Robert at Zeboyd Games
Banned
I've seen a disturbing trend of more and more indie games launching at higher prices recently. Whereas $10-$15 was the norm for non-mobile indie games not that long ago, it feels like more and more $20 is becoming the standard. What's even more baffling is that these higher prices are occasionally celebrated by non-developers as some sort of stance against the "evil mobile empire."
Lower prices often benefit both players and the developer. Lower prices mean more people play your game. Lower prices often result in more positive reviews. Lower prices means more buzz around your game and more people tell their friends to play the game. Lower prices often means more total revenue for the developer as dropping the price in half often results in WAY more than double the sales.
Some common arguments I've seen against lower prices for indies games:
My game is worth more: As a developer, you're biased and are probably over-valuing your own game. Making games has never been easier than it is today. With digital distribution, the cost of selling a single game is basically free. And there's never been as much competition as there is now - for example, RPGamer recently did an article on their Top 20 most wanted RPGs that are coming out soon & it didn't even include every RPG I'm looking forward to! There are far more GOOD games coming out now than anyone has time to play PLUS you have to compete against a history of over 30 years of quality games. Games should be cheaper now than ever before.
Game X sold for $20 and did well: Chances are your game isn't the highly anticipated follow-up game to one of the best-selling indie games ever (Transistor/Bastion) or one of the best looking 2D games of all time with the direct backing of one of the most powerful companies in the world (Ori and the Blind Forest). Games can do well at higher prices, but higher prices shouldn't be the norm for every good indie game.
A high price means I'll make a lot of money in sales: A high starting price conditions people to wait for sales. And by the time your game goes on sale, there will be a lot less buzz & excitement around your game. Plus, there's no reason why you can't have successful sales when your game price was lower to begin with - our most popular game normally sells for $3 and 4 years after release, we can still do a big sale & manage to sell thousands or even tens of thousands of copies in a week.
A low price means that people will think my game is not good: Maybe if your game is free or $1 this is applicable, but I've never seen someone say "I was going to buy this game but it's such a good deal that I'm afraid it's bad."
I just want developers to make money: Higher price doesn't necessarily mean more money. In fact, the most lucrative games these days are sold for free.
My game is niche: Probably not as niche as you think it is. And we've seen some games that seem incredibly niche sell incredibly well (like Papers, Please).
Anyway, I know not everyone is going to agree with me, but I think this is a topic worth discussing rather than derailing every high priced indie game thread with talk of pricing.
Disclaimer: I'm an indie developer and our games tend to be on the low price of the spectrum.
Lower prices often benefit both players and the developer. Lower prices mean more people play your game. Lower prices often result in more positive reviews. Lower prices means more buzz around your game and more people tell their friends to play the game. Lower prices often means more total revenue for the developer as dropping the price in half often results in WAY more than double the sales.
Some common arguments I've seen against lower prices for indies games:
My game is worth more: As a developer, you're biased and are probably over-valuing your own game. Making games has never been easier than it is today. With digital distribution, the cost of selling a single game is basically free. And there's never been as much competition as there is now - for example, RPGamer recently did an article on their Top 20 most wanted RPGs that are coming out soon & it didn't even include every RPG I'm looking forward to! There are far more GOOD games coming out now than anyone has time to play PLUS you have to compete against a history of over 30 years of quality games. Games should be cheaper now than ever before.
Game X sold for $20 and did well: Chances are your game isn't the highly anticipated follow-up game to one of the best-selling indie games ever (Transistor/Bastion) or one of the best looking 2D games of all time with the direct backing of one of the most powerful companies in the world (Ori and the Blind Forest). Games can do well at higher prices, but higher prices shouldn't be the norm for every good indie game.
A high price means I'll make a lot of money in sales: A high starting price conditions people to wait for sales. And by the time your game goes on sale, there will be a lot less buzz & excitement around your game. Plus, there's no reason why you can't have successful sales when your game price was lower to begin with - our most popular game normally sells for $3 and 4 years after release, we can still do a big sale & manage to sell thousands or even tens of thousands of copies in a week.
A low price means that people will think my game is not good: Maybe if your game is free or $1 this is applicable, but I've never seen someone say "I was going to buy this game but it's such a good deal that I'm afraid it's bad."
I just want developers to make money: Higher price doesn't necessarily mean more money. In fact, the most lucrative games these days are sold for free.
My game is niche: Probably not as niche as you think it is. And we've seen some games that seem incredibly niche sell incredibly well (like Papers, Please).
Anyway, I know not everyone is going to agree with me, but I think this is a topic worth discussing rather than derailing every high priced indie game thread with talk of pricing.
Disclaimer: I'm an indie developer and our games tend to be on the low price of the spectrum.