Concerned Ape (Stardew Valley): I swear on the honor of my family name, i will never charge money for a DLC or update for as long as I live. Screencap this and shame me if I ever violate this oath.
The sad part is that the idea behind DLCs (to develop further content for a game already released, in exchange for additional money) is reasonable. Or it would be, if shitty developers didn't abuse it to the point that it stopped being "downloadable content" to become "dumb and lazy cashgrab".
I also think that CA isn't just being benign with this statement, or his whole "let us not be arseholes" approach towards development. He's being smart; player trust might be hard to measure but it has direct impact on word-of-mouth advertisement and piracy, so it's basically the difference between "everybody knows it, plenty bought it" and "the few ones who know it pirated it".
Another excellent example of this working is Factorio.
The original game doesn't cost a fortune, it's made by a small extremely dedicated team. They polished it so hard the shine made everything else look like vanta black. Playing Factorio ruins other games because the depth and quality of everything else is so poor in comparison.
The game came out in like 2013 early access. Full release completed in 2020. A decade after initial launch, they are going to offer a DLC, that will cost money.
Absolutely happy to pay for a DLC for that perfection.
IMO Wube (Factorio's devs) is a lot like ConcernedApe, when it comes to not violate the players' trust. That's why for example Factorio never goes on sales - because the people there believe that it would be disrespectful to charge a larger price to some than others, simply because the others delayed buying it. (Cough Paradox Interactive aka Hipsters' EA cough cough)
They also have the decency to offer you a demo so you can make an informed decision before buying it, in a clear contrast with certain companies that expect you to buy it blind.
About the DLC: I'm one who typically pirates games, mind you, but I'm probably buying it, just like I did mit the base game. The base game isn't incomplete or anything like that; fuck, people compare it with crack for a reason - it's functional, polished, and fun to the point of addictiveness. And the FFF (devlogs) clearly show enough content to be worth it.
Agreed. If CA charged a few bucks for the 1.6 update, I'd have bought it without hesitation. Same with 1.5.
The best example right now is Factorio. There's a new expansion coming out in October. It isn't free, but it adds basically an entire new game on top of an already excellent and fully fleshed out game. I'm gonna buy it the day it goes on sale without question and without waiting for reviews.
Then there's crap like Starfield where they added 1 mission for $7.
Slay the Spire is current $8.50. Starbound is $4.50 (both are on sale rn for future readers) if you're looking for a space game.
I can't actually recommend Starbound. It's a game sure. And made by an indie team. But it's past is stained. The game is also hollow and devoid of true substance and this is clear after less than 5 hours of gameplay.
FTL is a much better space themed indie masterpiece.
I've purchased Stardew Valley on 3 different platforms. I've never done something stupid like that with any other game. And idc because it's only like $15 and he seems like a good guy. You take care of us, we take care of you.
Yeah, agreed, a good DLC is awesome. The example that comes to mind for me is From Soft. Top notch content, delivered well after the release of top notch games, at a fair price, which expand on the level and boss design and improve it every time, while stepping up the difficulty for those who loved and fully completed the base content.
I wish every game I ever loved would get DLC like that.
I have bought it twice, possibly on sale both times but still. I’d never heard of it, and I’d never played any style of game like that, but Nintendo advertised it to me when it launched on the Switch and I eventually bought it. Later my family started taking the Switch more and I eventually bought it again in Steam. No regrets! Happy to support good games from small developers that don’t break the bank!
Anything that is worked on for that long is fair game for versioning. It used to be that you bought a version of a software and it was yours for life, but if you wanted the new fancy stuff, you had to buy the new version.
Now it's either a subscription or an "app" model, how long can a developer continue to support a 3€ one-time-buy app with new features? Buyers run out sooner or later.
I sail the high seas from time to time, and I think I've bought Stardew 3 times now. It is an incredible game loop, and I will support the dev however I can.
But I have absolutely no problem with that whatsoever. Dude wrote a good, solid, complete game, sold it for a fair price, and made bank. That is the business model I want software to be sold under, and I'm thrilled to see it working for him.
