Yes, I agree. If he were to get on Steam he would have to lower his price (though I wouldn't touch the base price too much, unless Valve made it a condition of entry). I would quibble with the amount you used, but Steam operates under a particular price metric. He's not on steam.There is no price in the world that will sell 5000 copies of Underworld (in a reasonable amount of time). Sorry. Even free won't do it.
Not in a vacuum, no. If it were on Steam at $2.50... well... that's around $9,000 (after Valve's cut) he wouldn't otherwise have had.
You don't ask people who don't own homes how to make your appliances more attractive to them. Or ask students why they aren't buying your luxury sedan.
price it accordingly.
There is no price in the world that will sell 5000 copies of Underworld (in a reasonable amount of time). Sorry. Even free won't do it.
Are there numerous butthurt and disgruntled indie RPG devs who failed because of bad pricing schemes?7hm
The numerous butthurt and disgruntled Indie RPG devs out there whining about lack of sales pretty much proves the thesis that pricing their products according to what they think their game is worth rather than what the market thinks it's worth is a total failure.
You made a wrong assumption linking niche wargame pricing and Indie RPG's too. Demographics of the hard core Grognard are very different from the RPG gamer. Most wargamers that buy the overpriced Matrix stuff are in their mid-40's and 50's or even older, with a lot of disposable income and very little interest in any other type of game. If Matrix was charging such prices for Indie RPG's and that's all they sold, they would have gone out of business years ago.
Perhaps you didn't understand my implication here. People who do not play 2d blobbers have a very low likelihood of buying Underworld. They are not your target market. Just as students are not going to buy luxury vehicles. No can anology?You don't ask people who don't own homes how to make your appliances more attractive to them. Or ask students why they aren't buying your luxury sedan.
Those are hilariously bad analogies, since neither are potential buyers.
price it accordingly.
Astoundingly, this is completely different from your vehement insistence on pricing the game TO THE MAX! Pricing it accordingly means pricing it to get maximum profits. Highest price you can fit on the tag doesn't equal to maximum profits.
There is no price in the world that will sell 5000 copies of Underworld (in a reasonable amount of time). Sorry. Even free won't do it.
Nice caveat there, although you have already been given an examples of how lower prices would bring in more sales. Also please don't talk about marketing when the only suggested strategy seems to be to charge top dollar and damn the lack of sales.
Are there numerous butthurt and disgruntled indie RPG devs who failed because of bad pricing schemes?
That's exactly what started this debate, especially KotC and Frayed Knights developers, that priced their games at >$20 and left it so since then...Are there numerous butthurt and disgruntled indie RPG devs who failed because of bad pricing schemes?
Perhaps you didn't understand my implication here. People who do not play 2d blobbers have a very low likelihood of buying Underworld. They are not your target market. Just as students are not going to buy luxury vehicles. No can anology?
There is no price in the world that will sell 5000 copies of Underworld (in a reasonable amount of time). Sorry. Even free won't do it.
Underworld could conceivably have 5000 downloads in a year, I don't fucking know.
This is marketing man. You charge what YOUR market will bear. I am of the belief that the target market for indie RPGs will pay a lot more than it's been asked to pay in the past.
25 bucks is a tough price point. You're past the 19.99$ threshold. You're probably better off going to 29.95 or dropping down to 19.95 at that point. I would go up, obviously.Generally 25 seems a difficult pricepoint, btw.
Something about it is just a little bit too off-putting. Maybe because it's no longer being percieved as cheap, meaning you will have to really convince most people that you are offering a good product?
Take Frayed Knights. It debuted for almost 25 dollars, a price that seemed just a little bit too high for what it offered (to me and many others, at least). 15, or even the (compared to 25) psychologically more effective 19,99 would have helped a lot with sales, I'd wager.
This is a dangerous gamble. Most peoples aren't as moronic as to think that more expensive=better. It will probably just look overpriced, nothing else.25 bucks is a tough price point. You're past the 19.99$ threshold. You're probably better off going to 29.95 or dropping down to 19.95 at that point. I would go up, obviously.
The other thing to keep in mind is that people really do equate price to quality, even if there is no true correlation. By having a higher price you also attract more attention to your product. Why is it priced so high? There has to be a reason. And it will hold more value during sales. When your base price is 30$ and you drop to 10$ you're having a HUGE sale. When it's 20$ and you drop to 10$ the sale is merely good.
Nobody says that you should start a sale one week after release. I'd wait at least 2-3 months, unless you have a special reason (indie pack, expansion/DLC, birth of you firstborn). Also the first sale shouldn't be too high either, maybe somewhere in the 25% range (top). Eventually though one should think about it, if only to create some buzz and attract new possible customers.I also would be very careful of sales. You don't want to anger people who bought at a higher price by dropping the price the next day.
