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Indie Games Should Be Cheaper

I agree. I hardly ever buy indie games anymore, because the production values and quality hasn't seen an easily visible increase over the years, but they price has raised a considerable amount regardless.

For me personally, $9.99 us the sweet spot, but I will occasionally buy them at $14.99. Very very rarely will I buy at $20. You pretty much never see the $9.99 price anymore, and even $14.99 is starting to feel a distant memory.

That being said, if the game looks like it has a step up in budget and production values, like Rocket League for instance, I'm okay with the price.
 
I agree. I hardly ever buy indie games anymore, because the production values and quality hasn't seen an easily visible increase over the years, but they price has raised a considerable amount regardless.

For me personally, $9.99 us the sweet spot, but I will occasionally buy them at $14.99. Very very rarely will I buy at $20. You pretty much never see the $9.99 price anymore, and even $14.99 is starting to feel a distant memory.

That being said, if the game looks like it has a step up in budget and production values, like Rocket League for instance, I'm okay with the price.
Really?
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Really?

I've been playing indies for almost a decade, starting with freeware and flash games like Facade and Warning Forever, and the jump in quality - technically, graphically, in scope and scale - has been amazing
 
I feel that ideally a product, any product, ought to be priced striking a balance between what the creator wants to charge, and what the market can bear.
 
I wont impulse buy games even if they're $5. Game has to look good and I need to hear some positive feedback.

Just two days ago I saw like 6 people boot up Rocket League at once. Went on Twitch and saw some guys with lots of viewers. Dropped in to watch for like 10 minutes and asked a few friends about it. I now own Rocket League and put in 10 hours.
 
Really?

Really?

I've been playing indies for almost a decade, starting with freeware and flash games like Facade and Warning Forever, and the jump in quality - technically, graphically, in scope and scale - has been amazing

Generally, yeah. There are some exceptions. Like I said, if the productions values and budget look like a good step up, I have no problem with the higher price.

And of course there's been a big jump over the old freeware and flash games; I wasn't talking about those. I was talking about games from a few years ago that were for the vast majority of the time $15 or less.

Here's a random list of top 25 indies of 2012. Do YOU see a big shift in budget and production values since then on a large scale (meaning not just with a few exceptions)?
 
N++ is actually $30 in Australia which is way over the top, so I can see where the OP is coming from.

That said, I don't think asking for lower prices is exploring the full issue.

Using N++ as an example, you have to ask "has it been released before?" "Can I play it for free in my browser and get much the same experience?" "Are there other games that are similar and cheaper?" "Are there other games released at the same time"

This goes a lot deeper than "lower the price". I'd conclude that devs need to be smart about releasing and pricing... But that kind of goes without saying.

None of that applies only to indie devs. It applies to all games.
 
I, at least, would be more likely to buy a $15 game than a $20 game, so I want to agree with OP's arguments, but I think most people will need proof for some of those claims to be convinced.

I guess the idea is that indie devs (big pubs, too, actually) should think about price more instead of just going with what is commonly accepted.
 
I feel like indie devs need to slow down on budgets and prices. Last gen, when they went from $5 to $10 and $10 to $15, there was a lot of uproar on games that did it. While a lot of those games turned out pretty good, which allowed more devs to step up prices and budgets, the jump from $15 to $20 this gen hasn't really produced much justification to those cost increases, and I feel like sales have reflected that, and will continue to do so.
 
I'm fine with indies being priced however. There are plenty of indie games that I would have paid AAA prices for simply because they provided an experience better than most AAA titles. Bastion, Transistor, Ori and the Blind Forest, and Shovel Knight for example. We live in a world where people spend $60 on shallow 6-hour games like The Order (Me for example). Why is it so crazy to pay that much for a longer, more entertaining game even if it's an indie? I guess if you only judge a game's worth based on how much it cost to make it's a different story, but I don't think like that.
 
Zeboyd, I think Cosmic Star Heroine looks fantastic, depending on the scope and how long the game is, for example 10-20 hours. I'll gladly pay $15-25. but, since I really like the premise, I actually hope the scope is even bigger, make it 40-60 hour rpg like many snes rpg such as chrono trigger, final fantasy 6 etc and I'd gladly pay $40-$50 for it.

now, you may really surprise us and the game really is that big and lengthy while still having $15 price tag, but if it's true, than I think you really undersold your game imo.
 
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The devaluation of the medium is shocking. Prices hit bargain-bin level within a few months anyway, games regularly get bundled and go on sales. I don't think they should be cheaper.

Indie games have been replacing A and AA games, those were sold for like 40€ in the past.
 
I kind of understand what the OP is saying. There are some indie games that are priced a little too high. Immediately comes to mind is Axiom Verge. The game is essentially an NES game yet costs as much as many premiere indie titles with higher budgets. I find it crazy that the game costs as much as say the latest Shantae game.

