Slashdot Mirror


Letting Customers Decide Pricing On Game DLC

An anonymous reader writes "How much should game developers be charging for DLC? It seems that one indie dev has decided to carry out a unique experiment. The latest expansion pack for Gratuitous Space Battles is priced at $5.99 — or is it? It turns out there is both a standard ($5.99) version and a discount version ($2.99). And the difference between them is... nothing. The buyers have been left to make their own decisions on whether or not they should pay full price, and send more money to the developer, or treat themselves to a deserved discount. The buy page even lists comparisons of national incomes, average salaries and even the price of sausages to help buyers make up their minds. Will this catch on? Will Microsoft start asking us whether or not we should get a discount and trust us to answer honestly?"

35 of 156 comments (clear)

  1. Umm... by neonmonk · · Score: 2, Insightful

    It'll catch on just as much as Radiohead's experiment caught on.

    1. Re:Umm... by Anonymous Coward · · Score: 3, Insightful

      Thats because most DLC is stuff they didn't include in the original game because of laziness, time or greed.

    2. Re:Umm... by Dexter+Herbivore · · Score: 2, Insightful

      You do realise that Radiohead's experiment granted them more income than if they had released through a RIAA inspired distributor? Even if the bulk of people pay nothing, the average income per copy sold is still higher.

    3. Re:Umm... by Mister+Whirly · · Score: 2, Insightful

      There always has to be someone to do it first. Just becasue nobody immediately followed their strategy doesn't mean nobody else ever will. And now other bands can point to their example and say "See, it is possible".

      --
      "But this one goes to 11!"
  2. How is this unique? by Hadlock · · Score: 4, Informative

    There have been multiple cases of "pay what you want" in the last year alone.
     
    Hell, even Slashdot ran an article about this back in march: http://games.slashdot.org/story/10/05/11/1932233/Indie-Pay-What-You-Want-Bundle-Reaches-1-Million
     
    They concluded that after removing those that paid less than five cents, the average price was around $9.20. Hell, they even break it down by OS for you.

    --
    moox. for a new generation.
    1. Re:How is this unique? by Xest · · Score: 2, Insightful

      It's not unique, you see the people behind these types of schemes aren't doing it with the goal of groundbreaking news stories, they're doing it because generating a news story on sites like Slashdot, no matter how dull or inane simply by changing ever so slightly the method of selling means that they have increased their potential customer base by several orders of magnitude.

      Indies aren't trying to do something groundbreaking here, they're cashing in on the fact that editors are sites like Slashdot are stupid enough to repeat the same tired old story and produce fuck loads of page hits and potential sales for them. The genius isn't the pricing mechanism itself, it's the pricing mechanism as an advert on the front page of some of the largest relevant news sites on the internet.

      There are other similar tactics- write a blog post about how your game made x amount of sales because you ported to and gave away a free picture of a lolcat with it or whatever inane blog post indies are thinking up nowadays to get on the front page of sites like Slashdot. Realise that these people don't give a fuck about how interesting their blog post actually is, or how clever their pricing scheme is, they only need it to be just relevant enough for sites like Slashdot to post it and link to their site giving them massive amounts of traffic and sales as a result.

    2. Re:How is this unique? by Cederic · · Score: 2, Insightful

      Thing is, GSB worked out at less than 10p/hour for me, and that's assuming I never play it again.

      I plan to play it again.

      Compare that to most free and open source space combat games that cost me precious time without entertaining me, and I'd rather give cash to the non-open but independent and well supported game that's fun to play.

      (On the flipside I hate DLC and so he's not getting a sale from me on this race. But I'll buy the campaign expansion when that's ready..)

    3. Re:How is this unique? by Roman+Coder · · Score: 2, Informative

      Guys, the parent post is NOT a troll. It may or may not be correct, but its definitely not trolling.

      --
      "The future can only affect the present if there is room to write its influence off as a mistake." - Yakir Aharonov
  3. You have to pay something by Mazca · · Score: 4, Interesting

    This experiment has been done before in some form, but it generally gives an option of paying nothing, and that's invariably the most popular option. I suspect this may give more interesting results - the main reason I'd often choose to pay nothing when given the option is because I can't be bothered to find my credit card for a tiny purchase. In this particular situation, users are forced to actually figure out a payment method, then make an objective decision about how much to pay. For a small indie developer with a loyal fanbase, I can see a fair proportion choosing the higher figure.

