World of Goo Creators Try Pick-Your-Price Experiment
2D Boy, the independent game studio behind World of Goo, recently celebrated the game's one-year anniversary by offering it at whatever price buyers cared to pay. They've now released some sales statistics about how people responded to the opportunity. The average price during the sale was $2.03; the game normally retails for $20. According to a survey of why people paid what they did, 22.4% said it was all they could afford at the time, and 12.4% said they already owned World of Goo and were buying it for a different platform. (Yes, there is a Linux version.) Over 57,000 people took advantage of the offer, which was enough for 2D Boy to term it "a huge success." Interestingly, they also saw a significant increase in sales through Steam, and a smaller increase through Wiiware. They've decided to extend the experiment until October 25th.
This is a pretty cool experiment. But...
Why would I have to purchase the game multiple times to be able to play it on different platforms in the first place?
Also, I spoke with one of the World of Goo developers a few months back and he said they were working on a new game (not a sequel). Due to disappointing sales of World of Goo, it was pretty much certain this new game would get some form of DRM. He didn't know what kind of DRM but he wasn't happy about it. I hope this "huge success" means the DRM is off the table now, but for now, it means I won't be buying the new game.
They gonna rake in huge profits with all these 0.01$ payments.
Thanks for the slashvertisment :) Didn't know about this. Just grabbed my copy for $5.
Rather than imagining an eternal life for their products, more developers could find ways (not necessarily this one) of selling their obsolete products to pay for the newer ones.
For example, l4d costs now about 15$ if bought together with the still unreleased l4d2. As they are almost equal and not very distant in time, the developers could wait another year or so and then release l4d for 2$. Make a little cash and go on.
Instead, they get so attached to IP they end up owning games that nobody wants to buy.
And, as today's pointless bad analogy, it's like trying and failing to sell the last apples at half the original price after they've started rotting, when they could be sold as fertilizer and use the money to buy more land, even if just a little.
How does the absolute intake compare to what it was before the experiment though?
I'm reminded of a sale Valve had for L4D a few months after it was released; Jeff Atwood relayed the results. In short, Valve cut the price of L4D in half, and the result brought in more money (not just more sales!) than the launch day.
So how did World of Goo's experiment do in absolute numbers? Did the revenue increase or decrease from before the experiment? Certainly sales increased, but that's a far cry from revenue increasing.
I offer some of my software for 'pick your price'. I recommend a price, but clearly state that any price is ok. Most buyers buy at the recommended price. Very few pay significantly less (pay is through Paypal, which I think imposes a minimum price of $1). And - not quite unexpectedly - almost nobody ever pays more :-)
i don't know how many people know about this but if you've bought the game once directly from their website you have access to versions of the game for diffrent platforms. just revisit the download link you got in your mail after your original purchase.
xb0x
This is a game that should *definitely* be available in Ubuntu Software Store for next release.
Ubuntu is an African word meaning 'I can't configure Debian'
I downloaded the demo a couple of weeks ago and when I went back to buy the full game, the sale had started. I still paid full price though, because it's quite easily $20 worth of fun.
for $10. I had considered buying WoG in the past but always hesitated because I wasn't sure it was worth $20 to me.
Sure, I could have got it for $1 or $0.10 or $0.01, but the site says "Pay whatever you think it is worth" which isn't quite the same as "name the amount you want to spend". Considering the game is fairly simple but a lot of fun, Linux native, and DRM free; I think it's definitely worth what I paid.
Commercially published game sales tend to spike when they're released - and then tail off afterwards. For Indie games I assume the 'spike' is a bit further down the line as people have to find it first - but sales will trail off once everybody is aware of it and has decided whether or not to buy it.
:) is to raise the price of games from release up to a point.
"Back in the day" the game ended up as a budget release (if it were lucky), maybe first at £10, then £5 - and you know only a teensy proportion of that shelf price ever made it back to the developer.
The "name your own price" strategy seems designed to mop up anybody who had an interest in the game, yet never got around to buying it for whatever reason.
Basically if somebody doesn't buy it - they were NEVER going to buy it under any circumstance at all.
So - nice idea for games in the 'tail' of their lives.
What I'd like to see a publisher try (just to satisfy my idle curiosity
i.e. We are going to sell this game for $25. We are launching it at $10 and every day for the next 2 weeks, we're adding a dollar to the price - seems an ideal way to get your headlines, and convert those waverers (the vast majority who will never buy) into purchasers.
I guess in summary, the general rule is that when you get somebody looking at the purchase page, there should always be a reason for them to buy now, rather than next week.
I for one have been hearing about WOG for aages - have I got around to even playing it - no - I had something 'else' to do. I now see the name your own price is about to finish so in my head I can heat "It's now or never time for me to buy it." *wanders off to purchase*
I own Windows version, which I bought in gaming store in Europe for about $5! Now, it would be stupid if I paid more if I wanted to buy, so average price might be influenced by that.
But I am happy they extended deadline, I missed it and I am going to get Linux version too :).