Personally I believe pricing really depends on how much the game cost, the game's quality, as well as audience size. For example Shovel Knight, like Axiom Verge, is also at a pretty high price point for what is essentially a throwback NES game but few people complain about its price point and lack of sales because it is a high quality product. Wasteland 2 was almost as much as The Witcher 3 upon release, yet few people complain because not only is it a meaty game, but it is also part of a niche genre in which in order for the developers to even expect to make a profit from the game's release their audience will have to pay up more money.

That said the indie market is still in its youth, as it develops more reasonable price points will be more common.

Really?

Really?

I've been playing indies for almost a decade, starting with freeware and flash games like Facade and Warning Forever, and the jump in quality - technically, graphically, in scope and scale - has been amazing

Exactly. I still remember when Aquaria was by far the most impressive indie game made. It's crazy how far the indie scene has come in less than a decade.
 
Generally, yeah. There are some exceptions. Like I said, if the productions values and budget look like a good step up, I have no problem with the higher price.

And of course there's been a big jump over the old freeware and flash games; I wasn't talking about those. I was talking about games from a few years ago that were for the vast majority of the time $15 or less.

Here's a random list of top 25 indies of 2012. Do YOU see a big shift in budget and production values since then on a large scale (meaning not just with a few exceptions)?

That is a poor example. Indie gaming really started ramping up after 2011. Just look at this Gamesutra list of the top 10 indie games of 2010. Nothing but very low budget games. This continues with 2011 as well.
 
I think developers should just price their games at what their own perceived value is, and then the market will judge accordingly.



This however, is a problem. Lots of people assume that there must be SOMETHING wrong with a game if it's selling for <$10 at the very beginning.

It's like produce that's sitting by itself, there "must" be something wrong with it if it's the only one there.
 
I kind of understand what the OP is saying. There are some indie games that are priced a little too high. Immediately comes to mind is Axiom Verge. The game is essentially an NES game yet costs as much as many premiere indie titles with higher budgets. I find it crazy that the game costs as much as say the latest Shantae game.

But that's where the problem comes in. Axiom Verge was a game made by 1-2 dudes who spent 4+ years on making it. Pixelart is cheaper to make than HD 2d Art, but it's actually easier to make a 3d game in Unity and make animations in an app like Maya than to painstakingly do frame by frame animations, even if you're using pixel art. At least that's how I see it - I made pixelart games and I made 3d games and 3d just makes development easier a lot of times. So why should the person who spent more time on something not charge more?

Axiom Verge is a brilliant title, a very clever game that's well worth the price of admission. If you don't think so, just don't buy it, it's as simple as that. Nobody prices their games because they want to go and buy some Ferrari's or to fool their target audience - Everybody is making calculations to see how they could put a product on the market and sustain themselves. Tom thought 20$ is a fair price - good for him.

Personally I believe pricing really depends on how much the game cost, the game's quality, as well as audience size. For example Shovel Knight, like Axiom Verge, is also at a pretty high price point for what is essentially a throwback NES game but few people complain about its price point and lack of sales because it is a high quality product.

And Axiom Verge isn't? That's highly subjective. I bet tons of people would rather play a Metroidvania like Axiom Verge than a hardcore platformer like Shovel Knight. Mind you, I loved both games, but just because YOU think Shovel Knight is 'better' than Axiom Verge doesn't mean that it should be higher priced...

Here's something to think about: We debated heavily how much we should charge for Ori and we've followed all the debates. Some reviewers pointed out that 20$ is high, but the majority of people agreed that it was a fairly low price for the amount of content we created. Obviously, we'd always want our audience to get as much value as possible, but we also have to consider the market.

There's only a certain amount of people that are interested in these types of games and a lot of them would be willing to pay a little more for a more expansive product that hits all the right notes. If we price it low, more people will buy it, but we'll lose money on the 'premium userbase' that would've actually paid more, the people that just hunger for the games we're making that see the price they pay for our games as them supporting us (which is exactly what happens here, cause we can only makes games if people are willing to pay for them).

Should we not take bigger steps, hire more developers and try to improve upon our games more and more due to people not wanting to pay for the content? I don't think that's the right way of looking at it - I think, just like the first post of this thread pointed out, games should be priced based on the content they deliver. Developers have to deliver great VALUE, so that people don't feel like the product is overpriced, but generally saying that indie games should be cheaper is just like saying 2d games should be cheaper, which is just a completely wrong assumption mostly based on ignorance. Making 2d games very often is way more expensive than making 3d games due to several factors. If people want 2d games, they do have to support them or they're just not going to be made anymore.
 
