This business model is cool, free game digitally,
but boxed it costs money.
If you're not Romero (and probably even if you are) this is a plan to make basically beer money - or any way, not enough to support a development studio making these games.I suspect this is mostly a hobby for him.
A friend of mine runs a small music label in Italy ( https://www.heavypsychsounds.com/ ) in the stoner segment and had some success printing vinyls in limited edition of the bands he publish
You have to create your fan base first, but usually when you build it from the ground up it's loyal and buys everything you print
He makes enough to sustain a small business and had the satisfaction of getting in touch with the bands he once listened to when he was younger and to republish them (Nebula, Nick Oliveri from QOTSA, Brant Bjork from Kyuss)
BTW in this specific case the bands get the full cachet for the live gigs and the merch they sell at the venues, the label pays for the pressing and gets its own share from selling the records and from the merch sold on the label's website
It's a small business, not a shady multi billion company
it's made out of passion, not for greed
many small indie actors, few giant ones
minecraft was created by a single developer, angry birds costed officially around 100K, both made hundreds of millions
putting up a band that sells records in the tens of millions doesn't cost less than making angry birds
and it's harder to get to that point, band that sells so many records are just a few
For example Lady gaga sold globally less than 9 millions records, Angry Birds has exceeded 12 millions
It's like with music or movies or novels; you're taking a huge risk by quitting your job to do it full time. The sad thing is that it was only a few years ago when it actually did make some sense to try it.
(Keep in mind that 150000 EUR might be "beer money" in the US, but the typical German salary for a non managerial SW engineer is around 60000 EUR, so 150000 EUR are 2 "good" man years' worth of money).
It's more of a "feel good" symbolic support model, and that's great! There should be a place for that in our lives too.
Being paid for working on something that ultimately isn't about the money is actually a really tricky problem to solve, and this feels like a decent approach.
What I wanted to avoid was people saying "oh but it's not free you have to buy DOOM", which is irrelevant to the idea at hand.
Now that I think of it, locomalito did this before, http://www.locomalito.com -- he makes retro freeware games, and occasionally sells box sets of those for a fee.
But you're right, generally it's a hobby or just a gesture for the fans, not a business decision -- and that's cool.
Obviously I'll have to transfer the WAD over but it's set up so that Win 3.1 can see my NAS so the fact that it ships on USB media hopefully shouldn't present a problem.
Worth a read if you're into this idea. It includes some interesting historical examples of creative selling.
Can't say I _agree_ with the book, but glad I read it.
1. https://www.amazon.com/Free-Future-Radical-Chris-Anderson/dp....
Also, the company providing the actual boxes, Limited Run Games, does cool stuff. I thought a game was going to be digital only, and then found them doing a version in a real box, DRM free, no steam activation required; I thought that was cool of everyone involved.
I miss big boxes. Apparently they disappeared because Walmart wanted to make room for DVDs by removing software SKUs, so the software publishers downsized the boxes so they wouldn't have to put fewer SKUs on the shelf at Walmart. https://rome.ro/news/2018/4/18/big-box-extinction (intro) and https://rome.ro/bigbox (actual blog post w/ story)
Lastly, John Romero, if you're reading: fix your blog ^ why is the intro not included on the blog post page?