I did the same experiment with some Unity3D tools/scripts of my own, offering them at four different prices with a suggestion as to what I think they equate to, but a very obvious statement that no matter which price you pay, the download will be the same.
Interestingly, the distribution is 6-2-1-1 over the prices, showing that people do not always pick the lowest price, even if they can. Like the World of Goo makers, I consider the experiment a success and may use the model in the future.
It even checks out economically. I made ~180 US$ this way. If I had offered the scripts for $20 (2nd price), even assuming that half of the $10 buyers would have bought it at that higher price, I would've made only $140.
Assorted stuff I do sometimes: Lemuria.org
Who bought this not knowing anything about the game, solely supporting this pricing model?
*slowly raises hand*
what bugs me is that 16,852 people paid $0.01 for the game. Which is nothing but legally pirating the game.
If you were doing it for an OS port of the game thats fine, but otherwise at least throw in a dollar.
The bandwidth and credit processing would cost them more then the cent provided.
At least they got the marketing, and my business, which is some good from the cheapskates
Thats my $2.00 cents.
To avoid criticism; Say nothing, Do nothing, Be nothing.
There's all sorts of interesting pricing models an indie developer with zero retail distribution could try if they're controlling the sales.
I think an interesting experiment would be to auction say X copies a day, with the price being set at the lowest winning bid. Folks who MUST have the product on day one can pay more, those who wait can pay less. Obviously there are some challenges, but it's at least an interesting intellectual exercise.
It would be fascinating to see what folks would pay for, say, a week of exclusive access to WoW: Cataclysm. Sort of ruins the spirit of the game, but interesting nonetheless.
Add another price category where you'd want half to go the indie developer's preferred charity? Now THAT would really make things quite interesting imo, in a social experiment kind of way.
WARNING: Smartphones have side effects--most of them undocumented.
... I notice a lot of people complaining that people paid so little. But that is irrelevant.
World of goo is for all intent's and purposes a small indie game. It is competing against all other older AAA games with many million dollar budgets that have now hit the bargain bin, for the same or similar prices (5$-10$).
I think people forget that the value of a game is what people are prepared to pay for it against all other games. Let's not also forget that games are massively overly produced.
I don't see any reason why any rational person would pay more than a penny on this. It's not a school fundraiser, it's a commercial business selling a product. If you go to your favorite retail store and see 100 copies of this game on the shelf with all different prices, you'd have to be stupid to not get the cheapest one.
I'm sorry, but why should I have to re-buy the game just to be able to get the Linux binary? I got World of Goo a couple days ago for $4 on clearence at a retail store. Why should I have to pay more just to get the Linux binary? iD doesn't do this. Nor do any of the other Linux game compaines do this.
Anything less than around 33 or so cents goes to to paypal from fees. So just keep in mind that you are donating to paypal not the indy game developer if you do that. There's a lot of people who donated 1 cent to paypal. On the other hand, if you WANT to cost paypal money, donating 1 cent with visa card probably costs paypal money.
I picked up WoG for US$2. I'd never played it before and had never been bothered enough to even download the demo. Effectively, I was happy to pay US$2 to take a chance on something which I might not like or play at all, or I might love and play relentlessly. I wouldn't have regretted that US$2 if I played it once and never bothered again.
I should add that I'm not a big gamer; I get all my games used for £1-4 for PSX, original XBox and PC and generally stick to recognised AAA titles. I pay similar prices for movie DVDs. Only CDs and DVD box sets get better prices out of me; anywhere from £8 to £16 usually.
Why make someone pick a price to pay up front when they don't know what the game is like? Have them get the game for free then pay after they've played it for a while and know how much its worth to them (basically a demo).
With how much I've played Fallout 3 and Mass Effect I probably would have ended up paying full price for them...
Over 57,000 people took advantage of the offer, which was enough for 2D Boy to term it "a huge success."
Wut?!
But everyone knows pick-your-price is infeasible! The music industry proved it! Didn't they?
More seriously, though, let's do some straight math and see how this turned out.
57,000 x $2.03 = $115,710
Anybody care to guess how much they'd have made off the same 57,000 people if they hadn't held this promotion?
All in all, they netted over $115 grand in this. Not bad for their one-year anniversary promotion (in fact, I'd almost call it a "huge success" — oh wait, they already did).
Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
How about a bill me later option?
Sure WOG was hyped, but so are many terrible games. I've recently gotten to the point where I won't buy any game without trying it either in the form of a demo (yay xbox live), or through GameFly.
I know now that that I have played it that WOG is certainly worth more than $2 to me. I would consider it to be in the $15-$30 range in terms of fun and satisfaction.
So here's my thought, let me play the game for a couple days, if it totally sucks you'll only get a token sum. If it roxorz then you get the lucre...
glad it worked out, at least a little bit.
Who's gonna know? In public, you have to deal with the cashier, your companions, and any other customers nearby. Online it'll all be handled by computers unless someone with permission specifically looks at your purchase. Otherwise they'll just track statistics of everybody's purchases.