But that's where the problem comes in. Axiom Verge was a game made by 1-2 dudes who spent 4+ years on making it. Pixelart is cheaper to make than HD 2d Art, but it's actually easier to make a 3d game in Unity and make animations in an app like Maya than to painstakingly do frame by frame animations, even if you're using pixel art. At least that's how I see it - I made pixelart games and I made 3d games and 3d just makes development easier a lot of times. So why should the person who spent more time on something not charge more?

Making 2d games very often is way more expensive than making 3d games due to several factors. If people want 2d games, they do have to support them or they're just not going to be made anymore.
I HIGHLY doubt making a game with NES-like sprites is more expensive than making a full fledged 3D game. That goes to contrary to what a vast majority of developers tell me. 2D certainly becomes more difficult but only at the high end, but when making low resolution and simpler sprites 2D is easier. There is a reason why most indie developers start off with low budget 2D titles, it's said to be cheaper and easier.

Axiom Verge is a brilliant title, a very clever game that's well worth the price of admission. If you don't think so, just don't buy it, it's as simple as that. Nobody prices their games because they want to go and buy some Ferrari's or to fool their target audience - Everybody is making calculations to see how they could put a product on the market and sustain themselves. Tom thought 20$ is a fair price - good for him.

My entire post focused on why I believe most people have problems purchasing some indie games and not others. I just used Axiom Verge as an example because despite doing critically well, it hasn't sold anywhere near as well as other acclaimed indie titles. And its $20 price point puts it more costly similar to other similar 2D metroidvania games such as Valdis Story and Shantae which despite having much better production values are sold for cheaper and as a result have sold far more.

Here's something to think about: We debated heavily how much we should charge for Ori and we've followed all the debates. Some reviewers pointed out that 20$ is high, but the majority of people agreed that it was a fairly low price for the amount of content we created. Obviously, we'd always want our audience to get as much value as possible, but we also have to consider the market.
While I realize that the people that make indie games just don't randomly pick their prices, that doesn't mean that they can't be wrong from time to time. It seems that your studio and others got the price point right. Others likely got them wrong.
 
This is a great thread. Lovely to see so many other devs piling in with their opinions (I recognised the Cook Serve Delicious dev's username earlier on for example).

Pricing is super interesting to me. Funnily enough, Zeboyd is actually someone I often think of who underprice their games. It's great that you've found such success with this model but I wouldn't want to try and do what you did.

I think picking a 'high' price puts you in a much stronger position. It suggests quality, gives you room to discount later, makes it possible to pay for ads (and not lose money), lets you spend time on support (a counterpoint to the 2x the sales at half the price argument - though of course a bigger audience has its own benefits it also comes with more costs).

I believe it's also important not to jump into any and all sale or bundling opportuinities you can. Think carefully before you discount, and do so sparingly at first. We've all learnt to wait for sales, but when they aren't coming and you see everyone else talking about the game you want you do tend to buy at full price. Divinity: Original Sin did this incredibly well this year I think. They came out at a high price for an indie and sat on the top sellers list for weeks and weeks. They have been super careful with discounts.

I think Axiom Verge picked a great price and will do well longterm. We launched this month at $15 (Guild of Dungeoneering) and I think we'll do well over the next year too.
 
I HIGHLY doubt making a game with NES-like sprites is more expensive than making a full fledged 3D game. That goes to contrary to what a vast majority of developers tell me. 2D certainly becomes more difficult but only at the high end, but when making low resolution and simpler sprites 2D is easier. There is a reason why most indie developers start off with low budget 2D titles, it's said to be cheaper and easier.

Well, I'm a developer and I'm telling you that's how I see it :)

I often find making a quick protoype in 3d way easier than dealing with all the requirements that come up when you decide to do pixel art. Also, Engines like Unity and UE4 are definitely made with 3d in mind, so a lot of times you either have to completely rewrite the engine (like we did for Ori and the Blind Forest) or just go through a lot of hurdles if you want to do proper 2d...

Ask people who actually went and made a full-fledged pixel art game and actually SHIPPED it. Yes, if you go bonkers on 3d and make games with crazy textures and high res sculpts for normal maps, things do become a lot more expensive immediately, but in terms of development and production costs, I doubt there's a big difference between a pixel art 2d game and a simpler 3d indie game. Which is why it doesn't make sense that the pixel art game should immediately be priced lower than the 3d game.
 
Indie devs can charge $20 for all I care, but when I get excellent games like Gunman Clive for like $3 and Child of Light for $15 they better be damn good to ask that price.
 
Really?

Really?

I've been playing indies for almost a decade, starting with freeware and flash games like Facade and Warning Forever, and the jump in quality - technically, graphically, in scope and scale - has been amazing
Y u show pictures of Cloudbuilt? T_T It saddens me so much that this game did not get more exposure, especially at this SGDQ. It's an ideal game for that.
 
