PayPal Withholding Indie Game Dev's €600,000 Account
epee1221 writes "Markus Persson, a.k.a. Notch, the developer of Minecraft, posted on his development blog today that PayPal limited his account with unspecified cause on August 25th. Since then, payments for the alpha version of Minecraft have continued accumulating while Notch has been unable to withdraw them, and the account now contains over €600,000. PayPal recently told him it may take up to two more weeks for things to get sorted out and that if they conclude that there is funny business involved, they will keep the money."
This unfortunate news followed an announcement a few days ago that he and a friend would be starting a studio of their own to continue development on Minecraft and start working on a new project.
A few more words about Google Checkout: works only in US.
I am using Paypal to sell a game. The demographics are USA 39%, UK 11%, Italy 8% and so on. Overall the 20-80 rule is observed.
By using Google Checkout instead of PayPal, I would have prevented 61% of my sales - you know, long tail and all. It's true that only 0.05% of the sales are from e.g. Maldives, but all these sales add up.
If Google Checkout gets global, I'll be the first to jump. Until then, Paypal is a simple method trusted by the buyers. I just make sure I don't keep my money there.
Just use temporary credit card numbers.
Citi Cards has one, so does Discover.
1 time use numbers. Discovers expire the same month as your normal card.
Citi Card's expire the next calendar month and you can even set a limit. I couldn't imagine using anything else.
Sixty thousand people have bought the game since May 2009, not in the last two weeks.
I bought the game a couple of months ago and every other game in my collection had been neglected.
The basic gist of it is that the entire world is generated from cubes on the fly. You explore, chop down trees, make tools, mine for minerals and stone, build houses/castles/towers/ridiculous pixel art sculptures and watch out for monsters which inhabit the world at night and dark corners of your mines and naturally-occuring caves. The world is generated on the fly as you explore, with mountains, rivers, forests, caves and the occasional treasure room. Multiplayer is in the early stages right now, but fun. Single player is an amazing time waster, it's so easy to get completely sucked into a world made up of giant pixels.
It's one of the best indie games I've ever tried and it's made by just one guy.
Eat the rich.
Actually, sixty thousand people have paid for it just since the account was frozen!
Minecraft is an entirely new category of game. There is no name for this new category. This is why indie development rocks; EA is happy to release new iterations of the FPS, but they would never gamble with a new class of game entirely.
The basic idea of Minecraft is this: you find yourself in a randomly-generated 3D world. It's daytime. At night, monsters will pop out of the darkness and attack you. Your only hope of survival is to harvest resources from the world (wood, stone, etc.) and build a shelter and weapons to defend yourself. The night/day cycle repeats: harvest, build, defend.
Think of it as something of a combo of Elder Scrolls and Second Life.
A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
I'm going to use this as an opportunity to plug BrainTree -- my new employer uses them as our payment gateway, and they're a dream to work with: They provide well-written APIs for all common platforms, and when I have a problem I get an email back from a member of their dev team typically in about 30 minutes.
Their front page says "We [heart] developers", and AFAICT they mean it. Github is one of their marquee customers.
Taking credit cards doesn't need to be awful.