[HN Gopher] Getting sweet patron money on the modern internet (2...
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       Getting sweet patron money on the modern internet (2020)
        
       Author : Tomte
       Score  : 118 points
       Date   : 2021-07-27 13:06 UTC (9 hours ago)
        
 (HTM) web link (jeff-vogel.blogspot.com)
 (TXT) w3m dump (jeff-vogel.blogspot.com)
        
       | kevincox wrote:
       | Tangent on Paetron:
       | 
       | > you get your money as a subscription instead of a one-time
       | thing. The second part is REALLY important.
       | 
       | I agree that this is often good. Especially for some types of
       | creators. However I think a lot of people have abandoned the
       | store model when it would suit them well. For example I run a lot
       | of RPG campaigns and like to grab maps often from people on
       | Paetron. However often I only need a couple of maps for a
       | specific campaign or one specific map that I like from the
       | backlog. I think you can usually subscribe for one month and grab
       | what you need, but Paetron doesn't make this obvious and it is
       | certainly awkward. I have no interest in subscribing to an artist
       | whose next map is likely not relevant to my campaign. If these
       | people had stores I would be buying maps frequently, but they
       | don't so I pass them by.
       | 
       | If you are making content where most of your audience is going to
       | appreciate every post (for example producing entertainment or
       | information) then the subscription makes a lot of sense and is
       | hugely valuable. However I see this model being used even where a
       | substantial portion of the potential audience likely has interest
       | only in a small section of the work and I suspect that choosing
       | only this model is closing off potential additional income.
       | 
       | I can see why Paetron doesn't offer setting prices for individual
       | posts or similar, the subscription model is lucrative when it
       | works. However there is definitely a missing piece in some
       | situations.
        
         | ad404b8a372f2b9 wrote:
         | Fanbox has a pretty interesting model for this, when you
         | subscribe to a creator you only get access to posts up to a
         | month prior (as well as all future posts), and to get access to
         | specific previous posts the creator can make available bundles
         | which you can buy for a one time fee. It reduces piracy and
         | encourages prolonged subscriptions rather than
         | subscribe->download all->unsubscribe.
        
         | bsharitt wrote:
         | I've had similar issues with people who make 3d models for
         | gaming and I find it super frustrating. I just want a model of
         | a Dwarf cleric and maybe other models in the future, but I
         | don't want to subscribe to you.
        
         | tialaramex wrote:
         | There's an impedance mismatch here, common in both artistic and
         | technical activities though not universal:
         | 
         | The artist/ technician does an activity - for which they need
         | to be duly compensated or else they're going to have to do this
         | for a few hours once in a while as a hobby, since they work in
         | the Mill for sixty hours per week. This activity has some
         | product you can capture, maybe it's a painting, a poem, a
         | noise, an algorithm, a mathematical proof...
         | 
         | The audience would like to benefit from _copies_ of that
         | product. And we live in the 21st century so we can digitally
         | copy many of the above things essentially for free. The
         | audience would gladly _pay_ even though copying itself is free,
         | but... how much?
         | 
         | Unfortunately there is _no_ relationship between how much time
         | you spent making the Product and either how many people want
         | copies of it, or how much they 're willing to pay for them.
         | 
         | So you can't build something that matches these two things
         | together. Patreon matches the reality for creators. Trudy and
         | Doug write a comic every week +. They would like money, Patreon
         | subscribers like me give them a few grand, and they continue to
         | write comics. Would I like a comic about Grier, or indeed,
         | about Oglaf himself? Too bad, here is a comic about... pirates?
         | This model suits a lot of creators very well, and after all the
         | idea is to support creators.
         | 
         | In contrast some of the print-on-demand or PDF-download RPG
         | sites are closer to the audience's model. If I'm willing to pay
         | $5 for a roleplaying game that's kinda like "Starship Troopers"
         | I could buy 3:16. I don't care what else Gregor has done, or
         | what he's working on now, but 3:16 might be interesting, it's
         | less than $5 I can pick that up.
         | 
         | If you, as an artist/ technician, have bursts of interest and
         | can't handle commitment, then that's great, Patreon isn't for
         | you, when you make something put it on a per-product site and I
         | hope you have some other source of income when inspiration
         | doesn't strike.
         | 
         | My sister makes actual things, she's an embroiderer (and a
         | lecturer, but we're talking about how to get paid for the art
         | side of things). So, that's simpler, if you want a thing, she
         | can make it, and that'll cost you money. So long as you don't
         | waste her time specifying a thing and then not wanting it once
         | you find out it's expensive, this is cool. Photographs of
         | embroidery exist, but clearly a JPEG of a sixty foot wall
         | hanging is not, in fact, a wall hanging, there's no mistaking
         | the two.
         | 
         | + Oglaf: https://oglaf.com/
        