Well, I'm a developer and I'm telling you that's how I see it :)

I often find making a quick protoype in 3d way easier than dealing with all the requirements that come up when you decide to do pixel art. Also, Engines like Unity and UE4 are definitely made with 3d in mind, so a lot of times you either have to completely rewrite the engine (like we did for Ori and the Blind Forest) or just go through a lot of hurdles if you want to do proper 2d...

Ask people who actually went and made a full-fledged pixel art game and actually SHIPPED it. Yes, if you go bonkers on 3d and make games with crazy textures and high res sculpts for normal maps, things do become a lot more expensive immediately, but in terms of development and production costs, I doubt there's a big difference between a pixel art 2d game and a simpler 3d indie game. Which is why it doesn't make sense that the pixel art game should immediately be priced lower than the 3d game.

I realize that pixel art can be very costly and expensive. I believe once you reach post SNES graphics, the cost of pixel art games grow tremendously. I just don't see Axiom Verge as of being high level pixel art. I see it more or less on the same level as Cave Story. Then again I only played the demo. I recall the OP talking about how crazy the huge gap in time it took to create sprites when working on their latest game (which is somewhere in between SNES and Playstation) and their previous games (which were around Sega Master System to SNES in graphics).
 
15-20€ for something like The Vanishing of Ethan Carter, that took me about 5 hours to complete, and has a higher production value is ok for me. I wouldn't necessarily pay the same for something like Nano Assault NEO-X though. I guess it's just about personal preferences, and what's the perceived value of the product.
 
I think there should be a range across all types of games in terms of pricing.

I thought Talos Principle for instance validated its price of admission with how much content was on the game, but yes not all indie games should be 20 bucks. To be fair though I've seen plenty of indie games that are 10 bucks, 15 bucks, sometimes 5 bucks. Could be better, but it's not like it's retail space where it always feels like it is 60 bucks or bust when they launch. Personally that space needs more range in pricing at launch.
 
Honestly, I find the price of most indie games somewhat reasonable compared to portable games. Imo, if portable games can get away with exorbitant prices of $30-$50, I do not see anything wrong with indie games costing anywhere from $10-$30 on average. Of course it depends on the content and most importantly replay value or value in general I think.
 
I realize that pixel art can be very costly and expensive. I believe once you reach post SNES graphics, the cost of pixel art games grow tremendously. I just don't see Axiom Verge as of being high level pixel art. I see it more or less on the same level as Cave Story. Then again I only played the demo. I recall the OP talking about how crazy the huge gap in time it took to create sprites when working on their latest game (which is somewhere in between SNES and Playstation) and their previous games (which were around Sega Master System to SNES in graphics).

Sure, but it's not just about the art. Making a Metroidvania is INSANELY difficult. Structure-wise, making a Metroidvania, where all the levels have to fluidly go into one another is way, way, way harder to figure out than doing linear, separated levels like Mario or Meat Boy.

That's why it takes so long to make these kinda games, you basically build an insanely large world and every single one of the hundreds of sections you build will have an effect on everything else. Now, due to this increased development time, the development budget rises. And then we're back again at cost.

A linear 3d game can be quite a lot cheaper to make than a big 2d Metroidvania - It's silly to think that a 2d Metroidvania automatically has to be cheaper than a 3d game, cause the development costs often speak a different language.

Of course this doesn't change anything in terms of what people feel is an appropriate price - just something to think about, 2d doesn't automatically mean cheap :)
 
Joke thread with joke responses? Honestly can't believe this many people can shrug off indie games as being something worth less than games with big publishers backing them.

Especially in the midst of all these issues with downgrading, DLC, broken launches, etc...

I've seen people pass on Rocket League because it's $20. I've put more time into that than any other game this year.

Meanwhile fighting games and MOBAs are capable of selling single character DLCs for $5 a pop.
 
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.

I'm guessing most devs are perfectly aware of how well their games are selling and if price adjustments are necessary.
 
I think a lot of people are ignoring the phenomenon Robert keeps bringing up, being sort of "wishlist and forget".

You charged $20 for your game as a possibly new indie developer with no impressive history or exceptional buzz, that's possibly just over many people's impulse purchase threshold. So they wishlist, and once you do have a sale at $10 or $15, the big splash your game made or could have made at launch is already over, the people aren't necessarily buying the game at this point because they're already more interested in something else that's new, or higher up on the wishlist.
 
I HIGHLY doubt making a game with NES-like sprites is more expensive than making a full fledged 3D game. That goes to contrary to what a vast majority of developers tell me. 2D certainly becomes more difficult but only at the high end, but when making low resolution and simpler sprites 2D is easier. There is a reason why most indie developers start off with low budget 2D titles, it's said to be cheaper and easier.
I was a developer for a large development studio in the GBC and GBA days, and I remember that the moment we were able to use pre-rendered 3D graphics on GBA, we dropped almost all pixel art because it was cheaper by far to do 3D than 2D animation. We thought the 2D art looked better, but it just wasn't economical anymore.

