You need to, like, go back to Psychology school, man. I'm not sure what kind of crack you're smoking to think that showing a different, lower, unavailable price somehow creates the illusion of thrift. That makes it seem more expensive.Answer: It's a way of making the Kickstarter seem more affordable than it actually is. "See, the minimum price to get the game is 20 dollars, not 30 dollars! CHEAP! Oh, you missed it? That's your fault, not ours!"I really don't understand these limited 'early bird' tiers. Isn't EVERY level of a Kickstarted project an early bird tier?
Why penalize people who are going to back your project, because they didn't back it early?
Psychology.
You need to, like, go back to Psychology school, man. I'm not sure what kind of crack you're smoking to think that showing a different, lower, unavailable price somehow creates the illusion of thrift. That makes it seem more expensive.Answer: It's a way of making the Kickstarter seem more affordable than it actually is. "See, the minimum price to get the game is 20 dollars, not 30 dollars! CHEAP! Oh, you missed it? That's your fault, not ours!"I really don't understand these limited 'early bird' tiers. Isn't EVERY level of a Kickstarted project an early bird tier?
Why penalize people who are going to back your project, because they didn't back it early?
Psychology.
Time-limits on exclusive goods or prices are a way of encouraging timely purchases. Quantity limits -- more obviously when dealing with things that have potentially infinite quantity, like a digital sale -- are just super-duper spooky time-limits that could end at any moment. And you don't want to be the sucker paying an extra $10, do you? Especially if you're not sure.
Even in this thread, someone mentions dropping $10-15 could get them to commit to it, because they "weren't sure" about the end result. It seems like less risk to the consumer, being 33% less out of their pocket... even though it's more risk as you likely have less information, and the project may not come to fruition. (Yes, you'll get your money back in that case, but it's ear-marked until then... so if you can only "donate" to one cause at a time, you're still choosing it over another project, possibly for good.)
Anyway, if the early discount works, then you have the benefit of being over the initial hump, and gain some legitimacy. And once you're legit (and in the case of KS you look less likely to disappear) you can get away with charging a little more, as (visible) demand is higher, and we still haven't figured out that S/D is by-and-large a ridiculous model to follow with digital goods. (To be fair, it works okay in high-investment projects with niche targets -- hence why a legit copy of high-end A/V software will cost you out the ass. Games are somewhere in between, especially ones that won't exist if you don't buy them up front.)
Jesus, man. Even the infomercial people figured this out -- "call within the next 10 minutes, and we'll charge you a high-but-reasonable price, instead of this one we've pulled out our ass!" And it doesn't even have to be true to work.
I think the early bird tiers are designed to get some momentum in the project. If you don't get a good chunk of funding lots of people won't bother contributing, thinking the project will fail.
by lowering the cost of the product
"I think it's an interesting idea," Lindsley added. "Because these adventure games are doing really well, and succeeding on Kickstarter, it would be interesting to see a mini-publisher start up that just focuses on these types of games. You have individual development teams, because we're all in different locations now and it would be tough to sort of get together under one roof the way Ken and Roberta [Williams] did in Oakhearst. But I could see a mini-publisher that focuses solely on Sierra-style adventure games, for sure."
It's like you have no idea what Police Quest actually is.
Well, if I recall correctly, 2 out of the 6 six games were in first person. Also some games had "action" and "driving" moments, including the first one. Nothing too exciting or crazy, true, but it was still there.
Point is, if there's any Quest series where it's okay to experiment and introduce action components (but not too many though), it's this one.
My favourite PQ minigame was adjusting the screws in the sights of your gun in PQ2. So characteristic of the series: dumb-ass procedural shit for its own sake.
Almost as good as my memories of walking one loop around my car before boarding, every time.
This'll be the first ex-Sierra KS I don't donate to. Jim Walls made Codename: ICEMAN. Some things cannot be forgiven.
This'll be the first ex-Sierra KS I don't donate to. Jim Walls made Codename: ICEMAN. Some things cannot be forgiven.
Didn't play this one, it was really that bad ?
Lies. You didn't have to win it. The EMP thingie you get at the end wasn't necessary to bypass the force field, as there's another way around it.It contained an annoyingly hard, completely random dice game that you had to win like 20 times