Should Good Indie Games Be More Expensive?
spidweb writes "Indie gaming blog The Bottom Feeder has an article on why independent games should be more expensive. The enforced low prices on XBox Live, Amazon, and iTunes might feel good now, but they'll kill off the variety and depth gamers are hoping indie developers can provide. From the article: 'Every year, life is getting more and more expensive. Insurance. Rent. Food. And, at the same time, games are getting cheaper and cheaper, sometimes as cheap as a dollar, as we engage in a full speed race to the bottom. This is not going to help developers stay in business. This is not how a healthy industry is maintained.'"
If your game is really good, then won't it sell more copies, making you more money?
Is there some hidden cost in producing more copies of a binary file?
May the Maths Be with you!
'Every year, life is getting more and more expensive. Insurance. Rent. Food. And, at the same time, software is getting cheaper and cheaper, sometimes as cheap as a dollar, as we engage in a full speed race to the bottom. This is not going to help developers stay in business. This is not how a healthy industry is maintained.'"
I agree. The race to the bottom for software is not how a healthy industry is maintained. What will we do if software reaches a price point of zero?
There are no clear examples out there of how free software or applications can stay in business.
*rolls eyes*
iTunes doesn't set a maximum price for games, neither does Xbox Live, apparently except for those created with the XNA tools. So, the only one enforcing low prices is Amazon. Thus, calling the credibility of the summary into question, and the article for tenuous exaggeration.
... and then they built the supercollider.
It should be "Should expensive games be better".
FYI: Indie =/= Good
This is also an example of a "indie game".
Mit der Dummheit kämpfen Götter selbst vergebens
Have they completely missed Valve's Steam pricing report on what happens when you sell good games for cheap?
At twenty to twentyfive bucks, an indy game that isn't going to have the exposure a triple A game has is going to alienate shoppers that would have otherwise bought it just for the hell of it. It's going to have to be pretty damn good and get a lot of word of mouth exposure in order to be able to reign back in lost potential customers.
Look... I'm sorry but 15 years ago games were $10-$15.
No, they were not. $50 was the standard price for new console games since at least the mid-1980s, and still is on the Wii.
Most developers use other engines to produce their games so don't give me the BS about how much a game costs to make.
You'd be surprised at just how little difference this makes. It has been a very long time since the majority of a game's development budget went into its code.
in fact ALL games should cost a LOT less.
The last few games I've bought were all PC games off of steam because they were reasonably priced. If it's more than $30... you're over charging. Period. You can try to argue this with me... but everything past that mark is greed pure and simple.
In other words, you're just being cheap. Nothing wrong with that, I suppose, as long as you're not using that as an argument to steal games, which I suspect you probably are.
If you absolutely must pay less, buy used. This will not kill you, make you any less of a gamer, or shrink your genitals.
Does this slashdot even warrant a reply? Apparently, it does, since it was brought up and a few people even seem to agree with it. Let's just hit a couple big points.
Search for 'indie game' on Google. 19 million hits. Now search for free game. 96 million hits. How much spare time do you have to play these games? Hello Mr Supply and Demand.
I don't have a clever search term for this one, but I can count on two hands every game in the last 10 years that has held my attention for more than 30 minutes. I'm including big studios here. If you'd like to earn money, earn it. If not, here's a styrofoam cup. There's the street corner.
Now, let's compare one entertainment medium to another. You can read short stories for free online or you can pay for print magazines or anthologies of known good authors. You can read comics online for free or you can pay for prints or anthologies of known good authors. You can view photos online for free or you can pay for collections from known good photographers. Sense a theme? Indie developers are, by their nature, relatively unknown. If they can peddle their wares for any amount I'd call that a winning situation.
However, the blogger is right. This is no way to maintain a healthy industry. What we don't need right now is more of these healthy industries. Not every single source of income needs to be neatly packaged and protected as an industry from now until the end of time. It's bad enough we've got ISP monopolies gouging customers, investment companies begging for CEO bonuses, an auto manufacturing industry threatening to blow itself up if it doesn't get bailed out for its screw-ups (so it can screw up some more!), and an airline industry that's beyond reproach. The industrial revolution is over. Let's come up with something better.
mmmm...forbidden donut
Supply and demand is an economic law. Arguing that prices should be higher than the market will bear, in an attempt to re-write that law, is foolish.
I recall a little "indie" game company that released, with little advertising, a mindless shoot-em-up by giving away much of the game and selling the full package cheaply. They made a good game, didn't charge much, and did well by it. 17 years later you can _still_ buy Wolfenstein 3D.
Can we get a "-1 Wrong" moderation option?
As someone who just purchased (and finished) Braid this weekend, I feel that game was worth FAR more than $15. I agree though that the price point for a lot of "indie" games are about right. I don't think I'd have payed more for Audiosurf, or Peggle, or the Penny-Arcade games.
Used is much worse for the developer than tail pricing. The developer will not benefit from a second-hand sale.
A small amount, or even just a better reputation for sales with their publisher, is probably better than the zero that a second-hand sale represents.
Part of the justification of a game's cost both in real and notional terms is the amount of work that went in to it. One of the reasons that big name titles cost a lot is that it takes a lot of people to develop them. It is quite an expensive production, on par with making a movie. Look at the credits for a game like Mass Effect some time to see how many people worked on it (remembering also the people who wrote Unreal Engine 3 on which it's based). Then play it and you can see all the work that went in to various parts of the game, the writing, the voice acting, the art, the programming, etc.