  4. Expansion packs I'll pay for by Rix · · Score: 2, Insightful

    Horse armor, or a quest that's obviously supposed to be in the game because you run into someone trying to give it to you, I will not.

    If I then have to pirate the whole game just to get around the DLC DRM, I will.

    1. Re:Expansion packs I'll pay for by RobotRunAmok · · Score: 2, Insightful

      If I then have to pirate the whole game just to get around the DLC DRM, I will.

      Because the developers owe you entertainment?

    2. Re:Expansion packs I'll pay for by Rayonic · · Score: 3, Informative

      My personal pet peeve is games with a dozen little pieces of DLC, which get released but never get reduced in price (aside from the odd sale once in a blue moon.) My personal policy has been to wait for the "ultimate" or "game of the year" edition which has all the DLC bundled in. Because unless I'm playing with other people, there's no pressure on me to play a game right away. It's not like there's a shortage of games to play in the meantime.

      As for specific types of DLC, I'll give my takes on them:

      1. Expansion Pack - Great! A full-length or half-length expansion of the regular game is usually welcome.
      2. Mini Expansion - Good! The ones that act as an extension of the main game are better than the ones that are like side quests.
      3. Micro Expansion - Bad. By "micro", I mean a single extra quest or average dungeon, tacked on somewhere in the game world.
      4. Song Tracks - Fair game, as long as the original Guitar Hero/Rock Band game came with a good song selection.
      5. Extra Cars - Also fair, as long as they're not unbalanced in online play.
      6. Map Packs - Lame. Plus it divides the community between the people who bought it and those who haven't.
      7. Extra Items - Usually lame. Like a special weapon or armor that you're given early in the game. Often unbalanced.
      8. Cheats/Unlocks - Terrible. Paying for stuff that really should be free. Like paying to unlock all the fighting game's characters.
      9. Cosmetic Enhancements - Mixed bag. Harmless or cool in multiplayer games, pointless in single player games.
      10. New character - Wildly mixed. Maybe it means you can play through the game again in a whole new way. Or maybe he/she makes little difference. Or maybe they suck, like a really cheap or bad character in an online game.
  5. No by lyinhart · · Score: 2, Interesting

    Will Microsoft start asking us whether or not we should get a discount and trust us to answer honestly?"

    Um... no. Not as long they control the distribution platform (i.e. Xbox Live). Also, they've already shown that they believe in the guilty until proven innocent by using product activation features in Windows.

    --
    Freedom is drinking a beer in the park when you're supposed to be at work.
    1. Re:No by TheVelvetFlamebait · · Score: 2, Funny

      There's a way of proving you're innocent?

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    2. Re:No by jimicus · · Score: 5, Insightful

      Yes, run Linux.

      (Please don't mod me funny. I'm serious - I've seen lots of people pirating Windows and Windows apps, I've seen lots of people running Linux for all sorts of reasons but I have never yet seen anyone run Linux because they can't pirate software. Because they don't want to pirate software (and perhaps can't afford to purchase legitimately), sure.)

  6. Unique in its stupidity by L4t3r4lu5 · · Score: 2, Insightful

    It's not a $3 discount on the cheaper one, it's 100% profit on the more expensive.

    Preempting the altruistic "I'm funding future development" crowd with "I have bills to pay. I know he does to. Obviously $2.99 covers the cost, so his bills are paid. That $3 goes towards paying mine." More power to you if you have disposable income, you can spend it on his 100% markup if you choose, but you're a mug if you do.

    --
    Finally had enough. Come see us over at https://soylentnews.org/
    1. Re:Unique in its stupidity by WhitetailKitten · · Score: 5, Insightful

      Well, he's basically tesseracting the gap in time between when the DLC is released and the point where it goes on sale on Steam for half price (which is where it sells the most, according to him) by offering the DLC at the sale price, while also offering people who are willing to pay full price the option of paying what he feels his work on the content is actually worth.

      The fact that he expects to make money on his work should be no surprise. He's experimenting with different ways of doing it instead of trying the tried-and-tested-to-be-shit method of throwing your loyal paying fans under the DRM bus.