           | dred_prte_rbrts wrote:
           | For anyone that is not aware oglaf.com is very NSFW. You may
           | want to edit your post to make that obvious.
        
         | Zababa wrote:
         | A good way to do this is to make a Patreon where you drop
         | content each month, and for old content make it available on
         | Gumroad for the price of a month of Patreon.
        
       | 0-_-0 wrote:
       | I pretty much learned English from Jeff's games, so it's
       | partially his fault now I'm here to annoy all of you.
        
       | maerek wrote:
       | As a related tangent, Vogel (and Spiderweb Software) were
       | responsible for many enjoyable hours in my youth playing through
       | Exile III and Blades of Exile. I appreciate the world building
       | and storytelling that he's done throughout the years, even if the
       | newer game interfaces and graphics feel clunkier.
        
         | dan353hehe wrote:
         | Totally agree. I spent a lot of time when I was a kid playing
         | through each of the Exile games and their Avernum remakes. I'm
         | in the middle of playing through Avernum on the IPad, and I
         | love the setting of being outcasts sent to an underground cave
         | system. The game it self is old, but it is still a good story.
        
           | germinalphrase wrote:
           | I wish the iOS Avernum HD was still available.
        
             | Tomte wrote:
             | Do you mean something else than this?
             | https://apps.apple.com/de/app/avernum-escape-from-the-pit-
             | hd...
             | 
             | I looked it up today and it was available, also the other
             | five Avernum games.
        
               | germinalphrase wrote:
               | Ah, I didn't realize it was iPad only. I searched on my
               | phone and didn't see any results (though I played it on
               | an iPad years ago).
        
       | Rd6n6 wrote:
       | The author did a great GDC talk about being an indie developer in
       | the brick and mortar, pre-steam days. He talks at one point about
       | how people had to buy a shareware cd from some kiosk, then phone
       | him, argue about the price, mail him a cheque or money order,
       | then wait for a cdrom in the mail to buy a game from him back
       | then, but he made it work and is still going
       | 
       | https://www.youtube.com/watch?v=stxVBJem3Rs
        
       | 0xbadcafebee wrote:
       | I have mad respect for anyone who is willing to take the risk of
       | not being able to eat, on the hopes that strangers will support
       | them, in order to do what they love.
        
         | jeroenhd wrote:
         | Most Patreon artists I've seen have transitioned to Patreon
         | from other platforms, such as from Youtube or from releasing
         | early versions of their side projects.
         | 
         | I think most people have a job next to their Patreons right
         | until they make enough Patreon money to live reasonably
         | comfortably. That definitely makes the whole thing less risky.
         | You need to have a passion for what you do in order to make it
         | that far, though.
        
         | willturman wrote:
         | The widely embraced alternative is to take the risk of not
         | being able to eat, on the hopes that strangers will support
         | what your company is doing, in order to do something you hate.
        
           | rob74 wrote:
           | A few caveats:
           | 
           | - In most civilized countries (the US being a notable
           | exception) there is a degree of legally mandated job
           | security, so the likelihood of losing your ability to put
           | food on the table from one day to the next is reduced if you
           | work for a company.
           | 
           | - Most companies (startups being an exception of course)
           | already have a working business model, so the likelihood of
           | people suddenly not giving them any money anymore is also
           | reduced.
           | 
           | - _Some_ people (me and many other developers included)
           | actually _do_ like their job - maybe not all parts of it, but
           | generally speaking...
        
           | mrspeaker wrote:
           | It doesn't even have to be something you hate - but it's
           | something that's not yours.
        
