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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.

49 of 216 comments (clear)

  1. Re:That's very nice, but by Shikaku · · Score: 3, Informative

    You can pay $0.01. There's no minimum.

  2. thanks by bencoder · · Score: 2, Insightful

    Thanks for the slashvertisment :) Didn't know about this. Just grabbed my copy for $5.

    1. Re:thanks by bencoder · · Score: 5, Interesting

      On that topic, I wonder if the fact that I knew the average was about $2 affected my price point. I didn't want to go below the average, but if the average was $1 I imagine I would have paid less.

      I wonder if it would be improved by having an updating average price display showing the current average price, or if it would mean that the average would stay down low because seeing that other people are paying $2 or $1 makes it OK for anyone else to pay that low.

    2. Re:thanks by halfhaggis · · Score: 5, Interesting

      An option would be to provide the customer with 3 figures at the pay point: Retail price ($20); Recommended price (say $10); Average price so far ($X).

      I can't speak for everyone, but I certainly don't like to be perceived as stingy -- so I wouldn't want to pay below the average if the average is much less than the recommended price. By showing the average the buyer gets the sense of being watched, even though that isn't really the case. Result: the buyer is more inclined to pay above average.

      Assuming everyone behaves similarly to me, the average price is slowly pushed up towards the recommended price limit. As it gets closer, buyers will start paying less than the average, and it will reach an equilibrium -- I'm guessing in the range $6-$8.

      The key, I think, is to provide a reasonable discounted recommended price so that people are less inclined to think a low average price is "ok".

      --
      "Write down your worries and then depress your companions by reading them out loud." - Eeyore's Little Book of Gloom
  3. What about absolute sales? by EvanED · · Score: 5, Insightful

    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.

    1. Re:What about absolute sales? by OverZealous.com · · Score: 2, Insightful

      I doubt very much they made more with this experiment than before.

      Based on the charts / average price paid from the article, they made about $115,129 (probably about a hundred more, I skipped really low data points) on 56,714 sales. They admitted that they lost money on every sale below $0.30, and they had to pay up to 13% to PayPal in fees even when they made money.

      I think for any game to have made 56,000 sales (which implies as many as 56,000 new customers to support), but only bring in a little over $100K, that's not a great revenue, unless you are using the iPhone / other app store model.

      To look at it another way, at $20 per copy, they only had to sell around 5700 copies, and the profit margin should be significantly higher without Paypal fees.

    2. Re:What about absolute sales? by Trepidity · · Score: 2, Interesting

      It wouldn't have made 56,000 sales in a week without this experiment, though, so comparing to what revenue a game could've made on 56,000 sales at a higher price point is kind of irrelevant. A better question might be: is $100,000 in a week (implying $5.2 million/year) rate of revenues a good one, or could they do better with another model?

    3. Re:What about absolute sales? by SkunkPussy · · Score: 2, Insightful

      although you can't extrapolate to 5.2 million/year because its unlikely that they could achieve this level of publicity for more than a week or two

      --
      SURELY NOT!!!!!
  4. Re:That's very nice, but by Phs2501 · · Score: 4, Informative

    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?

    Well, if you buy from them directly, you get all of the PC/Mac/Linux versions at once for $20 (before this experiment), which is quite reasonable. However, the WiiWare/Xbox Arcade versions are obviously separate; there's no way the console manufacturers are going to allow cross-platform buys, and the only recourse developers like 2D Boy have against this is to not put it on consoles, which would be pretty stupid for the developer.

  5. My own experience by Random+Walk · · Score: 3, Interesting

    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 :-)

    1. Re:My own experience by TheRaven64 · · Score: 3, Interesting

      It's worth noting that this is not unique to software. A few restaurants have started doing this in the last few years. I read about one in London a few years ago that removed prices from their menu, and found that their guests were paying more than they had done previously for their meals. A couple of years ago I was taken to a hippy cafe in Salt Lake City that has the same policy. It's an all-you-can-eat buffet, and when you leave, you drop a poker chip and some money into a bucket. At the end, they can divide the money by the number of poker chips and find out how much people paid on average. My grant was paying for food, so I dropped in $20, but the recommended price was $10, which was quite cheap for the amount and quality of food that I ate.

