The Price of Entertainment

Pricing games…

I have no idea how much to sell a game for.  And this is fascinating to me.

On the Xbox Live Indie Games market, it’s pretty clear that that selling a game for more than 80MSP ($1) is suicide.  Even bumping it up to 240MSP ($3) will reduce your sales be MORE than three times.  I think this is pretty well documented by people who have changed the price of their game.

Now, I’ve ported Hidden in Plain Sight over to the Ouya, and I left the minimum price at a dollar.  That only seems fair, right?  Why should it cost more on one system than another?  It’s the same product, it should cost the same.

However, I’ve gotten a lot of feedback from the players themselves that this is too cheap, and they’d gladly pay more. 

What I ended up doing was adding the option to pay any number of choices: $1, $3, $5, $10, $15, or $50.  And this has worked out really well.  About 40% of the people spend $1, and 55% spend $3 or $5, and then there’s the occasional $10 and $15.  What this indicates to me is that I was really leaving money on the table before.

Another thing that is strange to consider is that most people wouldn’t hesitate to spend $10 to go out and see a movie.  In fact, four friends could easily drop $50 collectively for a two hour experience, if you included a drink and some candy or something.  So why is it so difficult to even consider spending $5 or $10 on something that (according to some people) offers more entertainment value?

I’m not casting aspersions… I have a hard time spending even a few dollars on a quality iPad app, so I’m guilty of the same thing.  It’s just weird.

Anyways, based on the feedback I’ve gotten, I’m going to add a “donation” product to the game.  I figure if people want to give me extra money, I should make it as easy as possible for them to do so.


And finally, I’d like to go on record again and say that I’m not doing this for the money.  It’s a nice side effect, but I’d much rather get a nice email or tweet from someone than a dollar.  In other words, the happy feeling I get from making a game that has brought some family and friends closer together is worth more to me than a dollar.

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