The Potential Of Monetizing Practice

You've got practice software, unfinished (or not that great) stories, unused art.  Even if you're a progeek career-wise, you've probably got a lot of assets that  . . . well aren't that professional.  You're not sure you'd want to release that first Flash game, that fantasy story isn't that hot . . . let's face it some of your practice work may be decent or even good, but it's not your best.

Or maybe you're in practice phase right now, creating new stories or games or what have you.  You'd like to make money at it, but at the same time, well . . .

The thing is, in an age of print on demand, downloadable games, and eBooks you can easily monetize your practice efforts.  IN fact, I'm wondering if it's a good idea or an idea that may be normal in the future.

Consider the fact that, with little effort, you can get out an eBook, release an ad-supported smartphone game, and so on.  You certainly have the tools to get almost any media form you create out in some form of distribution, from a Print-On-Demand book to a full game download.  The fact that it might not be your best work doesn't stop you from getting it out there.

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Free Stuff And Our Legacy

Lots of free stuff out there, isn't there?

Free books, free games, free video.  Games that are free unless you want premium content.  It seems that a lot of our media – at least that we can get electronically – has an awful lot of free stuff.

It's also good free stuff.  I've been continually impressed with what I can find for free online or via DLC.

Being who I am I like to speculate on why we got so much free stuff available because . . . well this is me, culture, economics, and geekiness.  It's sort of what I do.  It's my thing.  Plus I'm curious.

The reason we have so much free stuff?  It's a legacy of previous work.

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