      --
      I am TheRaven on Soylent News
    2. Re:My own experience by Chelloveck · · Score: 2, Informative

      Back when I was in college some 20-some years ago, one of the organisations I was in occasionally had bake sales to raise funds. We invariably collected much more money when the items were left unpriced and the buyer just donated some amount. It's interesting to see this model being experimented with in the real world.

      --
      Chelloveck
      I give up on debugging. From now on, SIGSEGV is a feature.
    3. Re:My own experience by Chelloveck · · Score: 2, Informative

      That was exactly my meaning.

      --
      Chelloveck
      I give up on debugging. From now on, SIGSEGV is a feature.
  6. one purchase - multiple platforms by masterQba · · Score: 2, Interesting

    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
    1. Re:one purchase - multiple platforms by ZXDunny · · Score: 2, Interesting

      Quite a few people that I know bought this multiple times for multiple platforms - bought originally for $20, then for $10 for Mac/Linux versions, simply because they felt it was right to do that. It's kind of odd, as I doubt many people would buy a AAA title more than once but folks don't seem to mind doing it for a small indie studio. The price could well be a factor in that one though...

      --
      10 PRINT "SCUNTHORPE"(2 TO 5): GO TO 10
  7. Re:That's very nice, but by IBBoard · · Score: 3, Interesting

    Either I'm reading things wrong or people are doing it because they feel they should support the developer. Their World of Goo page says:

    This will get you the Windows and Mac and Linux versions downloadable right away

    In a way it is good and bad that you get it for all platforms. I want it for Linux, so it'd have been nice to specifically say "look, I'm supporting your port to Linux", but at the same time it is good to get it on whatever platforms you want without having to pay multiple times.

    Now, I had this on my Christmas list. Do I tell my family so that they can get it cheap and do the developers out of some money when a lack of DRM and an innovative game should be welcomed, or do I just let the "pay what you want" period go by and give them the money they deserve?

  8. Re:That's very nice, but by saaaammmmm · · Score: 5, Insightful

    There is no making you happy. You aren't happy with naming your own price on WoG, you complain about crappy sales on WoG leading to DRM in a future game and then you threaten to not buy the game. You are truly an enigma.

  9. Re:So many others could benefit of similar methods by ZXDunny · · Score: 3, Funny

    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.

    What, iPhones?

    --
    10 PRINT "SCUNTHORPE"(2 TO 5): GO TO 10
  10. Re:I see it coming by Trepidity · · Score: 3, Interesting

    There's plenty of $0.01 payments, yeah, but also a considerable number of higher payments. They say 57,000 total sales at an average of $2.03, minus 13% of the total in PayPal fees, which equals a take of $100,000. They're a two-man company, so that's $50k per person, from a single week of sales. Sounds like a success to me.

  11. Ubuntu Software Store... by xtracto · · Score: 3, Interesting

    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'
  12. Re:I see it coming by Alwin+Henseler · · Score: 2, Funny

    (..) so that's $50k per person, from a single week (..)

    Are they hiring?

  13. Re:That's very nice, but by Nailor · · Score: 2, Interesting

    Rock Paper Shotgun provides a good analysis on the name your price -sale: http://www.rockpapershotgun.com/2009/10/20/world-of-goo-sale-provides-fascinating-results/

    Even though people mostly paid the $0.01, they still made a nice amount of money with a year old game

  14. It's a sales tactic, not an experiment by goldcd · · Score: 4, Insightful

    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.
    "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 :) is to raise the price of games from release up to a point.
    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*

  15. same experiment by Tom · · Score: 3, Interesting

    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
  16. Who bought this... by musicalwoods · · Score: 2, Interesting

    Who bought this not knowing anything about the game, solely supporting this pricing model?

