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.
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?
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?
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