    2. Re:Unique in its stupidity by Kilrah_il · · Score: 2, Insightful

      When I buy something I don't care if what I pay is enough to cover the costs of the developer/supplier/maker/etc. I buy something because I think the price is fair compared to what I get in return. Maybe 3$ is enough for the developer to pay the rent, maybe 5$ or maybe 0.10$. I don't know, but OTOH, I don't care! If I want to buy this expansion pack, the question, for me, is "Is this pack worth 6$ or 3$, considering where I come from and what I earn?". Maybe for a middle-class guy from the US the answer will be 6$, while someone from India will go for 3$ (Yes, I know, if the guy from India has a computer and can spend money on computer games, he is not so poor. You get my point).

      --
      Whenever in an argument, remember this.
    3. Re:Unique in its stupidity by Kilrah_il · · Score: 2, Insightful

      I'm not sure if you meant it as a joke or not, but there is a trend going on that if someone is doing something to "make a buck" then he is evil (use spooky voice for last word). Hey, I am now at work and here to "make a buck", does that make me evil? Companies exist to make a buck, that's their purpose. Making a buck, in and of itself, is not evil. It is only bad when the things you do in order to make a buck are bad. To paraphrase: "Evil is as evil does". /rant

      --
      Whenever in an argument, remember this.
    4. Re:Unique in its stupidity by Kjella · · Score: 2, Insightful

      I have bills to pay. I know he does to. Obviously $2.99 covers the cost, so his bills are paid.

      It seems you make the assumption that just because I'm selling it, I'm making money on it. That's quite naive, obviously I'm looking to make money overall but any particular sale might not be and even if I do make a margin on all sales the lower margin may not be enough to cover my fixed costs. I'll ignore the actual losses like loss leaders, promotional offers, clearance sales and so on since they're not very relevant to software, as the marginal cost is so low.

      But to return to games, just because all games end up in the bargain bin does not mean they could have broken even on bargain bin margins alone. They've simply exhausted the market at full retail price and is scraping the bottom of the barrel. A book might need both hardcover and pocket book sales to break even. A movie might need box office sales and DVD sales and TV sales and merchandise and so on to break even. There's of course smashing hits and total flops that'd earn/lose money regardless, but they're the exception on the rule.

      Obviously $3 covers the cost of the copy. But if you only looked at that cost, a pirated one at $0 also didn't cost him anything but it hardly pays his bills. Does $3 pay his bills? Well obviously that depends on what his sales figures and what his bills are, maybe it does but also maybe it doesn't. Maybe he needs $6 sales too to have an acceptable pay. Of course it's highly unlikely your $3 makes a difference, but a thousand people thinking like that will.

      --
      Live today, because you never know what tomorrow brings
    5. Re:Unique in its stupidity by nedlohs · · Score: 2, Insightful

      the steam bit is unsurprising I buy random stuff on steam when it goes on the 75% off, and stuff I'm pretty sure I'll like when it is on 50% off.

      That and the twice a year new game at full price covers my gaming completely - given how little time I have for gaming these days.

      In fact I get more enjoyment from the random steam stuff since there's no regret when I only play the game for a few hours and then give up on it when it only cost $7.50. Whereas to this day I still manage to buy the occasional complete piece of crap full price new game (ufc 2010 - I'm looking at you...)

  7. Start by not calling it DLC by Aceticon · · Score: 4, Insightful

    At least for me "DLC" reads as "Stuff we took out from the main release or would give out in a free update but now sell as extra to squeeze more money out of the customers", 'cause that's exactly what has been done by most publishers.

    Call it "expansion pack" or "small expansion pack".

    Next give some sort of no-monetary-value reward for people who pay the larger amount. Maybe easier access to the developer and the ability to suggest improvements for the next version.

    That said, is the "expansion pack" even worth the small amount? For all we know the two amounts listed are "more money than it's worth" and "way much more money than it's worth" and this is all a poor-man's advertising gimmick. Certainly getting the game to Slashdot will bring more sales.
    (Disclaimer: I have no idea if it's so or not. Maybe the use of the word "DLC" has put me in a overly-negative mind-set with regards to this and even the large amount is great value. Take my opinion with a pinch of salt).

