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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?"

6 of 102 comments (clear)

  1. Reminds Me of a Joke by qpawn · · Score: 5, Funny

    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?'

  2. Value is asserted, not assessed. by mcrbids · · Score: 5, Insightful

    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.
    1. Re:Value is asserted, not assessed. by TheTurtlesMoves · · Score: 5, Interesting

      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!
    2. Re:Value is asserted, not assessed. by stevey · · Score: 5, Interesting

      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.

  3. As an iPhone game developer... by Raph57 · · Score: 5, Insightful

    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

  4. just anecdotaly... by wjh31 · · Score: 5, Insightful

    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.