Right, not only do I not have a problem with this - but it SHOULD be rewarded.
Personally I beat the v1.1 version of the game back in Oct 2016 - but I purchased the game a second time on android because a) i wanted to support a cross platform port and b) the guy really deserves it.
I like it when I have the option to support a developer more, but it isn't expected or required.
I mean, we could argue on whether his work is worth tens of times that of an average person, but I mean, there's people who make more and whose work is actually detrimental to society, so he's all right by me.
That's fine for him, but let's not take this as a guideline for the entire industry.
There are plenty of talented, creative, and committed developers who are trying to turn their dream game into their life's work.
For most of them, the only way they can survive spending another 5 years working on the same title post-launch is by charging for the new stuff they make.
Yeah easy for him to say, he’s a one-man operation, so he gets ALL the profit to himself. Probably millions of dollars at this point… he’s set for life. He doesn’t really need DLC money. But other devs probably do.
Your point is basically the same but I believe he isn't technically a one man dev anymore. For a while, he has worked in a small team, with a few games released/in EA on Steam having been created by former SV devs on the same engine with ConcernedApe's permission.
I assume he also outsources the work of the console ports.
In any case, it doesn't take away from the point, and you could probably still classify him as a solo developer for the purpose of talking about his upcoming Willy Wonka simulator. It's much easier to pay 4-5 people from the proceeds of one of the best selling indie games of all time than it is to pay 40-50 people from the proceeds of a 10 year old game with free updates and expansions. No Man's Sky, for example, must have some really consistent sales figures for them to continue to be making money.
Such an incredible game and a great humble developer. Honestly, there’s nothing I can think of to do to improve the game from a gameplay mechanics standpoint, but there are a few technical back-end things I do wish it had :
Cross-platform compatible cloud-based save support. I want to be able to play in my same game save regardless of what system I play on. I don’t even mind paying for the game multiple times, but I want to have a singular Stardew account that I can sync somehow between PlayStation, Steam Deck, iOS, etc.
Cross-platform multiplayer. If I want to play on my Steam Deck and hop into my spouse’s farm on the Switch or whatever… or have them be able to do so on mine.
Mixing local and online co-op. If my kid wants to play with my spouse split-screen and I want to play on my desktop, again - would love to just be able to do so more seamlessly.
Dedicated server support.
I know at this point doing those things would be very hard from a technical standpoint since they’d probably require a lot of deep work in a code base that was not built to do any multiplayer to begin with, but I still would love if they could somehow do so or fork the base game to allow it to be done by the community.
The cross-platform saves probably wouldn't be that hard from a technical perspective. The game is written using MonoGame and likely doesn't have that many changes to the core of the game for ports. From what I know about MonoGame (which is admittedly only a little, so I may be wrong!!) the engine abstracts pretty much everything.
I think the stumbling blocks are outside factors. Games often don't update on different platforms at the very same time because console vendors take longer to vet updates. A game save from an updated PC version synced to a console version without the update could break it. Also setting up and maintaining the server infrastructure for syncing is its own can of worms. Certainly doable but it would pretty much require him to outsource that and he may simply not want that.
Sure. He made many millions of dollars within the first couple years of releasing it. That's why he can pretty much do whatever he wants, including continuing to work on the game without charging additional money for it. And of course, it keeps selling more copies, and will for many years to come, so he has tons of money continuing to flood in.
He certainly seems like a pretty grounded guy, and it's nice that he tries to be cool about stuff, including not gouging the player base for more money. Being an individual has huge advantages compared to being a corporation, in some ways. A corporation would pretty much be obligated to maximize profit. He can just be pleased that he brings joy to millions of players, and has already made a fortune.
Yeah - I don't want to be too dismissive. I've read interviews with him, and despite his success, he hasn't measurably changed his lifestyle or fallen into the traps a big influx of money can cause. It honestly reminds me of No Man's Sky (minus the redempetion arc) where enough money was made from the base product that it funds ongoing development for the forseeable future.
Yeah. He deserves his success, and I'm happy to hear he's doing good things for his customers... But this kind of reads like a slight on all the developers who release DLC for profit. The vast majority of companies don't succeed this well on any game.
