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We’ve taken steps in that direction already, and we’ll be taking more steps in 2015. We want to make Fallen London less grindy. Industry consultants point and laugh at our bizarre strategy of earning money by making new content. This is, of course, the same reason that our monetization strategies are about the most gentle and polite in the whole industry, which is why we’ll never be rich.
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If we mess with Fallen London, we risk losing that breathing space, and alienating a long-term, loyal fan-base who’ve grown fond of this approach – a game you can play in five minutes in a browser tab at work.įallen London is staying F2P because we’re not after a quick buck – we’re in this for the long haul. If our next game flops – which could happen for reasons completely outside our control – we have a bit of breathing space.
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This gives us space for experimentation and polish elsewhere. The great thing about Fallen London is that although it never covers all our costs, it gives us a steady and reliable income every month as long as we keep feeding it content. We don’t know how well our next game after Sunless Sea will do – the games industry changes wildly every year, and we are competing with entertainment leviathans and passionate, ambitious indies. And thirdly, money’s always nice, but that comes last. Priority two: we want to keep doing projects that we genuinely enjoy – which is the whole reason we’re in this business. Priority one: we want to be sure we can stay afloat. But that near-extinction left me determined that Failbetter’s priorities would be safety, fun and profit, in that order. Sunless Sea has done pretty well, and we’re growing, and we’re in a good place. StoryNexus didn’t work out for us, we weren’t getting any more client projects (the Last Court was the last) and I had to lay off half the team, all of them personal friends.
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The whole game was conceived as an ongoing project – it would be like one of those TV shows where a cancellation means major plotlines get tied up quickly.įailbetter nearly went out of business a couple of years ago. We wouldn’t be able to do those any more, because we need to pay the writers.
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Thirdly, we do a lot of free content updates. It would drive away the 90% of our audience who have never paid for the game (but who tell their friends, and may some day decide to pay, or buy other games like Sunless Sea). It would be a fire-sale deal for years of work. I doubt we’d be able to sell it for even four or five times the price, let alone an AAA price. Fallen London is four, five times the size – about 1.5 million words. It contains a huge amount of text – inkle says it’s about 350K words. Take 80 Days, an excellent game that’s been all over GOTY lists. Secondly, text is a hard sell for a AAA price. That’s a hell of an investment and it would consume our entire writing resource – even with a new hire – for a year or more, meaning we couldn’t work on anything else. The content is designed to be read in small chunks, the pacing is baked into the drip-feed, the economy is all based around restricted actions. The ballpark figure we came back with for making that change is 20-25 writer-months. We currently only make about 30-35% of our revenue from action refreshes, so we seriously discussed the possibility of removing the action cap and retuning the content to be grind-free, monetising it exclusively through Nex-locked content (a smaller task than repackaging it as an AAA game). But Fallen London will stay free-to-play, and here’s why.įirst, the cost of changing the model. It’s a request we hear from time to time it’s perfectly understandable, and it’s something we’ve talked about internally as well. Someone on our forum just pleaded with us to make Fallen London an AAA-price, all-you-can-eat banquet, rather than our current day-by-day free-to-play rationing system.