Think of it like this: using pixel art, to draw a character someone has to draw by hand every direction the player has to face - in a top-down game that's 4 or 8 directions that have to be drawn (possibly minus one direction, if you don't mind flipping the art horizontally). They then have to animate (by hand) every animation in every direction the player has to face. Now think of doing it in 3D: a character gets modeled once, and then rigged with bones. At that point He can face a full 360 degrees with no more work whatsoever. He can be animated by dragging bones around to keyframes, and then each of those animations can face a full 360 degrees with no additional work.

These days it's pretty much the same - people aren't doing pixel art because it's easier or cheaper to do, but because it's a retro art style that makes people remember the old days - nostalgia is popular.
 
And someone brought up N++? A game with literally thousands of levels, multiple modes, over 30 hours of gameplay just in single-player mode, not worth $20??? Are you on drugs?

It's not about what a game is worth, but what people are willing to pay. A minimalistic vector graphic game is going to be a hard sale at $20, regardless of quality or length, especially when the previous game was half that price. At that price, it's definitely a game that could benefit from a well done demo to convince people.

I recall the OP talking about how crazy the huge gap in time it took to create sprites when working on their latest game (which is somewhere in between SNES and Playstation) and their previous games (which were around Sega Master System to SNES in graphics).

Our first game (8-bit style RPG) took us about 3 months. I remember thinking that we'd be able to do the next game (early 16-bit style RPG) in about 2-4 months since we already had an RPG engine from the previous game and was surprised when it ended up taking us about 8 months. And yeah, going from standard SNES RPG style (our last game) to CT-style (our upcoming game) has been way more work than I expected. As you increase 2D complexity, the work and difficulty increases exponentially.

That is a poor example. Indie gaming really started ramping up after 2011. Just look at this Gamesutra list of the top 10 indie games of 2010. Nothing but very low budget games.

That Gamasutra list is a bit odd and includes a number of cheap freeware games in it. 2010 also saw the release of Amnesia, Recettear, Octodad, Zeno Clash, and Gratuitous Space Battles, all of which have good solid production values.

There's only a certain amount of people that are interested in these types of games and a lot of them would be willing to pay a little more for a more expansive product that hits all the right notes.

This is the core of my argument. People often underestimate how many people could be interested in playing a game. For example, when we were getting started, the commonly held belief was that indie JRPGs were an extremely niche market, that nobody on PC wanted to play them, and that you needed to charge $20-$30 since you were going to be lucky to sell more than a few hundred copies. We said forget that, charged $3 for our debut Steam release, and ended up selling 50,000-100,000 copies in the first month (and over 500k+ lifetime).

Now I'm not saying everyone should price their game so low (and in fact, we were going to do $5 but Valve didn't want the Steam version to be more expensive than the XBLIG version), but price is a valuable tool in an indie developer's arsenal. Pricing should be very carefully considered and rejecting the idea of pricing your game at a lower price because of pride hurts your chances of success.

Zeboyd, I think Cosmic Star Heroine looks fantastic, depending on the scope and how long the game is, for example 10-20 hours. I'll gladly pay $15-25. but, since I really like the premise, I actually hope the scope is even bigger, make it 40-60 hour rpg like many snes rpg such as chrono trigger, final fantasy 6 etc and I'd gladly pay $40-$50 for it.

When you use retro styles of art, you're limited in how much a mainstream audience is willing to pay. It may not be "fair," but that's how it is. And besides, people are constantly telling us how they appreciate that they can actually finish our games in a reasonable amount of time - there are plenty of 40-100 hour RPGs out there but hardly any good RPGs in the 5-20 hour range. CSH is our longest game yet, but we're still estimating that it'll be doable in 20 hours or less.

Indie devs can charge $20 for all I care, but when I get excellent games like Gunman Clive for like $3 and Child of Light for $15 they better be damn good to ask that price.

That's how I see it as well. Child of Light may not be an indie title (made by Ubisoft, albeit with a smaller team than most of their games) and it has its share of flaws, but it's still a rather good game with fantastic art & music and it was only $15. If your game isn't at least as good as Child of Light, you probably shouldn't even be considering a $20 price tag.

I think a lot of people are ignoring the phenomenon Robert keeps bringing up, being sort of "wishlist and forget".

You charged $20 for your game as a possibly new indie developer with no impressive history or exceptional buzz, that's possibly just over many people's impulse purchase threshold. So they wishlist, and once you do have a sale at $10 or $15, the big splash your game made or could have made at launch is already over, the people aren't necessarily buying the game at this point because they're already more interested in something else that's new, or higher up on the wishlist.

