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Maybe I missed some small print but I was not suspecting that will be a thing.
I`m not mad just disappointed. But they know what they are doing, Trainz is still the best route building train game (at least to my knowledge) and many folks will bite.
Each version of Trainz has outsold the previous one. Greed indicates we're feasting beyond our needs whereas, quite simply, the core purchase helps pay for ongoing development and the DLC revenues are split with the content creators.
We don't expect everyone to update immediately, but as with TRS19, there is soon a point reached where the latest version is the most popular.
Trainz Plus has always offered the latest features and these migrate into future Trainz versions once we've finalised development.
We're a small team and we'd love to more features more quickly and charge less. But our business model is to ensure we generate enough revenue to cover our ongoing costs, and we manage to do that with our current model.
So I hope this explanation helps clarify that we're not buying Lamborghinis and eating caviar for breakfast.
So it's not because I bought the game too early (bought it on June 1, while I should buy it at least June 2)?
That may be so but, not by me. Time will tell who was right and who was wrong on this occasion. My gut feeling is that this is the beginning of the end for your franchise.
Are those figures in the public domain regarding copies sold? If the core purchase is paying for the development, why is there so little by way of changes over so many iterations of the product?
With regard to DLC revenues, is it not time to consider a free model especially given the base price? Other games have huge modding communities that do it for the love not the money. They are very successful with that model?
Do you think you would have the same level of success or the same number of modders creating content for your product without a financial incentive? If not, why not? If so, then why continue with the existing model if the people that pay the ultimate price are those that purchased the core product? Is that really a fair practice where your end users are concerned?
There are smaller teams with smaller budgets that strike me as being far more productive in terms of development and product features. There are in fact one man bands that bring more content updates in a much shorter time-frame than seems to be the case with Auran.
What changes have you actually implemented from the previous version to the current version to make it worth the current price tag for the latest iteration of the product? I'm curious to see what changes you consider to be worthy of being deemed a new generation of product and whether its justified at the current price.
I'm not suggesting you are buying lambos and eating caviar either btw. What I am saying is that the product does not merit the price and the DLC model is no longer fit for purpose. I feel that you are asking too much and giving too little. I am also of the belief that to continue with this structure will ultimately lead to the products demise. You are one good competitor away from that becoming a stark reality IMHO.
As I said previously, that would be a real shame.
One may think that with all the disillusioned ex-TRS users out there, TRS would die eventually. But the reality is that there are always plenty more fish (with money burning their pockets) out in the sea to hook.
Bearing in mind that they are dealing with typical humans, all it takes is a little effort, an understanding of psychology in the right quarters, some nice advertising and you can sell anything to many out there. Just look at the buying habits of most Steam users and you can see how TRS survives, even if the quality is questionable.