    1. Re:Start by not calling it DLC by WhitetailKitten · · Score: 2, Informative

      It's a content pack with a new race and 10 new ships for that new race, and the ships apparently have a different loadout configuration compared to the existing ships. Whether this is worth paying anything for is subjective. However, consider: This is an indie developer, not a major game studio with a multi-million-dollar budget. He doesn't just have a vault of cash sitting around to lay on after he's done tweaking the textures and packing them up for a free release.

      I think the idea of giving the choice of paying normal price or on-sale price allows him to collect right away instead of getting the (potentially minimal) normal-price sales now and then getting a bigger volume of sales five or six months down the road when it goes on sale on Steam.

      Disclosure: I'm buying the full $5.99 because I like this game and want to support the dev. I also didn't even know that the new content was released before this story was posted, so... it sure might be a slashvertisement, but it's at least for what I would consider one of the "good guys" (no, not you, Ubisoft).

    2. Re:Start by not calling it DLC by ledow · · Score: 3, Informative

      "Positech Games is an indie video game developer from the UK. Owned by ex-Lionhead Studios programmer Cliff Harris, the company was formed in 1997..."

      This is not a "guy in the backroom" kind of indie. This is a "breakaway from the large publisher's" indie. This guy used to work on The Sims and things like that. There is, incidentally, no such thing as a one-man company in the UK (as it claims on the website). You must, by law, have at least a Company Secretary as well - and they can't be the same person. It's probably his wife or something but still, it's misleading to claim a "one-man company", especially when he's hired people to do all sorts of work on those games.

      "Cliffski, of Positech Games, made $189,423 in 2008 from direct sales."

      That means he is way within the professional games league, and way within the scope of hiring, say, accountants, artists, programmers, and anything else, even if they don't work for his "company" (which is actually just a liability-sink for anything he does wrong).

      "As with many indie video game projects, development cost was a significant issue. After an initial experiment spending several hundred dollars to purchase stock spaceship models, Harris eventually solicited quotes from 3 different artists and selected the most expensive one. The user interface was constructed by Chris Hildenbrand, a UI expert, leaving Harris to do his own special effect and user module graphics."

      Thus, it's still not a one-man operation and actually he *did* hire texture artists to do all these things way before he even made a penny on it. So I'd personally expect a DLC to be a bit more than a couple of textures and some datafiles.

      I played GSB. It was a little bit like Critical Mass (http://www.windowsgames.co.uk/ - another indie developer) but with fancy graphics that killed my laptop, and a very boring, very un-interactive, main game. I'm not sure the DLC would be worth anything at all, considering the game barely qualified its purchase price for me.

      This is really just a PR stunt - I noticed Steam deals on the same things only the other day. This is just a way to get free publicity and, to be honest, this guy can afford to buy his own. I don't begrudge him a successful game, or a wage from paying customers, but to claim it's a one-man operation is a BIG stretch of the definition and there are thousands of others like him out there that don't need free advertising posing as a "unique event" that's happened many times in the past, especially for a very, very basic DLC add-on that could probably be knocked up in a matter of hours.

      As a former subscriber who has disabled adverts on this site, I'm more pissed off with Slashdot for posting this "event" than I am the developer trying to get some free press for his game, even if I don't like his game.

    3. Re:Start by not calling it DLC by Rogerborg · · Score: 2, Insightful

      "Cliffski, of Positech Games, made $189,423 in 2008 from direct sales." That means he is way within the professional games league,

      Pop quiz: how much did he make in 2006, 2007 and 2009?

      Multi-year development cycles result in feast-and-famine: it's an endemic problem in the industry. You've looked at peak earnings and assumed it was an average. Tsk, tsk: -1, Uninsightful.

      --
      If you were blocking sigs, you wouldn't have to read this.
    4. Re:Start by not calling it DLC by Aceticon · · Score: 2, Insightful

      You must, by law, have at least a Company Secretary as well - and they can't be the same person

      Not anymore: the law was changed and since the beginning of this year a company secretary is not needed for small companies (revenue below £250,000 per-annum if I remember correctly).

