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?"
This makes me think of this
There's something about games where people expect to be entertained... no matter the price. It's incredible what people are willing to throw money away on, but games (and sometimes other media) tend to have strange, insanely high expectations.
Shouldn't people expect the same amount of satisfaction out of a 99 cent cheeseburger as they would get out of a 99 cent game? This is definitely a weird phenomenon.
Paying for games? That's SO old school!
Yeah but all of Verizon's phones suck!
"linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
Moreover the value of ones time, which degrades when the game experience is good. If the game sucks, then suddenly we grow impatient and want the buck back out of spite. If the game is good, then hours become years as we trance out like lab rats on the crack feeder button test...na na na na ....be the ball billy....
If the consumer thought it was a bad game, he would have probably asked for a refund even if it was only ten cents. Price paid is kind of irrelevant.
I think pretending the consumer is 'confused' about how much he values the game may just distract you from what really happened.
A guy goes to a $5 lady of the night, and he gets crabs. So the next day he goes back to complain and the woman says, 'Hey, it was only $5, what did you expect... lobster?'
If the consumer thought it was a bad game, he would have probably asked for a refund even if it was only ten cents. Price paid is kind of irrelevant.
Years ago, my wife and I had a yard sale. A bunch of our shiat parked in the front yard with little signs made with white masking tape and a sharpie. We had a full set of Time-Life books that were fairly recent. We figured they'd go quickly at $0.25 apiece. And while we were asked about them repeatedly, they didn't sell.
But then we raised the price, from $0.25 to $2 apiece. Suddenly, they weren't "junk" books, they were suddenly valuable! They sold quickly, many of them "worked over" to $1 apiece.
Most of the value you see in things around you aren't based on your assessment of the value, but rather your acceptance of the assertion of value. You value things not for their relative qualities, but for the value asserted by the salesman.
I drive a 10-year-old Saturn 4-door car, a very common car in my town. It's very reliable, it's got a good safety record, mine has just shy of 200,000 miles on the original engine/transmission. Parts are widely available, and cheap to obtain. Even with over a decade of heavy driving and lots of miles, the exterior looks quite nice, and the interior is still together.
By any measure, this car delivers value upon value upon value. Yet it was a cheap car, even when new! Meanwhile, a BMW commands top notch prices even though merely copying a key costs well over $100.
Why? Well, they are a well-engineered piece of equipment, but it's definitely not 5-10x as reliable as my cheap Saturn. They are perhaps marginally safer, but certainly not 5-10x as safe as my cheap Saturn. Parts are expensive, they are expensive to repair by anybody's estimation.
So for what reason does the BMW continue to demand such a price premium if not the simple fact that it's asserted as a high-priced car?
And this isn't just true for cars. People assert themselves automatically, without thinking it. For example, women dress the part almost uniformly. For some reason, you can spot a cheap tramp a mile away. They dress/act "trampy". Geeks look "geeky". Assholes look rather.... "assholey".
People go to great lengths to look the part of who they are. Nearly all of them.
I have no problem with your religion until you decide it's reason to deprive others of the truth.
As an iPhone game developer myself who recently released a game (some shameless advertising: Tuzzle) at what I think is a very reasonable price: $0.99, I'm amazed by the negative comments I immediately received from people who didn't actually buy the game. Most of them complained about the fact that there are "only" 25 levels. Instead of putting 100 boring levels, I decided to design 25 challenging levels which would provide a few hours of entertainment. For less than the price of a cup of coffee, I still think that this is more than acceptable.
I have the feeling that these days, only quantity matters and people got used to have everything for free with the Internet and expect impressive graphics, hours of gameplay for free...
Is $0.99 for a few hours of fun expensive?
- Raph
I never had the original XBox, but when I saw it was compatible with the X360, I found a used copy of Morrowind for $2. GOTY edition, no less, with the expansion packs. Yes, $2 at my work's monthly swap meet (it's an engineering outfit, so the swap meet has all sorts of computer stuff, test equipment, great for the mad scientist in your house) Must have gotten a couple hundred hours of enjoyment out of it. I wish Bethesda would port Daggerfall and Arena over to XBox Live Arcade.
i have gotten much more enjoyment out of games i have paid for. I spent longer playing them, enjoyed playing them more, got more involved in them etc... when compared to games i have pirated. I put this down (atleast in part) to that having paid for it ill stick with it longer, 'ive paid for it so i better play it...', so i play it a little longer, get through the couple of boring bits and so just enjoy it more. Sure there have been games ive pirated that i got as involved in as ones ive purchased, but as a proportion of the total number of games, its much less.
