Value has revealed a great understanding for the way technology is changing the video game industry. Instead of getting mad about piracy and used game sales, the company recognizes it needs to give fans a reason to pay and support their products. Valve launched one of the first digital distribution systems for the PC and supports a thriving modding community and has played with a variety of game prices including special free weekends (which led to higher retail sales).
Valve managing director Gabe Newell thinks another future business model for video games can be fan-funded games:
One of the areas that I am super interested in right now is how we can do financing from the community. So right now, what typically happens is you have this budget - it needs to be huge, it has to be $10m - $30m, and it has to be all available at the beginning of the project. There’s a huge amount of risk associated with those dollars and decisions have to be incredibly conservative.
What I think would be much better would be if the community could finance the games. In other words, ‘Hey, I really like this idea you have. I’ll be an early investor in that and, as a result, at a later point I may make a return on that product, but I’ll also get a copy of that game.’
So move financing from something that occurs between a publisher and a developer… Instead have it be something where funding is coming out of community for games and game concepts they really like.
Several musicians and labels are showing this fan supported model can be quite successful, providing a business model that ensures the creators get paid and fans get something worth paying for.
Musicians like Jill Sobule found great success offering a tiered system of fan support where fans paid different amounts for different rewards including $10,000 to sing on the album (which someone paid). Game developers can offer many useful and scarce products to entice fan support from test early builds of the game, add their voice or likeness to a character, create a monster, access to design documents, art books, and creator Q&As. All of these are already offered by many game developers after development.
The numbers are more than scalable, even for blockbuster games. $50, less than the price of most console games, from 100,000 fans would raise $5,000,000, more than enough for a quality game. More popular developers could easily raise more. And developers might even keep costs down by getting rid of their retail marketing costs and allowing fans to contribute to the game’s development. Valve itself released Counter-Strike, a fan-modification of Half-Life, at retail. That fan modification, released for free online has sold more than 9 million copies.
A blockbuster game budgeted at $20 million could be built off $20 from 1 million fans.
The best part – since the game development is already paid for, piracy is no longer an issue. The fans who paid received extra benefits and the ability to support the game’s creation. Anyone who downloads the game for free has the chance of becoming a fan and supporting the next game. This model encourages the game to be spread to as many people as possible. Not everyone will pay, but the more that play it, the more people who might contribute.











wife and kids (this is the Wally West Flash, Barry Allen’s unlockable). Key battles pit you against teamed up villains for high pressure boss battles.
6. South Park
Playing video games requires intense concentration, physical exertion, and mental strain. Being interrupted by hunger can ruin the experience or worse, your high score. Keeping a stash of efficient and fulfilling snacks can be the key to successful, marathon gaming. Important factors to consider are the food’s greasiness (no slippery fingers), healthy (the worse, the better), crumbliness (less is more), and the fullness factor.
Oreo’s
The mature rated MMORPG Age of Conan sold itself on the key 

