Because as Humble bundle gift steam keys for $0.01 and then resold on the market proved, it was insanely abuseable.
I'm not sure how you could abuse a system if a currently $14.99 game could be bought for at least $14.99 + a tip for the developer?
Because as Humble bundle gift steam keys for $0.01 and then resold on the market proved, it was insanely abuseable.
Our next game will likely be at least $10 - maybe as high as $20 depending on the depth and production values.
Aren't you (OP) an Indie dev? That adds legitimacy to your post if so.
The idea that some people have that they should always pay relative to the budget of the game or the number of hours is not really useful. Some games just don't have mass market appeal so both have to be made on a limited budget and be priced more than AAA games to be profitable.
I actually think Zeboyd's games might be too cheap.
At some point you look at the game and think, "well what's wrong with it that it's only 3 bucks or something?"
As a developer, I think people should get great value, not cheap value. We made Ori and gave it our very best. We got tons of people telling us that the 20$ price-tag was a steal - that's for 10+ hours of entertainment. 20 dollars to get something that 20 people have invested 4 years of time into.
What baffles me is that the same people who complain about a 20 dollar game then go and buy an overpriced coffee at Starbucks with no regrets. Why is what a Starbucks barista makes more valuable to you than your favorite hobby?
People asking for cheaper and cheaper games will result in everyone ending up with cheap value - Look at the iOS market. Nobody can afford making complex, amazing games on the appStore, simply because they wouldn't sell, because people have been trained that everything has to be 99 cents. Bottomline, we can't afford selling the games we want to make for 99 cents. Or 5 bucks. Or even 10 bucks. We charge the amount of money we need to charge to actually stay in business.
(Race The Sun developer here.)
Oh man, I disagree so hard with this.
A MUCH bigger problem is that indies don't value their own work, and too often underprice.
People DO see sometimes cheap games on PC as shovelware, and don't bother. Just ask the people who participated in our "Not on Steam" sale. The cheapest games, discounted to $0.99 for the sale, didn't do very well compared to the $10-$20 games. Price communicates quality in a very direct way.
Pricing higher gives more room for sales and discounts later. A $20 game at 75% off in a Steam Christmas sale is a helluva lot more attractive than a $10 game at 50% off.
I think we should be doing everything we can to fight the race to the bottom, and the perception that games should be super cheap or free.
Our next game will likely be at least $10 - maybe as high as $20 depending on the depth and production values.
And when Race the Sun launches this week on iOS, it'll be $4.99. So there![]()
When I used the example of many $20 indie games feeling like they'd do better at $10-$15, I'm specifically referring to traditional smaller, low budget development teams.
doesn't Steam recommend a price on submission? I wonder if they have their thumb on the scale, so to speak.
I didn't see it yet, but how about you throw us an example of a $20 indie game that you thought was overvalued and specifically what about it made you feel that way.
I agree. They should be cheaper. Pretty much all I do now is add a game to my wish list on Steam and play the waiting game. I wouldn't do that if it were cheaper at launch. Also pricing too high on consoles is riskier because at least in the case of PSN, there is no wish list. People will wait for a price drop sure, but it's more likely that your game will be long forgotten by the time the price drops and it will be lost in the sea of unorganized titles on the Playstation Store.
I believe he mentioned two:
N++ and Axiom Verge.
I believe he mentioned two:
N++ and Axiom Verge.
I agree. They should be cheaper. Pretty much all I do now is add a game to my wish list on Steam and play the waiting game. I wouldn't do that if it were cheaper at launch.
I'd agree, although there is a problem when it comes for us devs in switzerland
Living here is expensive as shit. A movie ticket can cost up to 22 bucks. Average food menus in like fast food or takeaways or small restaurants can cost between 15 to 25 francs. The overall cost of living, depending on the country, is pretty high.
Because of that, we're kinda fucked by our strong money and it's hard sometimes to make even small games cost less than 10 bucks. And usually, if the content is here of course, we'll gravitate probably towards 20, maybe slightly more
They should all be $10
This is not how you should be thinking about pricing, though.
As far as maximizing revenues goes, your particular cost of living is irrelevant.
Actually the more niche a game is I think the more money it should be. If someone made a wicked bullet hell for bullet hell fans they should probably be charging $100 for it. No one else is making them and the fan base is incredibly small.
No, they shouldn't be.
It's true but it's definitively a factor for a lot living here.
Why not?
With constant marginal costs (usually zero, for games that don't require servers) your only concern should be how to extract as much as possible from the demand when deciding on pricing.
I enjoyed Race the Sun but at one point your game was free (if you had PS+).![]()
Although technically indie, Divinity:OS is more of that AA type of game that's become less and less common these days - much bigger budget than your typical indie game, while not quite being AAA. $30-$40 for such a game is perfectly reasonable. I'm more referring to the small team games that are being launched at higher and higher price tags.
If that’s STILL not enough, we’ll also be adding more to the game with future DLC. (Note: whenever you buy the game, you’re also buying a “lifetime pass” to all future DLC. We are planning a substantial update that will increase the cost of the game / lifetime pass, so buy early if you’re looking to get N++ on the cheap! It won’t be going on sale much either, because, due to the level-sharing we have a relatively high cost per user, ruling out steep discounts).
Perfect first post. Some indie games are really short and lack replay value. Some indie games are great with much replay value and great production.I think cost should be relative to content.
I feel this is an arbitrary distinction you're making now, "they're indie" but don't count cos it doesn't fit my vision?
As a fellow Xbox Indie Games alumni, that's music to my ears given how hard it was to make anyone spend more than 80 MSP.
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."