View Poll Results: Which is closest to the "right" price for a game? (see discussion) | |||
Much less than ten US dollars | 4 | 14.81% | |
About ten dollars | 7 | 25.93% | |
About fifteen | 6 | 22.22% | |
About twenty | 6 | 22.22% | |
More than twenty | 4 | 14.81% | |
Voters: 27. You may not vote on this poll |
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09-05-2006, 09:49 AM | #1 |
I turn novels into games
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What's a good selling price for an indie game?
How much would you expect to pay for a full size game by an unknown developer? Let's assume that the demo is OK, and the game has positive reviews. It has more than 20 hours' gameplay and you decide it is probably worth your valuable time. But how much should such a game charge? And what would make you pay more or less? Would a low price make you think it must be rubbish? Would a high price raise your expectations unrealistically high? How do you decide?
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09-05-2006, 10:06 AM | #2 |
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In my opinion, ten for sure, but not over 15.
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09-05-2006, 11:26 AM | #3 |
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I picked the "much more than 20" option. Although I think the "much" in that sentance should be deleted, you make it seem like it's an absurd choice. These days most games sell for 50 dollars, while most adventure games sell for 35 dollars. I think anything between 30 and 35 is a good price if the game is decent. I'm not sure why all your options are so low. We're talking about a full game here and not about something episodic or a low-budget game made by two people in the proverbial garage, right?
EDIT: Sorry, I found this topic in the overview of the main page of the site, and I didn't notice it was in the Amateur Adventures forum. Obviously, for an indie game prices should be lower. I suppose it depends on how good your production values are. Does it have voice acting, how good are the graphics, does it have original digital background music or not? All these things are important and should be taken into account when you decide the pricing. But for an indie game that is only available on the internet with less than perfect graphics and sound I would never pay more than 25 dollars. Last edited by EvilMulder; 09-05-2006 at 11:35 AM. |
09-05-2006, 12:08 PM | #4 | ||
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Quote:
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I don't know if being quirky means it will need a lower price, or if it means price does not matter as much.
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09-05-2006, 12:11 PM | #5 | |
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09-05-2006, 12:24 PM | #6 | |
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Quote:
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09-05-2006, 01:19 PM | #7 | |
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First of all: I assume there are no legal problems with creating a game based on Victor Hugo's book? His family might hold the rights to his work. Sorry if that is a foolish question. Secondly: and you may have already planned this, I highly suggest you release a demo. You're doing something new, and no matter how much you tell the people that it's going to be great they'll only believe you if you let them try it out for themselves. A game based on such a famous piece of literature is bound to get noticed, and with some luck you'll demo will get hosted on a few of the big news sites. Good choice picking Miserable as your first game by the way, it's easily the most recognisable of the bunch. And yes, the fact that your game is something people are not familiar with, bundled with the less than groundbreaking graphics will probably mean that you'll have to lower your price somewhat. I think 17.99 dollars would be the highest you can go. No matter the quality of your game people are not used to paying the same amount for a game they buy online as they are to one they buy in the store. More than that it will be considered expensive, even if -compared to store-bought games- it really is not. Take a look around on the internet and see how expensive other games you can only buy online are. Calculate a nice price in the middle and stick around that. But like you said: too low and people will automaticly think it's junk. Also, when you release more episode I would suggest a discount for everyone who bought the previous one. |
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09-05-2006, 02:43 PM | #8 |
The hell of it all
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Quality Counts
For me it doesn't matter if it is an indie or from a major studio. If the quality is there then it's worth the price.
...and in my view, indie games are far better than the studio counterparts (see scratches & barrow hill for example!) |
09-05-2006, 10:56 PM | #9 | |||
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Quote:
[QUOTE=EvilMulder]I highly suggest you release a demo.[/QUOTE} I will. I promise! For the reasons you give, I would be crazy not to. I will also do everything I can to get reviews from reputable sites. With a new and unusual game I think positive reviews will be very important. Quote:
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09-06-2006, 12:32 AM | #10 |
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But these days indie games can have very good production values. When I have the time to play it, I'm buying the full version of The Exchange Student (surely that's an indie title) which has a fun plot, good voice overs and pretty damn good graphics. I'd quite happily pay alot if I got a few hours worth.
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10-03-2006, 12:57 PM | #11 |
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I'd say 15$ is a good price. Don't sell it for 10$ or less - I think prices that low have a weird effect on people, making them think the game is somehow sub-par. Wouldn't go above 20$ either, since you're selling the game online and that tends to make people a little nervous about spending large amounts of money.
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10-07-2006, 03:49 AM | #12 | |
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If you can offer a good free demo, you can set the price a bit higher, since customers will be more confident and more eager to buy the full game. |
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10-07-2006, 04:45 AM | #13 | |
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10-07-2006, 04:52 AM | #14 |
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As for recent indies Scratches and Barrow Hill is priced right, Al Emmo is priced too high.
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10-07-2006, 09:22 AM | #15 | |
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It's interesting to see that studio games with high production values and promotion (Scratches, Barrow Hill) sell for just $20. My graphic style is simpler and I am a one-man-band, so all things considered am starting to favor a price of around $15. It may seem crazy to plan a price so much in advance, but it helps me visualise how others will see the game, the likely cashflow, and so on, which in turn influences decisions that have to be made at this early stage.
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10-07-2006, 10:19 AM | #16 |
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Well it´s a calculation with a lot of parameters, isn´t it. You have to get your self a feeling for the market and buyers, that is; what price seems to be reasonable and accepted. Then you have to consider volume and expected sales and finally the revenues you´d like to have. Not an easy task.
If you are sure your game is a very very good one, set the price high, print a lot of copies and so on, but be sure you´re not mistaken. |
10-07-2006, 11:14 AM | #17 |
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I am of the mindset that most adventure releases should be $20 or less. Only a few games, such as Dreamfall and BS4, can afford to be priced higher. Everything else released in stores should be $19.99 or lower. Online indie games should be even less. Under $10 is a good target. Only a few indie games can get away with charging more than that.
But really it depends on the game itself. How good is your game and how much effort was put into it, are really important questions. Playtime and graphics, though not deal-breaking, play a large part in pricing. Considering how grand in scope your game is, you might be able to charge a little higher than the norm. Last edited by Legolas813; 10-07-2006 at 11:23 AM. |
10-07-2006, 11:44 AM | #18 |
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Just want to point out that when I above write indie I mean independently produced but still professional. Fangames and amateurgames is something different.
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10-11-2006, 12:59 PM | #19 |
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As an independent developer who has released several games I would definitely recommend you do not sell for less than $20, adventure game or not. You will find in forums that players will always vote for lower prices because they are slightly biased. I've also found the players who are most likely to spend money are much less vocal so as a result polls like this get heavily skewed. Selling a game for $5 will almost never get you 4x as many sales as at $20, infact you'd probably get roughly the same amount.
From a business point of view I think Al Emmo is a perfect price. As a rule of thumb the smaller the niche (adventure is small) the higher price you can charge. Also do not be tempted to do a lower temporary introductory price when you first release, since your biggest fans (the ones who will be prepared to pay the most) will be the first to buy. Last edited by Nexic; 10-11-2006 at 01:08 PM. |
10-16-2006, 02:00 PM | #20 |
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15-20 is probably the best. Probably closer to 20. $20 isn't an amount you'd throw away carelessly, but it's hardly going to break the bank.
Plus it's far easier to charge higher and then lower it later, than the other way around. |
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