      Even before that, it was possible (and common) to just pay a small amount to the guys that handled company formation or to some accountants and they would then do the company Secretary bit.

      I should know since I've had a one man company in the UK for at least 4 years now.

    5. Re:Start by not calling it DLC by Rogerborg · · Score: 2, Insightful

      Apology accepted. Don't feel bad about posting something so stupid, childish and short sighted: we learn through having our mistakes pointed out to us.

      --
      If you were blocking sigs, you wouldn't have to read this.
  8. I wasn't going to buy this game... by Anonymous Coward · · Score: 3, Interesting

    ...but then I decided to buy the discount version, just to stick it to the developer.

    :-)

    Actually I disagree with his statement "Won't everyone just get the discount version? Possibly. I hope not. If they do, this experiment failed!" If the free publicity doubles the sales of the discount version, the experiment is a success.

  9. DLC is tricky by Pojut · · Score: 3, Insightful

    I'm all for DLC, don't get me wrong; I love the fact that new areas and items can be implemented after a game is released. I understand that releasing new content after a game's initial release isn't free; it costs developers and publishers money, but people really need to look at how much some DLC packs cost. That being said, sometimes publishers and/or developers do some really cool things. DLC that is available for free on launch day? Totally awesome...there was stuff that they really wanted to get into the game, and obviously ran out of time before the discs had to be pressed; I really appreciate it on the rare occasion when it occurs.

    But what's with DLC you have to pay for being released not even a week or two after a game is released? Couldn't you have just delayed the freakin' game for two weeks if it was that awesome?!? Seriously, publishers...if there is an amazing dungeon or a few great items that just absolutely HAVE to be in a game, give the developers the extra couple of weeks to implement them into the release version. Don't make us pay extra money because the game had to be released NOW NOW NOW, and there isn't time to include things that you should. Can you imagine if you had to pay for DLC to get the Spear in Secret of Mana, or if you had to pay for DLC to unlock secret ingredients in Secret of Evermore?

    Developers/publishers walk a fine line with DLC. They need to be careful.

    1. Re:DLC is tricky by Pojut · · Score: 2, Insightful

      No. That would mean changing the dates they need the factories pressing the discs, and changing distribution dates... There's a ton of logistics that go into getting a product from Gold to Sold. Change it by 2 weeks and you incur a LOT of extra expenses.

      My point was meant to be theory rather than actuality, intended to focus on including features that you should have included from the beginning rather than released as paid DLC. If you can't include it in the disc because you ran out of time to include it in the original game, it should be released for free...which is something else I touched on in my post.

      All that being said, I realize no one is going to delay a product by a couple of weeks for DLC-sized content. Again, it was used just to get a point across.

      Just because it was made at the same time doesn't mean it was ever intended to be part of the same product.

      That's the crux of the problem right there.

  10. Micro Econ 101 Fail by Derkec · · Score: 4, Insightful

    Oh come on. No shit $2.99 covers the cost. It's digital. The incremental cost to the developer to ship another unit for a piece of software is tiny, tiny, tiny. Most of the $2.99 goes to profit, R&D and fixed costs.

    Now, he still needs to pay those developers who made the software, buy computers, rent office space, etc. I'm sure he's done the math and knows he can achieve that by selling X at $6 or 2X at $3. Of course, he could go open source, set the price at 0 and make it up on volume [/stupid slashdot joke]. In Econ 101 he would have read about the price curve that suggests that fewer people will buy at $6 but maybe not so much fewer that it isn't the better price for his business. For a businessman, the ideal scenerio is to charge everyone the most their willing to pay - price stratification. This is why you have coupons at the grocery store. People with little money and lots of time can clip coupons and pay less. People who have more money will not and will pay a higher price.

    The play here is not that he's trying to sell the 2X number with some paying $3 and some paying $6. He wants to first make sure he is able to break even by selling something like .5 X @ $6 and X @ $3. The $6 price helps him break even the same way the $3 price does. Plus, after Econ 101, you learn the price curve is somewhat BS in the first place. Part of what he's doing is stating "We think the product is worth $6, but are offering a 50% discount to poor people and assholes (distinct groups)." Now, regardless of why I look at the $3 price, I am much less likely to think, "Is $3 too much for this expansion?" because it's already a half off discount and be more likely to purchase. He may actually sell more units at $3 than he would have without the $6 option.