         | [deleted]
        
       | egypturnash wrote:
       | My experience is that Kickstarter and Patreon combine nicely.
       | Patreon lets my wealthier fans fund the process of drawing
       | whatever weird shit the Muses ask me to draw; Kickstarter helps
       | me get all my fans together to make sure I have enough pre-sales
       | to pay for a print run of a graphic novel or art book or
       | whatever. And no, I don't draw pictures of corporate characters
       | getting it on.
       | 
       | Kickstarting the funds for the entire creative process of a thing
       | is risky as fuck. Scope creep happens. External events happen.
       | It's become the norm in some fields like games but it is risky as
       | fuck no matter _how_ many projects you have taken to completion.
        
       | wly_cdgr wrote:
       | Very fun article. I do think there is another way that is very
       | much The Long Game but may offer the highest payoff / security in
       | the long run:
       | 
       | * become very good at a highly gamedev-relevant and marketable
       | skill (e.g. graphics programming)
       | 
       | * parlay skill into well-paying job that uses and further hones
       | that skill
       | 
       | * as you work the job and save/invest aggressively, start
       | building games on the side using the skills you've developed
       | 
       | * after 5-15 years, if you still want to make indie games, you'll
       | have enough money to do it full time without needing outside
       | funding, plus a vast amount of relevant skill and experience to
       | help you succeed
       | 
       | Con: takes forever, to the point where you might die before you
       | get to finish a game
       | 
       | Pros: you are not truly fucked if you fail at indie gamedev /
       | realize you don't want to do it anymore; if you manage to carry
       | out the full plan, you can make exactly what you want, since you
       | won't need your games to make money
       | 
       | This is the route I'm taking - I'll update with my progress in 5
       | years or so
        
         | TheHideout wrote:
         | Good luck, I'm working this same plan here! I also do contract
         | game dev on the side which helps me work out engine ideas /
         | tooling [0].
         | 
         | [0] https://doctorarcana.com/
        
           | wly_cdgr wrote:
           | Multiple positive reviews from Steam players with 5+hr
           | playtime is already a big achievement, congrats & good luck
        
             | TheHideout wrote:
             | thanks!
        
         | gabereiser wrote:
         | lol, this exactly describes my career and entry into indie
         | games about a decade ago. It sounds reasonable but don't do it.
         | You'll find by the time you can create that game you've been
         | wanting to make, graphics pipelines and technology will pass
         | you by making your idea irrelevant. So you end up making a
         | quick game to make a quick buck and go back into the workforce
         | a little bit richer. [1]
         | 
         | If you want to make games, or software, or any product, you
         | have to hit while the iron is hot otherwise someone else will
         | come along and beat you to it. Even if you invest aggressively,
         | it's better to just keep doing that and retire than waste it on
         | that pet project you had your eye on for 20 years.
         | 
         | [1]:
         | https://gamefaqs.gamespot.com/xbox360/958447-alchemist/video...
        
           | gabereiser wrote:
           | and yes, I realize the game I referenced was basic, had UX
           | issues, and was more or less a cash grab on xbox360. I made
           | it using my game engine that I spent 2 years writing, but the
           | game showcased only took me 15 days to write. After release,
           | I just went back to work.
        
         | juanuys wrote:
         | > This is the route I'm taking - I'll update with my progress
         | in 5 years or so
         | 
         | Nice one, mate. Good luck. I'm doing the same, so right behind
         | you :)
        
           | wly_cdgr wrote:
           | Good luck to you as well! :)
        
         | gbba wrote:
         | I had a similar plan when I started my career, where the idea
         | was to save and self-support independent endeavors.
         | 
         | 13 years later: I can execute the "full plan" at any time, but
         | I find myself to have sufficient autonomy and be comfortable
         | enough at my current position.
         | 
         | This plan is certainly not the highest payoff in my case, as I
         | can't buy the toys/houses my peers have. However work/life
         | balance is great, and I still have the option to build things
         | without needing outside funding.
        
           | SamBam wrote:
           | This sounds a little like the Key and Peele sketch where they
           | plan a bank heist. The plan is to work for the bank for many
           | years, and every month the bank will deposit some of its
           | money directly into their own accounts.
        