It might be wise to post a scrolling list of recent purchases with real names. Pay the retail price and get the game anonymously. Or pay a lower price at the extra cost of a little publicity. Actually, you should have the option to be public if you pay more than retail so you can bask in your own generosity.
You can download all versions if you want when you buy...
I got Win32 and Linux version for my little 5$ (5$ for 8hours of play = okay)
I can't call that English
How about a "Getting it running under Windows 7" experiment?
Downloaded it off of Steam, and it doesn't work. :P
Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
I see the figure of 17k as a particularly effective way of rebutting many of the so-called, inflated "lost revenue" figures we read/ hear.
Nothing quite says "you were never getting the money, anyway" better than offering them the chance to pay 2c, and having them pay the absolute minimum.
If you read this report and have trouble / get angry at the 17k, you're missed the point. The point is, some will NEVER pay for it. But hey, many will. They're the ones we're selling to. They're the ones suffering when we remove features / lockdown / DRM our software. I suppose it's easier to be optimistic when you're made 100k in a few days and the only opportunity cost was the realisation that a pirate is infact, a pirate though.
Personally, I wasn't interested in this game (played the demo), but I am interested in donating $2 to see that that the experience of using this model is furthered, so I'll definitely buy it, simply to show support. Much to the contradiction of popular gaming industry opinion, they haven't lost money by me not paying full price, they've gained $2 they would have never seen, otherwise.
If you scroll down to the bottom of this page and reload, you will just how quickly sales are occurring (and this represents only a fraction who take the survey, I believe). http://www.surveymonkey.com/sr.aspx?sm=MZpIFVRQn99e_2fJukiNVWR9Rm3Xg1MSQ85QQk09BNH3s_3d
I record my sleeptalking
The majority of the people who bought the game were nerds trying to support the payment model. I wonder what the outcome would have been if these buyers were removed from the data?
The game is well-made. It's fun and interesting to me. I have not found any bugginess so far. They produce a native Linux version. They don't harrass us with DRM.
I paid them US$20. That was my pick-a-price. Because, you know what?, the developers felt it was worth that much originally and I agree.
This isn't some contest where I have to make sure I win over the other tens of thousands of customers.
Yeah, because nothing improves sales like shaming your customers.
I'm kind of glad that when I buy toilet paper on sale, my grocery store doesn't flash my name on a giant billboard with a caption "This cheap bastard refuses to pay full price to wipe himself!"
So I got World of Goo from Rapidshare, but it didn't provide options of payment to the authors. Pity.
You, sir, are killing independent game developers. The game has been out for over a year now, and you just *had* to have it today? It was so important that you couldn't wait a few hours to process the transaction?
I hope your computer erupts into flames.
"Pick Your Price" sounds to me like "We want to give you this game for 1 cent". I don't understand why so many people payed more.
If VW suddenly offered Jettas for $100, would you opt to pay them $5000 or more because of your perceived value, or would you take advantage of an almost free car?
Comment removed based on user account deletion
Just got my copy for $0.01
Makes me happy inside considering I almost bought it the other day for $15 when I saw it in a store. Now I feel like one of those rare deal finders.
"Multiple tens of thousands for one week, i.e. millions of dollars per year, is a "miserable salary"?"
Yeah, well, I once found a $20 bill on the ground. Took me about five seconds to see it and obtain it. Given that I should be able to get 12 such discoveries in per minute, I should be able to retire wealthy in under 1 year.
Naturally that can't work, since I can't count on finding another $20 every 5 seconds, just like they can't count on next week's sales being as good as this week's. So their REAL salary is their gross sales minus expenses, divided by the number of salary periods they've been working on the product.
It probably isn't a good salary.
"Fact is, for me this game wasn't worth buying. I tried the demo and it was pretty enjoyable, but not enjoyable enough that I felt like spending money on it... How exactly am I a pirate? "
So "pretty enjoyable" is worth 1 cent? So I take it to get you to part with $10 the developer would have to give you a hand job.
So no, you aren't a pirate. You are, however, a cheapskate.
Obviously new exciting discoveries will not come from you then..
http://www.debunkingskeptics.com/
You didn't even for a moment consider that perhaps 2D Boy might have fudged the statistics for just that reason? Sucker! ;-)
so possibly you can guess my comment on their strategy.
Not today - 5 days ago.
I retried today, it failed just the same.
Independent developers are killing themselves by preventing people willing to give them money from doing so.
45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
...but I bought it for 25 cents.
... I'm considering getting out of the business. Let them pirate Madden 25 and bitch about how derivative, unoriginal, and just plain awful it is, as justification for stealing it. The megacorps that crank out sequels are the only ones that can survive when gamers basically rob and shit all over game developers.
Ultimately, you get what you pay for.
It's probably your computer. I had no problems and I downloaded it the same day you posted your comment.
It's still being offered, BTW... the promotion lasts until the 25th.
Alexander Peter Kristopeit bought his basement from his mommy for one dollar.