On the Expectation of Value From Inexpensive Games
An article by game designer Ian Bogost takes a look at what type of value we attach to games, and how it relates to price. Inspiration for the article came from the complaint of a user who bought Bogost's latest game and afterward wanted a refund. The price of the game? 99 cents. Quoting:
"Games aren't generally like cups of coffee; they don't get used up. They don't provide immediate gratification, but ongoing challenge and reward. This is part of what Frank Lantz means when he claims that games are not media. Yet, when we buy something for a very low price, we are conditioned to see it as expendable. What costs a dollar these days? Hardly anything. A cup of coffee. A pack of sticky notes. A Jr. Bacon Cheeseburger. A lottery ticket. Stuff we use up and discard. ... I contend that iPhone players are not so much dissatisfied as they are confused: should one treat a 99-cent game as a piece of ephemera, or as a potentially rich experience?"
I have this problem as a indie game dev. If I charge too little everyone thinks its cheap and won't even try the demo. If I charge full price everyone is assuming its too expensive since its can't be a real AAA title. Lots of different people have very different ideas of a "right" price for a non big player game.
So at this stage there will be a demo, a "steam" like rental version ($5 per week) and a full version ($20). Rental becomes a full game once you hit $20 bucks.
The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
I had the same experience "selling myself" as a remote Linux administrator.
I'd fix your services, audit your machines, and provide advice for £40 an hour. A few takers, and everybody was very complimentary when talking to me - but when I doubled my hourly rates I got way more business.