Now, compare that to a game like World of Goo that two guys knocked out in their free time.
I chose both of these titles because I feel they are both excellent at what they are supposed to be. However they show the real difference in terms of scale of effort. I'm not saying World of Goo took no effort, it certianly involved no small amount of creativity and skill, but it didn't take the massive team, and thus incur the massive cost, that Mass Effect did.
As such, it makes some sense that World of Good was like $20 at launch whereas Mass Effect was $50.
Then there's the fact that I don't think anyone is really forcing low prices on indy games. I'm not saying there aren't specific examples, however overall you are free to sell your game online for whatever price you see fit. However, if you want to charge $50-60 same as the big name games do, well then don't be surprised if people demand the same level of assets.
Again back to my World of Goo vs Mass Effect thing I own World of Goo and it was worth the $20 I spent on it. I wouldn't have gotten it for $50 though. It's a neat puzzle game, but not worth that much.
What most of the commenters seem to be ignoring is the evidence that the author is doing perfectly well selling his game for $28.
Having played (and paid for) one of them, given it took me dozens of (entertaining) hours to complete, I don't have much of a problem with that price.
I think what the post really boiled down to was:
Expect high ($30 - $60) prices for big commercial titles because they cost millions. Huge development costs divided by lots of customers result in high prices.
Expect low prices ($1 - $10) for indie games in popular genres (puzzle, etc) because there is lots of competition. Low development costs divided by lots of customers result in low prices.
But expect highish ($10 - $30) prices for indie games in niche genres, because there are simply fewer potential customers. Low(ish) development costs divided by few customers must result in highish prices, or you lose money.
Yes, there are free flash games, but point me at a free flash game in the same genre and of the depth of the author's games?
His argument was very reasonable. He stated that their costs went up so they raised the price of their game form $25 to $28 which no negative effect.
He states that some games are worth more than others and that his problem has to do with companies like Amazon not caring about that and instead trying to force all indie titles to be cheap.
He is right. He should be able to test the market and adjust the price as he wants rather than Amazon dictating to him that it has to be cheap.
The recession isn't an excuse for everything to be cheap no more than the inflation we're experiencing is an excuse for companies to raise prices.
When I see "used" games for sale for $54, is it time to ask if they're charging too much for new games? Hell, yes. I don't pick them up until they're $20 or less.
Kwisatz Haderach
Sell the spice to CHOAM
This Mahdi took Shaddam's Throne
I absolutely agree. In fact, if you're going to point out indie games that are doing well at a higher than "normal" price point, I'd have to mention Illwinter's Dominions 3. You might say that it's something of a niche game, in that it'd probably only appeal to people who already like turn-based strategy games. But within that niche, I wouldn't hesitate to say that this is the single best game I have ever played. And it's going for $55 at the moment. The game is several years old now, and they've successfully maintained sales at that price point, because, quite simply, the game really is worth it.
Most other indie games, I would never consider paying that much for. Even the ones that are fun, if they don't have any depth of gameplay or replayability value then they're not going to be worth much more than $10, maybe $15. That's why all these publishers are aiming for that low price point - because it's a reasonable one for the quality of games they sell. The games that actually are high quality will sell for what they're worth.
Santa's suicide mission go!
Then maybe game companies should get in to the used game market. Offer to buy back their games and sell them used from an online site.
Support a great indie game: http://www.abaddon360.com
It is not at all that simple.
My best selling game is this one:
http://www.positech.co.uk/democracy2
It's a very complex and in-depth political simulation game based around the idea of the interconnectedness of all aspects of government policy, and modelled using a custom-written neural network. It assumes a decent understanding of modern political issues and a willingness to not be put off by what appears (at first glance ) to be a VERY complex interface (it's actually not that complex).
In short, the game appeals to politics junkies, political science students, and people who enjoy chaos theory and complexity.
It doesn't matter HOW good it is, how polished it is, or how well I market it...if your idea of games is Halo, you will NOT enjoy it, and NOT buy it.
Many games exist in a very small, specific niche, a niche where the developer can make a living selling $22.95 games like that one. A lot of those niches are already on the borderline (mine is). Unless I can actually generate a worldwide greater interest in playing political strategy games, I can't expand my sales. So a drop in prices just means less overall revenue, and thus makes it less viable to make games like that.
If all you want is 'mainstream' games that appeal to everyone, why bother with indie games anyway? we make games for specific groups of players, not the whole market.
DRM-free indie games for the PC and Mac: Positech Games
Yes, they should be more.
I am a long-time fan of Jeff Minter. The other year, he released "Space Giraffe" for the XBox360. As a downloadable game for $5.
He did not, I believe, make back his development costs.
(Admittedly, it was a hard game to get into; I'm hoping he learnt from the reactions people who are not wired the same way he and I are, and that his next game will be more approachable.)
Me, I loved it. And when he ported it to the PC, I leapt at the chance to buy it again. Not because I wanted the extra levels he added, not because I wanted to play it on a PC - but because I wanted to finish paying Jeff for the fun I had. I literally felt guilty because $5 felt like I was ripping him off for the amount of fun his game gave me.
The race to the bottom, with the $1 games on iPhones, is one that nobody wins - developers abandon their indy dreams and get a job as a minor cog working on "Derivative Safe Game IV", users don't get more cool games. All we get are throwaway pieces of crap that extend brands, and first efforts by newbies living in their parents' basements.
egypt urnash minimal art.