I wanted to address the cosmetics situation, since we're seeing a lot of hostility towards it because we have fell into a reliable schedule with it all now.
We're making our own seasonal clothing items that are limited sale. They're only ever going to be for sale during that period, and if you missed them, you missed them. You have to try to pick them up on the marketplace if you really want them. Otherwise you missed them. We do a set of these every few months as the season dictates.
Then we have community workshop items. We were doing 2 of these a month. We're going to do one a month now - at least until after release. These are limited sale items too. The creator gets a cut of the profits. As backwards as it sounds, they make more money for the creators being limited items than being for sale forever.
Our Money
When you pay us for these items, some goes to valve, some goes to the creator, and some goes to us. We use our cut to
pay for the play fund. The more items we sell, the more money we make, the more money we can put in the play fund. This is all money that we're paying directly to creators.
The playfund has been running since February this year and we've paid out over
$180,000 directly to the community. We hope to put a couple of extra decimals on the end of that number over the next 10 years.
FOMO
The people who act like we're fucking them with FOMO have never truly been fucked. We're not doing loot boxes. We're not doing shit where you get a crate and have to buy a $10 key. We're creating a viable long term economy where rare, hard to come by items are worth more.
This is how economies work. If gold fell from the sky it would be worthless. There has to be scarcity to create value. There has to be value to encourage purchases.
I want to create an economy where the people that have played for 5 years have an inventory worth more than they paid for it. I don't see anything wrong with that system. I see only winners.
Market Prices
Market prices should always be higher than the purchase price. If not immediately, then they should be after a year or so. This is what we should expect, this is what we should encourage. This isn't a bad thing at all. This is a healthy economy.
thank you garry
While I understand that the money that goes from these cosmetics, go back into the play-fund for the games, the whole economics in the game in the development as early as it is, feels just wrong, as it immediately sets the standart for incoming games to aim for the money and not for the passion of development that a lot of people came for in the games like GMod in the first place.
Economics and games just don't mix well and it starts making a corporate hell like Roblox is, where slop is made just with the aim of getting on the front page. I have incredibly high faith in S&Box as essentially an engine that allows to both publish games on it's platform and let people who enjoy this platform play them AND allow developers to export their game for stores outside, that all is honestly truly awesome. But this weird feeling of concern for the game standing so aggressively on making actual FOMO cosmetics, which you can only get for a normal price when they launch and then it's just the marketplace folks gauging prices, make it feel pretty icky.
I honestly don't know any other idea for a reliable way to make money for the play-fund, so I guess we have to settle for this, but it still just doesn't feel so good, as well as the explanation for it feels a little too aggressive, when you could have explained in a simpler, calmer way that you need this money to fund more games.
This. I get what Garry means and all the economy stuff (I mean look at TF2, my friend makes a lot money of that he throws back into buying games on steam), but I also don't want it to turn into a slop fest like Roblox. Cus that's not what a spiritual successor to GMod should be, it should aim to be better and improve what was already a good game, like how City Skylines improved on Sim City or how SCP Unity aimed (before it died) to improve SCP: Containment Breach.