a "netflix for games" until the big ones sign up for that And they wont since such a service would be a big pay cut from selling games for 60 bucks

We're seeing the big companies move in that direction as well (Xbox Game Pass, EA/Origin Access, PSNow)

Definitely - subscription means recurring revenue, which is a whole lot easier than having to sell individual copies of anything!

Even if you end up doing a little worse per-unit gross, chances are your COGS goes down a fair bit.

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#26
post #17

As a full-time employee, husband and parent of 4 children, I love this idea. Currently, buying games is a huge time risk for me. There's a very large chance I won't ever play it. However, paying only $5/month and being able to try a game out with no strings attached (psychologically) is a really nice idea.

One of our teammates said the same thing! He loves playing Pankapu with his kid. https://dropleaf.io/Catalog/Game/?Id=19&GameTitle=Pankapu

I hope you will give us a try and let us know what you think :D

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#27
What's the process like to get a game on the platform? Are there any requirements for exclusivity? Any expected monthly revenues for a reasonably popular game? This sounds like a good idea and I'm looking to publish a title at some point within a year.

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#28
When you say that devs get paid based on time played, I'm assuming this is platform wide hours, and not per player?

Have you considered alternative rev share models? Whenever I see this sort of service, I'm concerned that it is going to make shorter games and genres with low replayability even less viable than they currently are. Games that people play for hundreds of hours, like Terraria, Rimworld, or Factorio are going to get the dominant share of the revenue.

You can argue this is fair, but I hate to see the industry moving in a direction that makes games like Inside less viable.

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#29

One of the most common mistakes in the industry is to think that games are different than other types of software. That people "consume" them and move on to the next game. That's wrong. Only a very few games get all the play-hours. Most people ever really play one game. The "game of their life". For some it's starcraft, for others it's minecraft. Games are software, the same rules kind of apply: there are only 15 (sa…

That's definitely an interesting perspective, but I think steam stats say something a little different, there are hundreds, if not thousands of games that move 100K+ units (and see significant played time from their users) each year. That's a whole bunch of games that a significant number of people fall in love with.

But beyond that, I think you just made the case for those games to sign up for a subscription model! If someone's playing a game, say minecraft, month over month, then that developer is getting paid month after month. In other words, if a game takes over someone's life, it'll almost definitely do better per-user on a subscription platform than on a store front.

By the way, check out Flare: http://www.flaregames.com/flare-accelerator/

Re: Launch HN: Dropleaf (YC S17) – subscription service for indie PC games

#30
post #28

When you say that devs get paid based on time played, I'm assuming this is platform wide hours, and not per player? Have you considered alternative rev share models? Whenever I see this sort of service, I'm concerned that it is going to make shorter games and genres with low replayability even less viable than they currently are. Games that people play for hundreds of hours, like Terraria, Rimworld, or Factorio are g…

Actually we agree with you wholeheartedly.

Revenue is distributed on a per-user basis, we think that's hugely important! Thanks for the question :)

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