nomotog said:
EternallyBored said:
nomotog said:
That doesn't sound right. A game like Divinity should cost way more then a visual novel (what novel). I am assuming anyway, maybe I am mistaken and visual novels are way more expensive then I think of them as. Then again lost of your kiststarter games aren't actually banking on just KS money a lot get investments form companies who see major molaw after the game is made.
Sorry for quoting you again, but I came up with enough new information that it made more sense to make it a second post. The VN Gengisgame is talking about is the Kickstarter for Muv-Luv. It wasn't for a new game, the Kickstarter was asking for 250k to translate and import all 3 visual novels (plus 2 additional ones in a stretch goal)in the series to the US, that they exceeded their asking price for what amounts to a translation of three games that are almost ten years old is impressive, but it makes it hard to compare to something like more traditional kickstarters.
The number of backers also breaks down oddly, for the Muv-Luv Kickstarter, it took less than 8000 people to reach that 1.2 million total, whereas D:OS had over twice as many backers, the sequel to D:OS got almost 50k backers behind it. So a lot less people pledged a higher average dollar amount. Which kind of makes sense if you look at the audience as similar to the Japanese otaku demographic, I.e. An extremely niche market that is very dedicated and willing to spend more money on merchandise than the general population, which is explained by many of the higher tiers focusing more on merchandise surrounding g the game than you normally see in kickstarters.The game is released on Steam now, it would be interesting to know how it sold compared to other slightly above indie level projects.
So, judging by this, The market is small, but it is willing to spend more. How would you exploit that in the west?
The easiest way would be the same way Japan does it, lots of high end merchandise targeted at collectors, the audience is niche enough that the industry wouldn't be nearly as large without the merchandise. Even in Japan a niche ecchi property isn't usually going to survive on just games, VN, or light novel sales. You either have enough broad appeal outside the fanservice to grab a greater audience, or you double down on your ecchi otaku appeal and start pushing merch like it's going out of style, usually some mixture of both. For the former, it's like how the mainline Fate Stay VNs started out by adding porn scenes to draw in that specific branch of the otaku crowd but later dropped most of the perverted stuff when the series caught on with more mainstream audiences. The later involves pushing spinoffs, posters, OSTs, art books, and $400 collectible figurines, it's a niche high price collectors market, sort of like high end model train building in the US, very low sales volume, but high profit per piece sold, and a diversity that allows you to sell a lot of expensive items to a (relatively) small number of people.
The former is how we get a lot of our current market in the west, because Japan can't export its merchandising base as easily as it can the main story/game properties, so they focus on broadening appeal over exploiting a niche market with specialized products. Even with Muv-Luv, they toned down the ecchi stuff in editions to market it to Japanese people on consoles, those editions pushed the popularity of the series as they outsold the pornographic PC version, so Japan essentially applies a similar policy to the West, since they can't exploit the merchandise, they change the property to make it appeal to a broader audience.