Check out "The Bill of Players' Rights", and "The Tao of Game Design" for some ideas, and "The No Twinkie Database" for an extensive list of common game design mistakes to avoid. You might also enjoy some of the points raised in "Steambirds: Why indie games are good for fans" and "A Game Business Model: Learning from Touring Bands".
You might consider a simple guiding statement similar to Google's "least doesn't harm) both you and your players, and which isn't evil.
Likewise, not all DRM is necessarily evil as long as you're not inconveniencing your players. There's a growing trend of "DRM-free" games, and that's almost likely the way I would go as well, but ultimately if it doesn't hurt/inconvenience your genuine customers or put off potential future players some unobtrusive DRM doesn't have to be a problem.
I think Andy474 has pretty much nailed the core idea though: make a great game, and then only charge a fair and reasonable price for it. Try to keep your costs low enough so that you can make a living whilst charging less than standard industry pricing.
FooBarSteveMember Since 07 Jan 2012
Offline Last Active Sep 01 2014 06:19 PM
- Group Members
- Active Posts 15
- Profile Views 2,330
- Submitted Links 0
- Member Title Member
- Age 18 years old
- Birthday April 7, 1996