    *slowly raises hand*

  17. Legal pirates made me a annoyed panda by Bazar · · Score: 2, Interesting

    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.
    1. Re:Legal pirates made me a annoyed panda by ledow · · Score: 4, Insightful

      Why is that at all surprising?

      I would expect more, to be honest, out of 57,000 and you have to take account of that when you run any such event. Personally, I'd have said any *dollar* amount, so it would have gone for at least $1 and made the maths a little easier but if it was *possible* to buy at 1c, I quite expect to see a hefty percentage of people pay that.

      The so-called "honesty box" system works on the basis that *enough* people are honest (not that all of them are, or even most of them), whether you've put bunches of flowers in a tub by the side of the road, with a tin for collecting payment, or you're selling a game on the Internet. (The flowers thing is quite common the rural UK - a few pennies and you can take as many flowers as you like because they are effectively surplus, and very few people run off with the tin full of change, either).

      I've personally purchased two World of Goo's, one for me, one for a friend, and think it's a great game. On reading this article, I emailled a couple of friends that might be interested. I don't really care if they pay $10, or $1, or 1c, so long as they get the game - it's not "costing" the authors anything that they aren't already paying, and it is with their blessing, and the publicity etc. they are getting more than makes up for it.

      The fact is that most games are too expensive, and I've often thought "If that was a little cheaper, I'd buy it" but rarely tell the author. The feedback from knowing what/why people are spending what they do if a phenomenal statistic to have. And I don't think they did bad out of a game that most people already have and most people already paid full-price for, and for which sales are sloping:

      (57,000 times $2.03) - 13% (Paypal small-transaction fees) = just over $100,000, before they even make the front page of Slashdot. IN A WEEK. I don't think the authors have suffered. I think a lot of people who couldn't justify the expense now get a great piece of entertainment. The authors get a shedload of easy money from an "old" game, tons of free advertising and lots of useful feedback, a few pirates make themselves legit, some people get that warm glow of supporting and author, some cheapskate people get a "free" game and Paypal make a shedload of money too. I think that's pretty much win-win.

    2. Re:Legal pirates made me a annoyed panda by Hitman_Frost · · Score: 2, Informative

      No, they actually got no money at all from those people. From their site -

      "For all purchases of around 30 cents and under, we actually saw no money, PayPal took it all, but they probably ended up losing money on most of those transactions ($0.01) as well, they’re not the bad guy."

  18. Pricing Models by Swanktastic · · Score: 3, Interesting

    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.

       

    1. Re:Pricing Models by TheTurtlesMoves · · Score: 2, Insightful

      There's all sorts of interesting pricing models an indie developer with zero retail distribution [costs] could try if they're controlling the sales.

      Running a server that is reliable and can handle ./ is not free. Its not even a close approximation of free. Its real money and its an expense that is incurred every single month. Decent bandwidth for a larger game is also a long way from free, and even if you don't get many sales you still have to pay.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
  19. Re:That's very nice, but by Alioth · · Score: 3, Insightful

    How do they know disappointing sales were caused by piracy? Perhaps disappointing sales were caused because, well, not every game is going to be a massive blockbuster.

    Also wasting money on DRM isn't going to stop the game from being pirated, it'll be cracked within days (possibly hours). DRM has been a failure since the days of the ZX Spectrum. You'd have thought developers would have learned it's a waste of time by now.

  20. Re:That's very nice, but by genner · · Score: 3, Funny

    You can pay $0.01. There's no minimum.

    Yes there is I tired using negative numbers and it wouldn't work.
    I want them to pay me to buy it.

  21. Re:That's very nice, but by Nailor · · Score: 4, Informative
  22. don't donate just to paypal by Devistater · · Score: 3, Informative

    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.

    1. Re:don't donate just to paypal by mrchaotica · · Score: 2, Informative

      On the other hand, if you WANT to cost paypal money, donating 1 cent with visa card probably costs paypal money.

      Ah ha! So the best idea is to buy the game once for $20, then a whole bunch more times for $0.01 each! MUAH HA HA HA HA!!!