Exactly. Games are constantly coming out and the quantity is increasing every year. The vast majority of games make a large percentage of their lifetime sales at launch. You should do everything in your power to make your launch as successful as possible. Saying "I'll release at a high price since it's easy to lower the price" doesn't work very well in practice. If you release at too high of a price & lower the price later, chances are nobody is going to care when you lower the price because attention spans are brief in this industry and by the time you've lowered your price, everyone has already moved on to the new hotness.

Oh and I'd like to thank everybody for being so civil in this discussion. I was a little worried at how this thread would go over when I started it, but I've been impressed with how polite everyone is being, despite disagreements.
 
This however, is a problem. Lots of people assume that there must be SOMETHING wrong with a game if it's selling for <$10 at the very beginning.

I'm wired that way. If I'm browsing through Steam's catalog knowing nothing about the games, I'll perceive the game that's normally $5-$10 to be a cheapo title that's light on content. I'm probably more likely to look into the game that sells at a higher cost.

I'm not saying I'll buy the higher priced game. At $20 you're now over the price of many older AAA releases that I'm more aware of. I'm likely to go there instead with my money, but I will put your game on my wishlist so I won't forget it in the ocean of games.
 
edit. I just realized I posted in here already, whoops lol

Anyway, yea. The quality of indie games has gotten so much better over the past few years, I'm okay with the prices. I'd gladly pay a higher price for higher quality games
 
I mostly agree with OP.

Edit, TLDR: Price is an important part of (perceived) value.

I buy and like to support indie games (mostly PS4 and iOS). I don't mind that they usually have smaller budgets, smaller teams building them, less buzz, and a more limited scope than a $60 game.

I have bought some really good and some not so good indie games in my time, that's a risk with any purchase. Where they consistently lose me is when the price is both out of the sweet spot (more than about $10-$15) and the game doesn't appeal to me in concept, art style, or gameplay. The price has to be justified by some combination of those in my mind.

On one hand, if the game costs more than that and is bad or even average in my rating, I feel that money could have been better spent or was wasted. This can affect my potential purchases in indie games, because spending $15 here and $15 there adds up quickly when it doesn't feel worth it.

At a certain price I can only feel good about a purchase if I really like the game. If the price seems high, sometimes I wait for a price drop, sometimes I forget or move on. Not to mention the fact that bigger/other games are always coming soon.

On the other hand, if a game is in the sweet spot, I can consider it more an impulse buy and don't judge it as harshly. I can feel good about the purchase if it provided some arbitrary level of entertainment for some arbitrary amount of time, which is obviously a lower bar to clear.

(On a related note, I preordered N++ a few days before launch despite never playing N+ and despite its price, partially because I would have wanted to try it out but not at $20 or more later.)
 
I'm glad you said this OP, if a non-dev would've posted this, I think they'd have been eaten alive here by people arguing that Indie Devs needs to make money too, or that in the scheme of hours for entertainment, $20 isn't too much (not saying those aren't valid arguments to some), but I disagree. People have the right to charge $20 for their games, but I've personally passed up games because of price -- I would've bought, for instance, Axiom Verge in a heartbeat if it was $10, or maybe even $15, but I really don't want to send the message that $20 is the new normal price for Indies. AV is probably a great game, I just couldn't justify $20 and probably won't ever play the game now as a result.
 
Some of the games I've spend the most time on (Minecraft, Kerbal Space Program) were $20 indie titles. Other indie games like FTL, Binding of Issac Rebirth, and Spelunky I've merely spent a large amount of time (50+ hours each) on.

It's my experience that Indie games can be some of the best bang for the buck in the business, so I have to disagree with your initial statement.
 
These days it's pretty much the same - people aren't doing pixel art because it's easier or cheaper to do, but because it's a retro art style that makes people remember the old days - nostalgia is popular.
Not necessarily

Pixel art doesn't make a game retro. It's just another aesthetic like low poly and so on. Games like Rain World, The Last Night, and others are doing innovative things with modern pixel art styles, like procedurally generated animations
 
Last night when I first saw this thread, I was in a bit of a disagreement with the the OP. I was thinking that $20 a game really wasn't that big of deal, but then I realized that I have also put several indie titles on a sort of "wish list" because of their price. I do find the $10-$15 price point to be the sweet spot for me, with anything less being almost an impulse buy if I'm interested. $20 is literally my maximum I'm willing to pay for anything digital (games, not expansions and such). After that point, I feel that if I buy it and am dissapointed with it, I'm out $20+ dollars with no way to mitigate my loss.