             | gbba wrote:
             | 17 more years and leave like nothing happened :P
        
             | mayoff wrote:
             | https://www.cc.com/video/acaxis/key-peele-the-heist
        
           | wly_cdgr wrote:
           | Great to hear that it can work, and has worked for you.
           | Congrats & thank you for the inspo
           | 
           | Houses and toys are plentiful and of low value. The payoffs I
           | have in mind are the great luxury of being able to afford
           | creative freedom and integrity, and the pleasures of mastery.
           | Sounds like you are rich in all that - the wise person's
           | wealth
        
           | weinzierl wrote:
           | > _" I can execute the "full plan" at any time, but I find
           | myself to have sufficient autonomy and be comfortable enough
           | at my current position."_
           | 
           | I don't know if you realize it, but there is probably a
           | strong connection between the "I can execute the 'full plan'
           | at any time" part of your life and the "autonomy and [..]
           | comfortable [..] position" part. In other words: In our times
           | there is no downside in preparing your independence and
           | working on your autonomy except that it is a lot of work.
           | There is no real alternative either, even and especially if
           | you plan to be dependently employed until retirement. Once
           | you are in a dependent position and you don't have the option
           | to leave short term, sadly the risk of being taken advantage
           | of is real.
        
         | ryandrake wrote:
         | > as you work the job and save/invest aggressively, start
         | building games on the side using the skills you've developed
         | 
         | As always when this topic comes up on HN, check your employer's
         | IP assignment policy in your employment agreement before you
         | moonlight or work on side projects that you think you might own
         | or make money from in the future. Some are limited to what you
         | make on company equipment / company time, others claim
         | everything you make at home or at work, using any equipment.
        
           | wly_cdgr wrote:
           | Thanks for the always useful reminder. The plan is indeed to
           | work outside the game industry itself, with an eye in part to
           | reducing the chance of this being an issue. Also so my hourly
           | rate can be a solid double what it would be in AAA, ha
           | 
           | I will also add that I am always delighted to violate
           | contract terms that impinge on my personal creative and
           | commercial agency to the extent I can get away with. I am not
           | about to let myself feel bound by something I had to sign in
           | order to eat, except insofar as is prudent and serves my
           | interests
           | 
           | That said, I do also think these noncompete/IP clauses can be
           | reasonable sometimes. I wouldn't work on a commercial indie
           | match 2 game while employed by a AAA match 3 developer
        
           | sdoering wrote:
           | I wanted to write something to the effect of me being happy
           | that stuff like this would not fly in Germany because...
           | 
           | ... damn was I wrong. And even if I already read contracts
           | very, very carefully I will in addition have something new to
           | look for, as even so called "Freizeitwerke" (works during
           | free time) could be claimed exclusively by an employer.
        
             | Rebelgecko wrote:
             | One interesting different is that in most of the US you're
             | usually in the clear if whatever you work on isn't related
             | to your employer's business (although that can be a bit
             | nebulous). However my understanding is that in Germany,
             | even if your side project isn't related to your employer's
             | business you're still required to give them first dibs at
             | licensing any IP you create.
        
             | stopnamingnuts wrote:
             | I've been guilty once or twice of forming a strong (usually
             | self-righteous) opinion only to have it collapse before I
             | get a chance to enjoy smugly lecturing the Internet. This
             | is interesting. Thanks for posting anyway.
        
           | PragmaticPulp wrote:
           | Definitely don't use employer equipment to produce work that
           | you intend to profit from.
           | 
           | As always, consult a lawyer and understand the implications
           | of any IP assignment clauses in employment contracts. That
           | said, IP assignment clauses are generally intended to cover
           | works related to your employment. If your day job is writing
           | SaaS backend code in Java, a reasonable employer has no
           | interest in paying lawyers to seize your indie video game IP.
           | However, if your day job is writing video games and your
           | passion project is also a video game, your employer has a
           | reasonable position to argue that your video game overlaps
           | too much with your work for hire and could be at risk. This
           | can be true even without an explicit IP assignment clause, so
           | don't assume the employment contract is the final word on the
           | matter.
           | 
           | Ironically, this means it's safer to work a non-gamedev day
           | job if your goal is to make video games on the side.
           | 
           | The easiest path might be the one mentioned above: Work a
           | standard day job that pays well, build up a comfortable
           | amount of savings for a decade, and then use that cushion to
           | do what you want. The failure rate for indie game devs is
           | massive, so plan career paths and finances such that it won't
           | be the end of the world if it doesn't work out.
        
