I'll never accept donations again for a game I've made available for free from the amount of problems someone has caused me after they gave me $5.
I'll never accept donations again for a game I've made available for free from the amount of problems someone has caused me after they gave me $5.
It's one of those things, though, that reveals the human inclination to remember negative events more even among a sea of positive events... Frequently as a game developer you will get loads of positive and helpful feedback but the small minority that want to shit on you for no good reason stick in the front of your mind.
One thing I notice from your site is that you provide _many_ ways of giving feedback. The Discord widget, the 'Contact Us' menu item, the FAQ is peppered with communication links, there's a Forum, Wiki, et al. Basically, I'm seeing an incredibly low barrier to entry for anyone wanting to express themselves to the developers.
Have you considered paring that back? IE, ensuring all communication channels are moderated, and limiting it to only one or two services?
My team of community manager volunteers is pretty active with moderation in-game and out-of-game so it's gotten pretty good. But still, I think I need to isolate myself and the other developers from the public, because it can be really demoralizing when you spend 30-40 hours of free time per week on a side project for free and you hear some terrible things.
Anecdotally, I'm seeing more and more peers leave the industry as a result of being disgusted and worn down by the constant, unending abuse that game developers receive from users.
0: https://medium.com/@morganjaffit/the-cost-of-doing-business-...
The games as service part prevents players from keeping proper emotional distance to games by not allowing them to have closure; to look at the game, say you've beaten it, and move on. Every game needs some kind of grind or persistence beyond the actual play, through online connectivity and often actual player competition. So you kind of prime players through negative play models very often, especially when in-game purchases exist.
What's worse instead of an end to a game, devs are forced into chasing the mythical idea of balance instead. This actually sets players up into warring factions because balance is often zero sum; my warrior gets buffed at the expense of your paladin. There's no existing balance state, ever; you can look at Overwatch to see it just ending up into random changes to heroes that please and incense players in equal measure.
These things combine to make players strung out over time; their nerves are jangled through constant grinding, death (screw roguelikes!), or competition, and then you end up with developer as God who made decide to alter everything to please a particular player faction, or even no one at all but themselves. You make your players invest a hundred hours in your game, and they aren't going to be disinterested enough to take changes in perspective; you don't give them the chance to be, they have to be logged on every day doing busywork either through ranking or grinding.
I think this explains why modern gamers can be so enraged. It's more than personality; a lot of the structure of many modern games can really create this. The games make players too invested in them too easily, over too long a time.
I suppose I could offer a refund, but refunding a $5 donation is just another example of how a donation box is a waste of time.
In the future I would at least consider a Patreon system where donations renew every month since server and development costs certainly do. Way too many people think they're buying an annuity against your free time with a one time donation/purchase.