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  23. Re:That's very nice, but by Shrike82 · · Score: 2, Funny

    Sorry, I'm not going to read what you wrote in your reply. I'll assume it was something pro-Microsoft, so I'll simply call you an MS fanboi and put some exclamation marks aftewards!!!

    Long-live /.

    --
    You can advertise in this sig from as little as £99.99 a month!
  24. Re:So many others could benefit of similar methods by T+Murphy · · Score: 2, Informative

    I forgot the exact amount but I recently bought Halflife 1 for under a dollar off of Steam during a sale. They do sell their old games at low prices, you just have to catch when they do it.

  25. Re:That's very nice, but by Svartalf · · Score: 2, Informative

    Every developer out there seems to think DRM will "get them more sales" at least at some point in time. Some then realize this fact: The people pirating aren't "lost sales"- they're people who either can't/won't buy your product for varying reasons.

    You want to win the "can't" crowd back if possible- you're never going to convince the "won't" crowd ever. The former is a possible customer, the latter is not and will not be.

    DRM might slow the infringers down (it's been proven that pretty much every DRM solution to date has been circumvented within weeks of the release of the title...and that initial crush in the case of many titles won't be where you make your money if you're download only/mostly...) but it will pretty much never stop them. Ask Microsoft how nifty their DRM has been on the 360. DRM won't turn the "can't" crowd to be your customer- it won't put money in their pockets to buy. DRM won't turn the "won't" crowd into your customers- if they want your game badly enough, they will take it whether you have DRM on the title or not. If it's such that they won't bother, you've failed at making a fun game.

    DRM is a folly wherever it gets used. It's use is based off of a flawed premise out of the gate.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  26. Re:Bill me later by TheLink · · Score: 2, Insightful

    Just buy it twice?

    First time buy it for 0.01.

    After you play you buy it for whatever.

    I'm surprised it's not obvious.

    But since it isn't, I guess most of the 0.01 buyers didn't do that - otherwise it might explain the two peaks - people buying it for "free" and then buying it again.

    --
  27. Re:That's very nice, but by Svartalf · · Score: 3, Informative

    They're basing it off of the online play results indicating at least 10% of the people might have been using an infringed copy. The reality is- you're going to find people committing "piracy" on a given title.

    However, the leap they make that the infringements were costing them sales is tenuous at best. And the further leap that DRM will somehow make the sales better is even more so.

    In any group of infringers there will be a mix of population of people that can't afford the game and those that will never buy period (I called them "won't"s in an earlier post...)

    The "can't' crowd is a prospective customer- they would buy if they had the ability to do so, because of lack of credit card in the case of online sales, or due to things like pure lack of funds. You may or may not get into a position to have them be their customer. 2DBoy did that with me and I paid them what I thought was a fair price and what I had to spare ($15...as much to reward them as to buy the game. They didn't have to do this or make the Linux version after all.). Had they lowered the price to $10 or even $5, the result would have been the same. I was a "can't" because of budget concerns- there's other reasons and they're all over the place on the spectrum of things. You want to try to convert those to sales if possible.

    The "won't" crowd is not, nor will they ever be your customer. The people that paid one cent are really, if they're honest with themselves", part of the "won't" crowd. They didn't pay even remotely a fair price for the game. The "won't" crowd will almost always pirate the game, either because they don't believe in paying for any of it, don't believe your game is worth any real money (but yet they made an illegal copy thereof and are playing it...go figure...), or similar. No amount of DRM will preclude them taking what they feel they're due from you if they want the title bad enough. If it is barring them, there's a very, very good chance that your game is not fun enough to rate cracking it. If it's not that much fun, you might want to re-think your thinking on why it's not selling better as it's not infringements that are your problem.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  28. Re:So many others could benefit of similar methods by Jaysyn · · Score: 2, Informative

    GOG.com?

    --
    There is a war going on for your mind.
  29. Re:That's very nice, but by VGPowerlord · · Score: 2, Funny

    I skimmed your post and saw "pro-Microsoft," so I'm going to assume you're a (Apple... no wait, this is games) Sony fanboi and diss the PS3!