         | WJW wrote:
         | You probably already know this, but on the off chance somebody
         | has not seen this before: the FIRE community has a lot of
         | additional advice, know-how and general support to help refine
         | and execute this style of life-plan.
        
           | wly_cdgr wrote:
           | Thank you!!
        
         | cushychicken wrote:
         | This is a great route for just about any kind of tech adjacent
         | creative profession.
         | 
         | Source: me, who is taking part in The Quittening to test out
         | whether it's viable or not.
        
         | BrS96bVxXBLzf5B wrote:
         | The author of the article, Jeff Vogel, is a few steps (25
         | years) ahead of you.
         | https://www.youtube.com/watch?v=stxVBJem3Rs (like the article,
         | a humour-laced talk, enjoyable)
        
           | wly_cdgr wrote:
           | Looks fantastic, thank you for sharing!
           | 
           | Here's a random favorite of mine, as a thank you:
           | https://youtu.be/_4iswqa8r-Q
           | 
           | Not a business talk, but a design deep dive from a genre
           | master. Existential breakdown starts ~20:30
        
         | austincheney wrote:
         | > as you work the job and save/invest aggressively, start
         | building games on the side using the skills you've developed
         | 
         | Oh the dreams of young single childless people.
        
           | njharman wrote:
           | As a 50 yr old childless bachelor I can attest that
           | relationships and offspring are the biggest time, energy and
           | financial sinks.
           | 
           | Not saying it anit worth it, just that you will expend
           | %50-150 of your resources depending on how responsible a
           | partner and parent you are.
        
           | Danieru wrote:
           | > Oh the dreams of young single childless people.
           | 
           | Two kids + wife + mortgage and I managed it.
           | 
           | Even better I can report: you do not need full FIRE and 15+
           | years of career. All the indies I know who "failed" returned
           | to the industry with yet better jobs than prior. Ours is an
           | industry where experience itself becomes security. Game's
           | tooling changes slowly. While hordes are fighting for the few
           | entry level positions every team actual wants is experienced
           | people. Thus once you get into the games industry and stay,
           | the jobs get better.
        
       | sdoering wrote:
       | I really, really enjoyed the writing style. It made me smile, it
       | made me laugh and it also showed potential way of making money
       | for artists/indies on the net.
       | 
       | For me it also showed how the net created new gatekeepers (be it
       | app stores, patreon, kickstarter or any other platform) that feel
       | like the new lords while creators still are but the serfs (albeit
       | with a little bit more freedom to choose ones lord).
        
       | kijin wrote:
       | Speaking of busking, how could you leave out YouTube? It might
       | not be particularly useful for indie game devs, and you might not
       | like it, but nobody can deny that YouTube is currently the most
       | well-known place on the planet for people to sing, dance, do
       | crazy shit, or maybe just film their cats and make money out of
       | it. YouTube even has a system that allows channel owners to
       | collect recurring donations, somewhat like Patreon.
        
         | dexterhaslem wrote:
         | It would be cool to know the % of active uploaders that make
         | money on videos
        
           | jsmith45 wrote:
           | It can depend in part on what you mean by make money, and
           | what the purposes are.
           | 
           | If you mean greater than 0 revenue from YouTube, probably the
           | majority of content creators that try to do so will. (There
           | are people who simply use it for video sharing, and have no
           | interest in monetization at all).
           | 
           | If you mean make a profit after paying themselves even a
           | fraction of minimum wage for their time? Probably a fairly
           | small percentage, although I know of plenty of creators who
           | post content on YouTube more as advertisement for their main
           | revenue source (such as streaming on Twitch, taking
           | commissions on some form of artistic endeavor, etc).
           | 
           | In some cases the marginal time costs of putting a video up
           | are negligible compared to performing the activity in the
           | video, and the videoed activity was something they were going
           | to do anyway. That can make doing YouTube profitable more
           | easily, even if the activity in question is not profitable
           | overall.
           | 
           | For example, somebody is going to spend 200 hours sculpting
           | something (might be their hobby or perhaps somebody
           | commissioned it from them), and they decide to set up a
           | camera so they can create a time-lapse video of them doing it
           | and upload to YouTube. In that case they only need to make
           | enough to cover the time to edit the video together to make
           | recording and posting to YouTube start to become profitable.
        
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