So for what reason does the BMW continue to demand such a price premium if not the simple fact that it's asserted as a high-priced car?
BMWs aren't cars. They're billboards to announce how rich you are. There's no point in buying used, or building one to last more than three years, because having an *old* BMW just means that you couldn't afford to buy this year's model. If you're trying to repair an out-of-warranty "beemer", you're doing it wrong. They're a lot like the "i'm rich" app on the iPhone app store.
What I find confusing, though, is that people of average means who will pay $40k for a car will turn around and make fun of YOU for paying $2k for a computer or more than $300 for a bed. It's like they don't even realize that they could get a decent car for half that price, and have enough left over to afford luxury everything else.
Can you be Even More Awesome?!
Honestly, at that price it's pretty tacky to be asking for a refund. And it certainly wouldn't be worth *my* time to try getting it. It may however be worth my time to get some contact info for the developer and send him a short note about my take on the game. There's at least the chance then that he might take it as constructive criticism and make a better game next time. Asking for a refund tells him nothing other than that you're a cheapskate and didn't think the game was worth $0.99.
There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
When you're young and still unsure of your skills, it's really easy to promise that you'll do a full-color piece of art for something like US$5 - waaaaay too low. After all, all the other beginners are pricing like that; hell, some of the people teetering on the cusp between "fan" and "pro" are still pricing themselves like that.
Now, artists will trade stories about their nightmare commissions; like any specialist group, we share our war stories. And the one thing I've noticed is that almost every story about a picky commissioner who demands ten rounds of changes on an finished piece is also one about a commission that's way below what the artist's time is worth.
I avoided doing commissions for a long time. When I finally did start doing them, I looked around at the going rates and positioned myself well above the bottom, offering very limited numbers of commissions at a time. And you know what? The first set sold out like lightning. I raised my prices for the second set and they still went quick. And everyone's reaction upon getting their art was "wow!" - some people even threw in a bit more money afterwards. Nobody asked for changes, everyone knew they'd be getting my interpretation of their scenario.
A few sets of commissions down the line, I did an experiment: instead of setting a price, I let people pay what they thought it was worth. One person who was quite broke paid about half of my usual price; the other two people in that set of commissions more than made up for her lack of funds.
If you price yourself like a slave, people will treat you like one. Set your rates to something fair and you get treated like the skilled professional you are. All the people writing iPhone games for $.99 are hanging out a sign that says "my hard work is worth next to nothing"; it is not surprising to find consumers treating them badly.
egypt urnash minimal art.
Is $0.99 for a few hours of fun expensive?
It is if you're young enough that the law prohibits you from having a job.
The average of revenues for applications in the iPhone app store might be less than $3000 but this is somewhat misleading. Like any publishing market there are a few winners and many, many also-rans. If you calculated what the average book out of Amazon's 3.5 million books took in, you might conclude you can't make any money at all publishing books. But even a specialized tech book on a current topic is going to rank in the 20,000-40,000 range in sales rank, and that is in the top 2%. There is a lot of obscure stuff that got printed at some time or another that really can't be considered part of the market that real publishing companies participate in.
So, if you put a truly professional effort into a product, you can reasonably expect results that are way above the average, and that seems to be borne out by the tennis application mentioned in the article: It made several times the average. But, due to low prices, that amounts to only a few tens of thousands of dollars over the product lifespan.
The price erosion in the iPhone app store is going to be a real worry to real game publishers. If you can't sell a game for $19.99 you won't get quality studio-produced games, except as an experiment in the market. Good or bad, it sure is different from the DS. At those pricing levels, the number of financial winners will be very small, and since price erosion is hard to undo, new revenue sources will have to be found in order to change the fact that only a very small number of products will make revenue in the hundreds of thousands of dollars.
I wrote parts of this stuff
What's that old, but very common, expression? You get what you pay for.
Is a BMW/Benz 5x better than a Honda Civic? It may be a better performance vehicle, but more reliable? Not really. I've got 200k mi on my '97, and while it's reliable it's pricey. How about a Land Rover? Definitely not, yet they are easily twice as expensive as any other SUV.
People commonly associate price with quality. If you go into a store to buy something, and X is $2 while Y is $4, most people will buy the $4 because they assume "There's gotta be something about Y to justify the $2 increase in price.
The worst price? FREE. Why? Because psychologically when someone sees something that is FREE, they assume that it has no value. Have a yard sale? Don't mark anything FREE, otherwise people will look at it and assume it's junk. Would you "buy" FREE food from the supermarket? Doubt it, you'd probably think "there's gotta be something wrong with it."
Bottom line: without doing any research people look at two objects/services of different prices and instinctively think that the higher priced object can justify it's higher price.