    These guys are just remarkably (for better or worse) upfront about the price stratification. He's also a freak'n brilliant marketer. Free publicity on Slashdot is a win.

    All software pricing is arbitrary. Always. It's up to a vendor to ask for what they think the product is worth, offer discounts / sales / etc to those who think it's worth less, and for the consumer to either purchase or not. The vendor needs to deliver a product that delivers a fair enough value that consumers will purchase their products again / not leave angry messages on forums or app stores.

  11. Re:How about gratuities? by ledow · · Score: 2, Insightful

    There is nothing more likely to get me to argue about a bill than "A X% gratuity has been included in your total price". Has it really? Bloody cheek, what makes you think I was going to give you one in the first place and/or that it would ever be a particular price?

    I call it rude. It's like the porters who cough politely and wait for their money. The most they will get will be a small lozenge and a recommendation to see their doctor about that cough. Don't say a thing, though, and just walk right out of the room after lugging all my stuff up five flights of stairs and you *will* get yourself a nice tip.

    People: stop "tipping" others who do a shit job. You're just encouraging people to do a shit job because they still get paid for it. Instead, tip the ones who do a good job TWICE as much and don't pay the lazy, rude, idiots anything past your legal obligation.

    And, yes, the whole "pay what you want" thing is really just a tip-based scenario, so it's hardly ground-breaking. More important would be the results of such an exercise AFTER you done all those sales. I'd be interested in learning just how much good work is appreciated voluntarily, having bought such things myself.

  12. can work by Tom · · Score: 5, Interesting

    I sell a bit of stuff online - skyboxes and tools for indie game developers. With one of my tools I made a similar "experiment". I offer the very same product at four different prices, from 10 to 50 bucks. I'm very upfront about it and basically say "you know what the time you save with these tools is worth to you, pay what you find fair".

    Turns out that my most optimistic estimates were about spot on. About half of the buyers pick the lowest price, the rest pays more. And yes I've sold several for the highest price.

    My lesson from that is that people will treat you fairly if you treat them fairly - be honest about what you offer, tell them up front what the deal is, give them your trust and let them do the right thing. You'll be surprised at how often they will.

    Meanwhile, with computer games we're pretty much back where we were in the early 90s when we all traded floppy discs on the school yard and didn't think anything off it. Since you are continuously being treated like a criminal by the software companies, even if you are a perfectly honest customer, with all their limited activations, and DRM and invasive copy protection and key and so on, heck, if you treat me like a criminal anyways, give me one reason to not become one.

    --
    Assorted stuff I do sometimes: Lemuria.org
  13. GSB == More of what I want to see by smallja · · Score: 3, Interesting

    For those who don't know, it's a small game, well executed on a small budget. Thirty years ago, it is the kind of thing that made me want to enter the business of writing programs. Now most games (phone Apps aside) are multi-multi-million dollar productions, and just like Hollywood, once they start they can't seem to pull the plug once they realize they're off the mark, "I mean somebody will buy this steaming pile and pay top dollar, we're (fill in the blank studio)".

    I have found their business model to be fair: free trials, previews at reduced price at late beta (like a week or two before shipping), all the kinds of things you'd want from a small developer trying to make it in a tough business environment against all odds at the same time treating the customer right; I don't resent them finding incremental revenue in an almost predictably fair way.

    We all know it's about market segmentation: buy coffee at McD's, buy it at Starbucks, make it at home, run a sale, use a coupon. These guys are just pretty transparent about it.

    The game even supports modding, so if you don't want to pay them ever again, you can go in and edit everything yourself.

  14. Re:Customers are assholes by HeronBlademaster · · Score: 2, Insightful

    You realize they charge you what they get charged by USPS/DHL/UPS/whoever, plus a little for packaging etc., right?

    If they let people choose "pay what you feel is fair" for shipping, especially international shipping, 99% of customers would choose "free", and they'd have to compensate by raising product prices. I don't think that's the outcome you desire.

    (I am of course not talking about the jerks on eBay or Amazon who sell things for dirt cheap and then charge absurd amounts for shipping, I'm talking specifically about companies like Thinkgeek.)