Right now I'm doing it with Axiom Verge, and to a lesser extent, N++. Really interested in both, but I look at the prices and remember I already have a decent backlog of games I have yet to touch, so I put off buying them. With Axiom Verge, I'm to the point where it's been long enough I'm willing to wait for a sale, despite how long that might be. N++ is more because I missed the sale last week on it due to being out of town. I'll probably pick it up soon since I really enjoyed N+. Probably would of instantly bought it at $15 without a second thought, just weird how $5 has the effect on me.
 
I was a developer for a large development studio in the GBC and GBA days, and I remember that the moment we were able to use pre-rendered 3D graphics on GBA, we dropped almost all pixel art because it was cheaper by far to do 3D than 2D animation. We thought the 2D art looked better, but it just wasn't economical anymore.

Think of it like this: using pixel art, to draw a character someone has to draw by hand every direction the player has to face - in a top-down game that's 4 or 8 directions that have to be drawn (possibly minus one direction, if you don't mind flipping the art horizontally). They then have to animate (by hand) every animation in every direction the player has to face. Now think of doing it in 3D: a character gets modeled once, and then rigged with bones. At that point He can face a full 360 degrees with no more work whatsoever. He can be animated by dragging bones around to keyframes, and then each of those animations can face a full 360 degrees with no additional work.

These days it's pretty much the same - people aren't doing pixel art because it's easier or cheaper to do, but because it's a retro art style that makes people remember the old days - nostalgia is popular.

Yep, I remember reading that Nintendo went with polygonal Mario for NSMB on DS specifically because it was far easier and more cost effective to animate. In fact, Nintendo has been 100% polygonal on almost all of their 2D games for over a decade now. There's a reason for that: cost.
 
I just want to say it's incredibly depressing to see the posts about Axiom Verge and how just because it has large pixels it's "essentially an NES game". The game is deliberately going for a retro aesthetic and references multiple games of that era (Contra, Metroid of course, Bionic Commando), meta-references being a game via glitches, screen effects and it's plot line, has countless graphical effects that could not remotely happen on NES, gameplay mechanics that would not at all work on that ancient hardware, music that isn't even chiptune and would obviously not work on any retro console, and of course it's game design is simply sublime and my first playthrough was 12 of the best hours I've spent gaming this year.

People are...incredibly terrible at appreciating a game based purely off it's graphics, and that's just really sickening to see. I'm not really sure what can be done about it, but I'm really glad to see developers pridefully price their "minimalistic vector graphic game" or their "NES game" at $20 and still find success because in reality what they've made is not "essentially an NES game" but simply a very high quality video game that is more than worth it's entry price.

I think indie devs should read through this thread, painful as it is, and see some of the "GG indies" posts and realize these are the people they're not satisfying by forgoing bottom-of-the-barrel pricing. Are these the people you want to satisfy?
 
People are...incredibly terrible at appreciating a game based purely off it's graphics, and that's just really sickening to see. I'm not really sure what can be done about it, but I'm really glad to see developers pridefully price their "minimalistic vector graphic game" or their "NES game" at $20 and still find success because in reality what they've made is not "essentially an NES game" but simply a very high quality video game that is more than worth it's entry price.

Nothing can be done about it; people will always judge a game based on its graphics whether it's indie, AAA or somewhere in between. You're simply relying on people to give games a chance, which many don't do - oftentimes because of the price.

I agree with you on the whole though - I'm happy for people to charge what they want for their own products - but there's always going to be a discussion about what's best for the developer to make the most money back. Would Axiom Verge have made more money at $15? We don't know.
 
People are...incredibly terrible at appreciating a game based purely off it's graphics, and that's just really sickening to see. I'm not really sure what can be done about it, but I'm really glad to see developers pridefully price their "minimalistic vector graphic game" or their "NES game" at $20 and still find success because in reality what they've made is not "essentially an NES game" but simply a very high quality video game that is more than worth it's entry price.

We've gotten "lol RPGMaker" comments ever since we started making games even though the art styles we've used isn't that similar to the standard RPGMaker assets other than both being pixel art. Even with our new game with noticeably better graphics that doesn't use a tile system for maps (they're constructed more like FF7-9 maps albeit without the 3D scaled models on top or the FMV transitions), we still get the same lol RPGMaker comments.

People use presentation values as their first measure of quality. More subtle effects like the vector graphics in N++ or the glitch effects in Axiom Verge or the tons of frames of quality 2D animation in Skullgirls aren't appreciated as much as your standard AAA FPS 3D engine. It's a shame, but I don't know of any way to change this because it's human nature to judge a book by its cover. I don't think crippling your own success by pricing high is going to do it.

I think indie devs should read through this thread, painful as it is, and see some of the "GG indies" posts and realize these are the people they're not satisfying by forgoing bottom-of-the-barrel pricing. Are these the people you want to satisfy?

You're not just forgoing those people though.