So I'm glad he's said this, but I also don't think poorly of devs who release for-profit DLC, either.
I suppose that's nice. Although I do not see the problem with charging for updates, with multiplayer it's a problem because people might get pressured into buying something they might otherwise not get it because of friends, but with the single player game I can't see the issue. And why doesn't the dev deserve to be compensated?
Charging for updates isn't intrinsically bad. A good expansion pack at a fair price can be a good deal for both the players and the devs. But there is a modern trend of games trying to squeeze players for every dollar they can get; and when content is deliberately held back in the hopes of selling it for a bit more money later, it starts to become a bit perverse. The game itself can become an advertisement for selling more bits of the game in the future - and it just devalues the experience.
In the specific case of Stardew Valley, the game is a major hit - and it continues to sell well. So even though existing players are getting the new content for free, the developer is still going to get paid. Obviously he could get a lot more if he charged for it, but he has decided he doesn't need that. He'd rather just make the game as good as he can make it.
Here's a personal story of mine, about a different game:
Several years ago I was selected to be a beta tester for a major game franchise. I was a very well known member of that community, know for making custom balance patches and bugfixes - and so they wanted me to test their new release. I was pretty excited to be a part of that. But when I got my first beta copy, I didn't really play it much because the game barely worked. It crashed very frequently, and so my feedback was basically just "it crashes when I do this". I figured it wasn't worth trying to give balance ideas when the game was in that state. Anyway... time went on, and things didn't improve much. There were some graphics changes and a bit of UI work... but it was still super unstable. The release date was getting pretty close. But before it was even possible to do a full playthrough without constant reloads to dodge game-ending bugs, there was detailed plans posted on the beta forums talking about the first 4 DLC packs that would be released after the game launched.
I stopped taking AAA games seriously after that. I was totally disillusioned. They were launching their AAA game in non-functional state, with the hope of fixing the worst bugs in a day 1 patch. Very little useful playtesting was done, and so the features of the game were a bit slap-dash, but yet somehow they were dividing up content for as many DLCs packs as possible. They didn't even have a functional game and yet they were talking about how to sell more stuff. It was a real eye-opening experience for me; and it really colours the way I see other games that launch in a buggy state, where pretty much the only thing that works is the in-game store.
So yeah, I can appreciate the view that maybe charging for updates is a slippy slope that Concerned Ape doesn't want to step onto; even if he does have very solid footing for if he wanted to tread that ground a bit.
The Factorio Devs made this Blogpost some time ago about how to go forward with development. It basically boiled down to developing a big (paid) expansion pack. I would be totally fine with Stardew Valley doing the same. However, going for free updates was discarded for Factorio because they have a "smaller but more dedicated audience [compared to Terraria and Minecraft]". I don't think that applies to Stardew Valley so free updates might be the way to go.
I don't know so much about Terraria because I don't really play it but Minecraft makes most of its money through merchandise. The game is more vehicle to sell green plushies and funko pops than it is to make money itself.
Minecraft was just the example they used in the post but I agree. Minecraft is no indie game studio anymore atleast since Microsoft took over. But at least the free update policy hasn't changed since the takeover
Uhh... I guess it's not technically DLC, but ConcernedApe is selling the game soundtrack for $5 on Steam. It's in the game's DLC category, but unlike some other soundtracks on Steam, it's not dependent on owning the base game to purchase.
But it's also downloadable content, so it is DLC... I guess it depends on how you want to define DLC nowadays.
DLC in this context is pretty widely understood to mean in game content. So additional areas, cosmetics, missions, etc. not the soundtrack. Steam just categorizes the soundtracks as DLC for games in general.
I appreciate it, and as a socialist I respect his attitude of “I’m rich off this so no need”, but also he’s done years of work to give us free stuff added to his game. If he had a paid expansion it wouldn’t be the worst thing.
I love Ape, and think he's one of the best devs out there.
I don't mind paid DLC like Elden Ring or Factorio 2.0, when it's basically a whole complete game on top of it. But anything micro transaction can go right to hell