![]() Patreon has integration for videos, images and text, but not a download button for Patrons only.”Īdditionally, the team wanted to provide subscribers with limited access to titles that were eligible for in the past or even source code. “In our case particularly,” Tio continued, “we had the challenge of connecting our reward (the games) to the subscription model. They currently have 1,705 Patrons along with a $5,890 USD monthly income. The studio spent three years releasing two games a month, having recently switched to one per month instead, and the decision to use Patreon came from a pre-existing idea to set up a subscription model. The nature of Sokpop Collective’s work already matched the nature of having a community around Patreon. “So at the very least you want to make it as easy as possible for people - you obviously want to go for a platform that's accessible and trusted.” “I think taking a subscription is a bigger step than a one-time payment,” game developer and CFO for Sokpop Collective Tijmen Tio told Gamasutra. Currently the Paralives’ Patreon has 8,511 Patrons, making for a monthly income of $41,533 USD by the time of publication.Ĭhoosing the right platform might be the first step, but it also comes down to offering compelling rewards to subscribers. For this, possibilities such as voting in polls, suggesting ideas on posts from the team or asking questions via private messages became vital tools to fulfill this idea. Gariépy considered that following this model could lead to a “gathering place” where Patrons could feel they were able to participate more actively. This makes for one of the first differences to other crowdfunding platforms, where backers usually make a one-time payment and then wait for occasional updates from the studio. The monthly subscription model means that “people can expect updates on a regular basis,” keeping them engaged in the development. ![]() To the Paralives team, Patreon seemed an ideal choice to make that foundation happen. “Inspired by the marketing first approach, we wanted to share progress updates to not only validate if there was interest, but also to generate it.” “One of our main goals was to build a community as we were developing the game,” communications director Christine Gariépy for Paralives (a life simulation game similar to The Sims) said. Developing a game and a community simultaneously Gamasutra reached out to a number of developers to talk about the advantages of the platform, the challenge that comes from trying to keep a consistent number of subscribers, and whether or not it can be considered a viable option depending on your project.
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