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Spiderweb Games - Why you can't have every game for a dollar
Spiderweb Games - Why you can't have every game for a dollar
October 16th, 2011, 11:37
Michael Anderson writes they have a guest post at Gear Diary from Jeff Vogel on pricing games:
Games like this have to charge an actual price. They just have to, if the developer wants to stay in business. Why? Because if I charge a dollar for one of my old school role-playing games, even if everyone who could possibly be interested buys one, I would go out of business. So I have to charge more. Games in this category will be five dollars minimum, possibly more, and if you complain that the price is too high, that is like saying, “I want you to go out of business to please me.”More information.
But then there are niche titles. Games for gamers, or games aimed at a smaller audience. Adventure games. Strategy games. Games like what I write: old school, low budget role-playing games. Games like this will never have a huge audience, and they aren’t trying for one. They are aimed to serve a small, dedicated audience.
October 16th, 2011, 11:37
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.
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.
Keeper of the Watch
October 16th, 2011, 11:56
if you complain that the price is too high, that is like saying, “I want you to go out of business to please me.”As far as I'm concerned that's nonsense… I wouldn't say that because, frankly, I don't care if some guy I don't know from Adam goes out of business or not, I have enough problems around me to deal with. If I say that the price of a game is too high I'm simply saying that it costs more than I'm willing to pay for it. If you think that my money doesn't worth the risk of a lower price then that's your call… no point in trying to make me feel guilty about it.
(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.)
—
"I am not interested in good; I am interested in new, even if this includes the possibility of it's being evil"
(LaMonte Young, 1962)
"I am not interested in good; I am interested in new, even if this includes the possibility of it's being evil"
(LaMonte Young, 1962)
October 16th, 2011, 12:43
Originally Posted by guentharYou might want to adjust that plan if you plan on going indie. Their strength is in having a long tail. Even more than 4 years long
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.
or at least that's what I've read. No idea if it's true or not.
—
Despite all my rage.
I'm still just a rat in a cage.
Despite all my rage.
I'm still just a rat in a cage.
October 16th, 2011, 14:31
Actually that is just an estimate and actuality the time frame would be based on the amount of sales.
Keeper of the Watch
October 16th, 2011, 14:36
Originally Posted by guentharThe point is still valid, a lot of times you make significant money later on. Maybe a media blitz occurs for some reason, or a forum post hypes the game. If you read a lot of indie blogs (which I do) you see it mentioned pretty consistently that games many years old are still paying the monthly rent.
Actually that is just an estimate and actuality the time frame would be based on the amount of sales.
October 16th, 2011, 15:01
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."
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."
October 16th, 2011, 15:41
Originally Posted by GorathHe's just using slang English there basically. He's saying $1 is not "actual" money in that it is too cheap to really count.
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."
October 16th, 2011, 16:45
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.
Originally Posted by guenthar
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.
Keeper of the Watch
October 16th, 2011, 17:11
Originally Posted by GorathIt means the person editing his text for the article (i.e. 'me') saw the double actual, made a note, but failed to correct it in the final text
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."
—
— Mike
— Mike
October 16th, 2011, 18:13
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.
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.
Watchdog
October 16th, 2011, 19:12
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.
—
Smoking shortens your life, yellows your teeth, makes your breath and clothes stink, and causes your partner to whine and complain that your hands and feet are always too cold.
Smoking shortens your life, yellows your teeth, makes your breath and clothes stink, and causes your partner to whine and complain that your hands and feet are always too cold.
October 16th, 2011, 23:37
Originally Posted by TheMadGamerThat statement is equally true as 'PC gaming is dead'.
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.
—
— Mike
— Mike
October 17th, 2011, 00:02
Originally Posted by txa1265I was speaking for myself… not the entire consumer-base.
That statement is equally true as 'PC gaming is dead'.
—
Smoking shortens your life, yellows your teeth, makes your breath and clothes stink, and causes your partner to whine and complain that your hands and feet are always too cold.
Smoking shortens your life, yellows your teeth, makes your breath and clothes stink, and causes your partner to whine and complain that your hands and feet are always too cold.
October 17th, 2011, 03:17
Originally Posted by TheMadGamerFair enough, but as someone who enjoys smart phone games, I can tell you that it's probably true that 90-95% of smart phone games are shallow and boring. Maybe even more then that. But so many games get produced that even if only 1% were worth playing that would still be a lot of games.
I was speaking for myself… not the entire consumer-base.
Keeper of the Watch
October 17th, 2011, 03:58
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.
There are more and more being released that look interesting. Some in the indie forum look really good for being on the iphone.
—
Despite all my rage.
I'm still just a rat in a cage.
Despite all my rage.
I'm still just a rat in a cage.
October 17th, 2011, 04:32
Originally Posted by fadedcI have nothing against phone gaming. If the day comes that there are games I enjoy playing on a phone I'll be the first to admit it. But right now, if I'm on a train or subway I'd rather just sit and stare than play a game on my phone. Just my personal opinion about phone games at this point.
Fair enough, but as someone who enjoys smart phone games, I can tell you that it's probably true that 90-95% of smart phone games are shallow and boring. Maybe even more then that. But so many games get produced that even if only 1% were worth playing that would still be a lot of games.
—
Smoking shortens your life, yellows your teeth, makes your breath and clothes stink, and causes your partner to whine and complain that your hands and feet are always too cold.
Smoking shortens your life, yellows your teeth, makes your breath and clothes stink, and causes your partner to whine and complain that your hands and feet are always too cold.
October 17th, 2011, 05:23
Originally Posted by TheMadGamerThat is fine, and you are certainly entitled to your opinions about what you like and how you choose to do your gaming - but that doesn't mean there aren't as many good or bad games for iPhone - and particularly iPad - as on PC.
I have nothing against phone gaming. If the day comes that there are games I enjoy playing on a phone I'll be the first to admit it. But right now, if I'm on a train or subway I'd rather just sit and stare than play a game on my phone. Just my personal opinion about phone games at this point.
—
— Mike
— Mike
October 17th, 2011, 05:59
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.
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.
—
Despite all my rage.
I'm still just a rat in a cage.
Despite all my rage.
I'm still just a rat in a cage.
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Spiderweb Games - Why you can't have every game for a dollar
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