Again, marketing isn't about charging the maximum price the market will bear. A basic course in marketing/business/economics would tell you this.
It's not your market, whether for financial reasons or for choice reasons. Don't target people who aren't your market.People who do not play 2d blobbers do so by choice. Students who do not buy luxury vehicles do so for financial reasons. No can analogy?
That's exactly what started this debate, especially KotC and Frayed Knights developers, that priced their games at >$20 and left it so since then...Are there numerous butthurt and disgruntled indie RPG devs who failed because of bad pricing schemes?
This is a dangerous gamble. Most peoples aren't as moronic as to think that more expensive=better. It will probably just look overpriced, nothing else.
Video games aren't bling articles you buy to impress someone, either.
He changed his pricing several years after a market was opened up to him that didn't exist in the past
That logic doesn't work when they simply look at a screenshot and think the game looks cheap/amateurish... you could price Frayed Knights as high as you want, no one is gonna think it's because/equate high quality.I don't think people are moronic. I think it's human nature to equate price to quality. Most people do it.
I don't think people are moronic. I think it's human nature to equate price to quality. Most people do it.
You might have gotten away with charging $30 for a digital download a decade ago when mainstream devs were still charging 80-90 dollars for their AAA titles. In such an atmosphere, $30 looked incredibly good value. Shit, $30 was the bargain bin price point here in Australia back then so if you were selling a new Indie game for $30 it made sense.
Now however we have most mainstream titles being sold digitally at the $40 mark with a few AAA titles debuting at $60-70 or an extremely short period before dropping down to $30-40 level. When the average punter is faced with Divinity 2 for $30 and sees an Indie title at the same price point there is no way in the seven fucks of hell that he'll pick the indie title.
I believe Grimrock could have come out at 30$ and still sold well. It had very favourable gaming press and the reaction post-release that I saw was largely people saying "Wow I'd be stupid not to buy such a good game at that price". That indicates they left money on the table. I think they priced it to where they thought the market would spend, and I think they were low. We can't know without replaying history though, so that's just my conjecture. I'm 100% sure Torchlight 2 left money on the table. That game could easily have been 30$.Legends of Grimrock sold pretty damn well for a crawler, far better than others in the genre. Why? Cause it was both pretty AND cheap. If it was $30 dollars I doubt that even its looks would have helped enough to cover the shortfall the higher price would have led to.
Other titles don't have the luxury of looks so charging twice as much for their game YEARS after it was released than what Grimrock retailed for at release gathers predictable results.
Oh and Jeff may still sell his titles on his page for a high price but that's now more to give the impression that people are getting a great deal by buying them off Steam or GoG. His model worked for a long time when the whole era of Steam sales didn't exist, but obviously even he realised that that model wasn't working anymore which in his case was as much to do with having a bunch of aging games on offer that had already been bought by most people that were interested in them. His pricing was fine a long time ago, but Avadon for example had an initial price LESS than any of his other games did back when they were new. Why if his model was still good did he not charge $40-50 for Avadon which would have been more in line with what his other games cost taking into account inflation?
Yes, you will normally investigate further. But as a seller it helps you out that the initial price is higher. Only if there is a massive discrepancy between price and quality will it hurt you. Ie if your game is shit. And if it's shit, then none of what I'm arguing fucking matters anyway. Shit games are shit and you can sell them for whatever you want because nobody will buy them no matter what.But you usually will use some additional way of judging the quality of the product. An intelligent customer will not use price as the only indicator.
If that results in some discrepancy between percieved and expected quality you wil judge the product to be overpriced.
I believe Grimrock could have come out at 30$ and still sold well. It had very favourable gaming press and the reaction post-release that I saw was largely people saying "Wow I'd be stupid not to buy such a good game at that price". That indicates they left money on the table.
Possibly. Can't know now though. I think people did view Grimrock as being a good deal though.I believe Grimrock could have come out at 30$ and still sold well. It had very favourable gaming press and the reaction post-release that I saw was largely people saying "Wow I'd be stupid not to buy such a good game at that price". That indicates they left money on the table.
Actually, when people say that, they're usually lying. It's just a way of hyping up what they're purchasing and making themselves look like savvy consumers.
That's how Super Meat Boy & Binding of Isaac came to be, the guy was making free flash games for more than 6 years before he released SMB, and already had a nice cult following at that time. Same thing with the guys behind Castle Crashers & Alien Hominid.Stuff