Pac-Man: Championship Edition is one of my favorite games of all time. If I had known how much fun I would have gotten out of it or how many hours I would have spent on it, I would have gladly paid $60 or more for it. But would I have paid $60 for it to begin with? Not a chance. The price that a game should sell for and the price that it's "worth" are often not the same price.
 
Our first game (8-bit style RPG) took us about 3 months. I remember thinking that we'd be able to do the next game (early 16-bit style RPG) in about 2-4 months since we already had an RPG engine from the previous game and was surprised when it ended up taking us about 8 months. And yeah, going from standard SNES RPG style (our last game) to CT-style (our upcoming game) has been way more work than I expected. As you increase 2D complexity, the work and difficulty increases exponentially.

Yeah about what I expected. Was the jump in time solely due to the amount of detail needed for the graphics? Also do you think you will be doing sprite based 2D games in the future or will you abandon them for 3D models?

That Gamasutra list is a bit odd and includes a number of cheap freeware games in it. 2010 also saw the release of Amnesia, Recettear, Octodad, Zeno Clash, and Gratuitous Space Battles, all of which have good solid production values.
I don't mean to say that indie games with good production values did not exist, but it hasn't been recently that indie games with good production values and or being exceptionally polished have become much much common. It wasn't that common to see too many indie games on GOTY lists five years ago as it is today.
 
Yeah about what I expected. Was the jump in time solely due to the amount of detail needed for the graphics? Also do you think you will be doing sprite based 2D games in the future or will you abandon them for 3D models?

Each game has also been longer & more complex than the one before, but the improvement in graphics has definitely been the single biggest time consuming element with each new game.

None of us has any experience making 3D games and we feel like we're getting pretty good with 2D games so we intend to keep making 2D games. I know my partner has talked about the possibility of trying out different 2D art styles in the future, but we haven't planned anything concrete there.
 
I feel like a huge portion of this thread is completely missing the point.

OP isn't saying that indie games should cost less just because they're indie he's saying they should cost less because people aren't willing to pay $15 or $20 as something they perceive to be a 'retro' game. OP is saying that both devs and consumers will benefit from a lower price because the games will bring in more revenue at a lower price and more consumers will get their hands on it at a lower price.
 
I feel like a huge portion of this thread is completely missing the point.

OP isn't saying that indie games should cost less just because they're indie he's saying they should cost less because people aren't willing to pay $15 or $20 as something they perceive to be a 'retro' game. OP is saying that both devs and consumers will benefit from a lower price because the games will bring in more revenue at a lower price and more consumers will get their hands on it at a lower price.

What about indie games that are in no way retro? Ones that don't look it or play like it?

Are they free to charge more because they don't have that aesthetic?
 
First, thomasmahler - Ori is fantastic. A steal for the price.

When we released Taxiball on iOS six years ago, we struggled a lot with pricing. We ended up trying everything, and essentially if you increased the price, sales went down almost exactly proportionally. Didn't matter whether it was $9.99 or $0.99, our daily revenue was identical. And we got a lot of support e-mail from folks saying they "felt bad" getting it at $0.99, and wanted to figure out some way to pay us more, because they enjoyed the experience.

I feel that way A LOT when I get games on sale. I wouldn't drop $15 to try some brand-new game from an unheard-of studio, but once I start playing it, and it's good, I'd LOVE to be able to just say, "Look, here's another $10. I love what you're doing." I realize a lot of gamers *aren't like that*, because a.) there's a huge amount of content available for incredibly cheap, and b.) a lot of gamers tend to be ... uh.. "price sensitive".

But I think there's something to be said for the old-school shareware model evolving into the future. Rather than F2P being about companies making their games shitty & squeezing players for money to un-shittify them, why not create a situation where anyone can try the game for free, and if they like it & want more, they pay for it.

Right now, one of the reasons a lot of people say, "I won't pay >X for a game" is that they've paid >X for a game in the past and it wasn't worth it. You're essentially hedging your bets against suckage. But how much would you pay if you could *guarantee* that you'd love the game? I'd easily have paid $50 for Ori. I'd have paid $100 for Hero Academy. And given *how much* I've played those games, it'd be a *spectacular value*.

There's very little reason that other payment models (other than pay up front before you know much about whether the game is good or not, or the traditional F2P "we're going to MAKE you pay!") couldn't work well - they just need folks to approach the F2P model with a new perspective. Which is super hard, because the vast majority of F2P games are essentially evolved from Zynga's playbook of "Let's just make you miserable until you pay us." Doesn't have to be that way.

I, for one, would love a world where I pay for games exactly proportionally to how much I enjoy them.
 
Personally I will never put more than 15€ in an indie game. Most of the time, I wait for a sale that brings the game at 10€ or below.

Only exceptions I made are Ori, Shovel Knight and Shantae.

Paid the first one 16€ and regret it.
Shovel and Shantae around 12€ and I am fine with it.
 
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