- Joined
- Jan 28, 2011
- Messages
- 99,612
probably priced a bit too high.
Ken has heard what the kids were saying:I'm quite baffled by the price
PRICE CHANGE
"I have good news! Colossal Cave has a new price! Colossal Cave is now $24.99!
(Note: Due to restrictions, Meta Quest 2 will not lower in price until April.)
Behind the scenes, there was a debate between myself and our marketing group. I thought the correct price should be significantly higher, and we did launch at $40. But our marketing group insisted that the world has changed since Roberta and I last released a game, and that gamers expect lower prices from indie developers.
There were a few reasons I felt a higher price was justified, including that this was a very expensive game to build! And yet, I'm not sure this is a game for everyone. It targets a fairly small slice of the market. It's a mentally challenging game in a world where the bigger hits are action oriented. We didn't want to cheapen the quality of the game. So, when you look at our production cost, and divide it by the size of the target market, you recognize that the price per copy needs to be high.
I didn't (and still don't) consider $39.99 to be a big number. You can hardly go to the movies these days, with popcorn and parking, and not spend that much. Roberta's last game sold over a million copies at $59.99, over 25 years ago! That's probably over $100 in 2023 numbers. I'd also mention that many of today's games, that are available at low cost, have in-game spending. We have none of that and don't plan on using this game in any way to make money beyond the initial purchase.
I should also mention that buying the game (at least through Steam) gives you all of: The Windows version, the Mac version, the Steam Deck version, and the Steam VR version (when it is available .. soon I hope!) The Steam Deck version is a true Linux version that runs awesome on a Steam Deck, and the Steam VR version of the game is a big step up from what we released on the Quest 2. I should probably also admit that we got pinged for a few things on the initial release of the Quest 2 version and we are addressing those issues now for our Steam VR version of the game. The Steam VR (or should I call it PC VR?) release will be an amazing one. From my perspective, it's a heck of a deal. Note that all improved functionality and polish will be automatically updated on the Meta Quest 2, as well as all future VR ports.
And all of that said: Today's price points are lower and player expectations are for lower prices. It doesn't matter what I think is fair, what math I run through my spreadsheets, or anything except what players think. The message I've heard is that $39.99 is too high, so we lowered it."
I should also mention that buying the game (at least through Steam) gives you all of: The Windows version, the Mac version, the Steam Deck version, and the Steam VR version (when it is available .. soon I hope!)
nigga still don't understand why was his price ridiculous lol. so out of touch with the market it's absurd, he should check how many adventure games are priced $40tldr; out of touch millionaire doesn't the understand current market. Get back on your boat.
I should also mention that buying the game (at least through Steam) gives you all of: The Windows version, the Mac version, the Steam Deck version, and the Steam VR version (when it is available .. soon I hope!)
It's almost like you're getting four games for the price of four! Not the Steam Deck version too!?!!?! Wow, you spoil me, Ken.
Here's the thing though, you're releasing a $40USD Adventure Game during a global recession. Even if people were interested in your game their budget is limited so you're losing customers just from the price.takeaway here is that consumers in 2022 are objectively worse at being good consumers than those of 1993
Check your sarcasm detector, it seems to be malfunctioning.Here's the thing though, you're releasing a $40USD Adventure Game during a global recession. Even if people were interested in your game their budget is limited so you're losing customers just from the price.takeaway here is that consumers in 2022 are objectively worse at being good consumers than those of 1993
I think that's pretty damn unfair a comparison to make especially when you're comparing Sierra being the biggest adventure game publisher in the business at the time with all the access to retailers who promote your games, to now with this studio being effectively an indie studio and competing for access. Welcome to what its like to be an indie developer in the 21st Century Ken. Try harder.
I read the version of the rant that was posted to steam (the one on the patch logs), it came across more that they wanted to make this game for the fans and less to turn a profit but that sounds really out of character for Ken making me think it was Roberta that wrote that. That's more respectable.Check your sarcasm detector, it seems to be malfunctioning.
He's been not at it for a long time while the market was changing, that's why he finds it odd that you can't prince games the same as 25 years ago.he should have known better he's been at this long enough
Even in the 90s doing a market assessment was standard in design documents, you don't go into production without first proving that your idea has a market. The data you get is valuable.He's been not at it for a long time while the market was changing
I'm not saying you're wrong, but Ken was/is obviously out of touch with current market trends.Even in the 90s doing a market assessment was standard in design documents, you don't go into production without first proving that your idea has a market. The data you get is valuable.