Stages in Pricing Computer Games (2014)
jeff-vogel.blogspot.com
jeff-vogel.blogspot.com
Undertale (http://store.steampowered.com/app/391540/) is one of the best games I've played in years. I wish I could have paid more for it. If you're reading this, buy Undertale now.
The Beginner's Guide (http://store.steampowered.com/app/303210/) is...very indie, to put it mildly. And almost made me feel like I wasted my money.
There's a lot of risk with buying games freely, which is one of the reasons why gamers are unwilling to buy at high prices. However, Steam Refunds may help with this and may make gamers more willing to buy at higher prices.
On that same note: I'm not a fan - generally speaking - of survival games or early access, but I purchased The Flame in the Flood, and it's already given me back the entertainment for the cost, and can only get better.
I think the author of the article gets it right on pricing per hour of gameplay for indie games, in a general sense. I'm not sure this works for AAA games, though, where RPGs have - and are expected to have - tens of hours of gameplay if one simply burns through it, and multiplayer games have an almost unknown fun-per-price-hour factor (Rocket League comes to mind), due to the seemingly variable nature of how much time people invest in multiplayer games.
If that makes no sense, I apologize - alcohol and dumbly meatsticks.
After playing it, I stumbled across a YouTube comment on Christopher Odd's play-through that linked to a talk the author gave to some college students a year or so ago. It fits so well, I'm calling out spoiler warning. But it's a fine chaser that - at least for me - cleansed the palette and let the game settle. Warning: it's pretty uncomfortable too, but I think it's a damn sight less gnostic.
[0] http://livestream.com/accounts/6845410/gamesnow/videos/83818...
Don't trust that you can get a refund on steam. Their policy is you get one refund, and that's it. I have a steam account with hundreds of titles, bought over many years. The amount of money I've spent with them is in the low thousands of dollars. I've once requested a refund, because I disagreed with particularly onerous terms in the ToS for a game (shown after the purchase, during the install). They refunded me, but made it very clear that this was a one-time thing and I would never again be able to have a product refunded, as per their policy.
It kinda put me off them TBH. I mean, of course you have to protect against people gaming the system, but this was clearly not the case here.
Your experience may be different if you're a famous name on reddit/twitch/whatever.
Good on them for improving their service.
As a player with a dayjob and many interests besides games, I don't value million hour playtimes: I value novelty and innovation. So I'm glad to see and pay for something like The Beginner's Guide for $10.
Although that's probably a minority opinion: look at the Steam discussion forum for any indie game priced at or higher than $10 and you'll see at least one thread complaining that it's too expensive for such a short game(/not being written on a custom engine in C++).
Which, OK, but this feels like a subject that could use a lot more investigation. Why is $15-20 what people are charging these days? Does it vary based on genre, platform, theme, depth (hours of expected playtime), art style, phase of the moon? Does a high initial list price that you discount steeply later pay out better than a low initial list price with less dramatic discounting? There's so many angles you could attack this question from beyond just throwing a dart.
It's an especially interesting question given that Spiderweb's games appeal to a relatively small but quite passionate audience, so you wonder if he'd be better off charging higher-than-market prices at launch (when those passionate audience members, who are probably less price-sensitive, will be buying) and then moving quickly to deeper discounts once the hard-core fan base has tapped out.
Pricing well above the going rate can be a signal of quality, prestige, etc., but generally speaking, people have to know you to accept your implicit claims to those things. You have to have an audience. Your game is what economists call an 'experience good,' meaning that people won't be able to judge its quality until they've tried it. A high price is a barrier to trial. (This is why high-priced games often feature free, playable demos or other low-barrier trial mechanisms.)
The other challenge with pricing high at the outset, then discounting later on is that it may breed market resentmemt. Pretty much everyone expects that a game will cost more if purchased in its first week of release than if purchased two years later. But a lot of people might feel burned if your game costs $X in its first week, and .5X a few months later. It might also encourage fans, even the hardcore, to simply wait out the clock until the expected discount period occurs.
On the whole, however, I agree with you. But pricing is hard.
"You can be 50% off one sale and then 75% the next. Nobody will notice." I disagree with this; once you put it on a temporary sale or in a bundle, many people are content to wait until it goes on sale for lower. I've lost count of the number of Reddit threads where people asked, "Will [game x] go lower than $1.49?"
Everything thinks that they are going to be Notch and their game will spread by word-of-mouth, because they have a unicorn. Turns out your time-bending, retro, 2D, pixel-art shooter/platformer doesnt have the genius of Virtual Legos, and no one cares about it.
Your effort should be spent convincing influencers to play your game, so that they will convince others. These are not people best reached by advertising.
Facebook is not the only platform. Reddit, Polygon, and Twitch all have users that would fit your demographic more. Social media personalities (Twitter, Youtube, Tumblr, etc), all will mention your game for the right price. If you have ever seen 'Featured', 'Promoted', or 'Partner' content, then it was paid for. Communities and forums are overvalued for the time investment, especially because they rely on other people to spread your game.
We live in a consumerist society driven by ads. Refusal to use them is silly.
That doesn't mean that marketing isn't important - if your goal is commercial then it really should be up in that 60% of developer time range - but the way in which you do it requires at least as much design thinking as making the game. The whole premise of the game needs built in sales value or else you're part of the crowd, fighting to break out.
Most of the tricks you can do with advertising and production values only reduce reasons for people to say "no" to a game. They don't make people say "yes", and if nobody says "yes" then all you can do is churn people through the sales funnel, because your game doesn't and never will solve anyone's hair-on-fire problem.
So the typical indie marketing strategy of using social media, press, and word of mouth, is actually very rational and probably the best way to go about it.
Ambient level of marketing competence for indie developers is even below that for e.g. "indie" SaaS companies, which is unfortunate. A lot of them could benefit from simple things like aggressively getting email signups and using them to promote game N+1 to their existing fanbase, as opposed to having to buy their customers back from Valve every single time.
For those that are curious (and don't mind a bit of self-promotion) here is my personal side-project game:
playinverse.com
To go along with another commenter who notes that if you've fans, you're set: if you work in a sufficiently difficult or niche genre with a following, you've got a head start. I'll buy damn near any space-warpy game just on the off-chance I get that fix for a clever and unexpected plot twist; in this case probably a literal shift in perspective.
Edit: spelling and +1 game
(And thanks also for the lead on Witness - a Myst by The Guy Who Did Braid? I can't see that disappointing (and no idea how I hadn't heard of it yet!).)
Box game: http://www.sophiehoulden.com/games/boxgame/
The bridge: http://thebridgeisblackandwhite.com/
EOF: http://gamejolt.com/games/end-of-file-prototype/41818
Curved spaces (more of a toy than a game): http://geometrygames.org/CurvedSpaces/index.html.en
colortone(I haven't played it yet): http://gamejolt.com/games/colortone/68905
parallax: http://steamcommunity.com/app/32506
As for relativity, its more than art. The guy showed up on reddit to explain a bit. https://www.reddit.com/r/IndieGaming/comments/3amnj0/as_a_fa...
short version: spatial puzzle embedded in a 3-torus.
I tried to sign up to your email list and it broke. Not sure why but happy to help troubleshoot if you need me to reproduce.
No worries, I copied your e-mail from your profile and added you manually
Fortunately, that part seems to have taken care of itself!