Hawk_one
Rookie
So, Rock Band's going to be expensive for one game. Sure, it's probably going to be the coolest party game in the history of gaming once you get three or four people, and yes, it certainly could have cost even more, but it's going to be expensive. And let's face it, the straightforward "have several people chip in to share a copy" won't work. And unlike FF: Crystal Chronicles, you won't already have some friends with one instrument each; you must buy the whole package. So, how to deal with this?
Well, I think I have a scheme that will work very well, and I'll make this separate topic because I want this to spread. It's an incredibly simple scheme, but my limited net surfing hasn't spotted it elsewhere. And, here it is, rather anti-climactic:
Buy the game alone, and charge people a small sum every time they visit you to play.
OK, it's a bit more complex, but not much. Now, after spending the 170 bucks on the game, you'll be eager to invite your friends over. And they will be eager to play it without spending all the cash you just did.
So, for each session - which should last a minimum of two hours - you charge one dollar from any participator. Or two. Not more. See, the point is -not- to actually make money, it's just to balance the cost in a fair manner. So, in addition to making the cost small, once someone paid up for, say ten sessions, s/he won't have to pay again. That person has "chipped in" enough, and can now play with you free of charge. But it will still be -your- game, without question.
This way, I believe you should then have a good chance of getting your game costs down to, say 100-120 dollars (which sounds to me like a pretty good deal for what you will get), while still avoiding the trouble that the "split the cost and have shared ownership" will almost inevitably cause.
If anyone thinks this is a good idea, feel free to spread it elsewhere. You don't even necessarily have to credit me (I very much doubt I'm actually the first one to think this up, I just know that I did think it up myself), but it would be nice if you did.
And of course, it's not a perfect idea as such. But I do believe it's a better one than four people going together and buy it. What do you say?
Well, I think I have a scheme that will work very well, and I'll make this separate topic because I want this to spread. It's an incredibly simple scheme, but my limited net surfing hasn't spotted it elsewhere. And, here it is, rather anti-climactic:
Buy the game alone, and charge people a small sum every time they visit you to play.
OK, it's a bit more complex, but not much. Now, after spending the 170 bucks on the game, you'll be eager to invite your friends over. And they will be eager to play it without spending all the cash you just did.
So, for each session - which should last a minimum of two hours - you charge one dollar from any participator. Or two. Not more. See, the point is -not- to actually make money, it's just to balance the cost in a fair manner. So, in addition to making the cost small, once someone paid up for, say ten sessions, s/he won't have to pay again. That person has "chipped in" enough, and can now play with you free of charge. But it will still be -your- game, without question.
This way, I believe you should then have a good chance of getting your game costs down to, say 100-120 dollars (which sounds to me like a pretty good deal for what you will get), while still avoiding the trouble that the "split the cost and have shared ownership" will almost inevitably cause.
If anyone thinks this is a good idea, feel free to spread it elsewhere. You don't even necessarily have to credit me (I very much doubt I'm actually the first one to think this up, I just know that I did think it up myself), but it would be nice if you did.
And of course, it's not a perfect idea as such. But I do believe it's a better one than four people going together and buy it. What do you say?