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Spiderweb Games - Why you can't have every game for a dollar
Michael Anderson writes they have a guest post at Gear Diary from Jeff Vogel on pricing games:
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If I was making games (someday I will) I would put it out for the price I decide it's worth for about a year or two, then discount it for another year or 2, and after that put it out for free. I think within a year or 2 you should have your main audience, then after about 3 to 4 years you would have the people that were interested but were not sure, and then after that since it would be free you might get people that are curious that will download it and then maybe get new customers.
PS. I know making demos can cover the last part but demos are never enough and if they are you can lose business to it. I have been burned by demos being better then the actual game so I don't really trust them too much anyways. |
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(EDIT: just to clarify: I'm commenting on the quoted part alone, which is generalizing to begin with, each specific case has its particularities - I do not think Spiderweb's games are overpriced.) |
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Actually that is just an estimate and actuality the time frame would be based on the amount of sales.
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Jeff's articles are always interesting.
The article page seems to have a few issues, though. It's not loading properly on the lastest Opera. I had to disable JavaScript to get past this annoying Facebook overlay. What does the following sentence mean? "The purpose of this article is to explain why some games have to have actual ###remove one actual?###prices that are actual money." |
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This is frequently the business model for Iphone games on the appstore. They keep lowering the price and then many will will give their games away for free at some point in order to drum support for their newly released games. I think the idea is that a big boost of income to your new game is better then a small trickle of income from your old one.
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I think everyone has a set price in mind for any given game. For instance, BioWare's Dragon Age II, at $60, was a rip-off. However, the Witcher 2 at $40, I felt, was about right.
To me, anything more than $40-50 for an A-level game is too much. Part of it has to do with how 'polished' a game is, how fun it was to play, and length. |
Aside from occasional classics ported as mobile phone 'apps' (such as Secret of Monkey Island)… smartphone games are shallow and boring - 99% of them I wouldn't even download if they were free.
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Undercroft and 100 Rogues for iOs are pretty good. They aren't exactly something I'd play on the computer, but they're an ok alternative for when I'm out and about.
There are more and more being released that look interesting. Some in the indie forum look really good for being on the iphone. |
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Mike, you know this forum and the people here. Most of us are part of the PC only club. You know this. You've had a bunch of arguments with the other people here about Apple products.
I don't agree with you at all in that there are as many good games on the iPhone or iPad, but that's my opinion on this matter. I'm sure the people on the App forums have the exact opposite opinion. Put some perspective in where you are and what kind of people enjoy this forum. |
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