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  30. It's this simple by dmorelli · · Score: 2, Insightful

    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.

  31. Re:That's very nice, but by thePowerOfGrayskull · · Score: 2, Insightful

    How do we know that AC isn't making things up to stir up discussion? ;)

  32. Nope, you aren't a pirate by Petersko · · Score: 2, Funny

    "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.

  33. Re:So many others could benefit of similar methods by bjorniac · · Score: 2, Informative

    IIRC it was 0.99, the same price for Opposing Force and Blue Shift. Since they have the technology in place this seems like an awesome way to make a few thousand out of games that don't sell anymore. They had Bioshock for $5 a while back, and Assassin's Creed is $5 right now. I just bought it :)

  34. Re:That's very nice, but by clone53421 · · Score: 2, Insightful

    Makes me wonder... how many of the folks who helped make this experiment a rousing success were former pirates who jumped at the opportunity to go legit and support the makers of a game they enjoyed playing to the tune of a price they thought was reasonable? (as opposed to the full price.) I'd be willing to bet the answer is a lot.

    Piracy is, in essence, a way to try before you buy. (A lot of people are stingy and will "try" it forever, but that doesn't change the dynamic. It's an unrestricted trial, and there's some normal distribution of how long people try it – some "try" it forever, others buy it up-front.) You know it cost someone money to produce this, but you don't want to pay what they're offering (either because it's too much, or because you don't know if the product is any good yet). Some people eventually buy it, but only after they think the game was worth the selling price.

    So, if you have a lot of people actively playing pirated copies of your game, you can conclude that it's a good game, but you're charging too much for it. A promotion like this could actually be the perfect opportunity to convert the pirates into (credit :) card-carrying customers... they might never buy the game for the price you're asking, but many/most would be willing to chip in some small token amount for a game that's really good. They're only lost sales if you insist on charging full price, and these sales are not really lost: they just never existed at that price. If you have a large pirate userbase, you can't possibly expect to get full price from all of them, but something is better than nothing, and $100 grand is certainly a lot of something!

    Seriously: similar tactics would be very interesting to see from the record companies. I don't buy CDs; I just don't – I've bought, I think, 2 music CDs in my entire life and one of them was self-produced by a friend of mine. The record companies aren't getting jack squat from me, and never will. However, if I, and the thousands of people like me, had the opportunity to give some token amount to pay for the enjoyment we've had – say "look through your music collection, find the artists/songs you really like, and donate whatever you think is appropriate for those" – publicize it, hype it up, "you'll finally be legit, and you'll be supporting the artists you think are really talented"; they'd probably make a killing in a very short amount of time! Exactly the way this game's developers did.

    --
    Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  35. Re:That's very nice, but by Shrike82 · · Score: 2, Informative

    Would have given more if I thought everybody was going to stiff them. Come on, average price of $2.03?

    I do take your point, but even though most people are giving very low amounts, I'll bet that it's all extra sales that wouldn't have happened if the price was $20. I'm not ashamed to admit that I donated $5, and some people might think that's cheap (but apparently not as cheap as the average customer) but I would never have paid anything over that amount for World of Goo. So yeah, people are being cheap about it, but it's all extra money in the developers' pockets which probably wouldn't have been there otherwise.

    --
    You can advertise in this sig from as little as £99.99 a month!
  36. Re:That's very nice, but by clone53421 · · Score: 2, Insightful

    That's how much I spent, too, and it's actually more than I initially figured I'd pay ($1). I'm a firm believer in free stuff, and I'm willing to spend a few extra dollars (occasionally) to show my support for a business model that allows people to get free stuff. Especially after it's proven to be massively successful... I figured I'd spend more than the average, just to emphasize the point.

    I would never have bought the game for $20, and probably wouldn't have bought it for $5 or even $1 from a bargain bin. But since they're essentially giving it away to anyone who doesn't want to pay, they got my $5.

    --
    Alexander Peter Kristopeit bought his basement from his mommy for one dollar.