Tags: Jeff Vogel; Spiderweb Software
<p>For the time being Jeff Vogel decided to make his games cheaper and <a href="http://jeff-vogel.blogspot.com/2011/10/why-all-our-games-are-now-cheaper.html" target="_blank">explain why</a>, but one day it could come thus far.</p>
<p> </p>
<blockquote>
<p><strong>People Who Write Niche Games Can't Charge a Dollar</strong></p>
<p> </p>
<p>If you're making a pretty, shiny, highly casual game with cartoon squirrels and you think you can find a million fans for it, go ahead. Charge a dollar. You'll have to.</p>
<p> </p>
<p>But if you write games like mine? Low budget, old school, hardcore RPGs with lots of content? If I charged a dollar for it, I'd have to sell a copy to pretty much every interested human everywhere to have a chance of making money.</p>
<p> </p>
<p>So I still charge an actual price, an amount of money that still feels like money. Maybe I should have taken everything down to $15. Maybe I'm being too timid in the price drop. But, in a sense, that difference doesn't matter. </p>
<p> </p>
<p>There are two sorts of prices you can pay for a game: An amount that is so small you don't care, and an amount high enough that you do. Our newest game, Avadon: The Black Fortress, is $20 on our site and $10 on Steam. That's a big difference, but, in a very real sense, they have the same price: an amount of money that actually feels like spending money. We will always charge actual money, as opposed to pocket change. All I have done is slightly tinkered with the level.</p>
</blockquote>
<p> </p>
<p><em>Thanks, Davaris.</em></p>
<p>For the time being Jeff Vogel decided to make his games cheaper and <a href="http://jeff-vogel.blogspot.com/2011/10/why-all-our-games-are-now-cheaper.html" target="_blank">explain why</a>, but one day it could come thus far.</p>
<p> </p>
<blockquote>
<p><strong>People Who Write Niche Games Can't Charge a Dollar</strong></p>
<p> </p>
<p>If you're making a pretty, shiny, highly casual game with cartoon squirrels and you think you can find a million fans for it, go ahead. Charge a dollar. You'll have to.</p>
<p> </p>
<p>But if you write games like mine? Low budget, old school, hardcore RPGs with lots of content? If I charged a dollar for it, I'd have to sell a copy to pretty much every interested human everywhere to have a chance of making money.</p>
<p> </p>
<p>So I still charge an actual price, an amount of money that still feels like money. Maybe I should have taken everything down to $15. Maybe I'm being too timid in the price drop. But, in a sense, that difference doesn't matter. </p>
<p> </p>
<p>There are two sorts of prices you can pay for a game: An amount that is so small you don't care, and an amount high enough that you do. Our newest game, Avadon: The Black Fortress, is $20 on our site and $10 on Steam. That's a big difference, but, in a very real sense, they have the same price: an amount of money that actually feels like spending money. We will always charge actual money, as opposed to pocket change. All I have done is slightly tinkered with the level.</p>
</blockquote>
<p> </p>
<p><em>Thanks, Davaris.</em></p>