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Examining Indie Game Pricing

As the second Humble Indie Bundle flourishes, having taken in over $1.5 million in pay-what-you-want sales, the Opposable Thumbs blog has taken a look at indie game pricing in general, trying to determine how low price points and frequent sales affect their popularity in an ocean of $60 blockbusters. Quoting: "... in the short term these sales are a good thing. They bring in more sales, more revenue, and expand the reach of games that frequently have very little marketing support behind them, if any. For those games, getting on the front page of Steam is a huge boost, putting it in front of a huge audience of gamers. But what are the long-term effects? If most players are buying these games at a severely reduced price, how does that influence the perception of indie games at large? It's not an easy question to answer, especially considering how relatively new these sales are, making it difficult to judge their long-term effects. But it's clear they're somewhat of a double-edged sword. Exposure is good, but price erosion isn't. 'When it comes to perception, a deep discount gets people playing the game that [they] wouldn't play otherwise, and I think that has both positive and negative effects,' [2D Boy co-founder Ron Carmel] told Ars. 'The negative is that if I'm willing to pay $5 but not $20, I probably don't want to play that game very much, so maybe I'm not as excited about it after I play it and maybe I drive down the average appreciation of the game.'"

188 comments

  1. IMO by Anonymous Coward · · Score: 2, Insightful

    Personally, I wouldn't have bought those games at larger price. Gish and World of Goo maybe, but others are so so and not that interesting. You will find lots of more fun from Steam sales or Good Old Games. But since I could get them cheaply (I paid $5 so I'm not a total jackass), could as well get them to fill up my Steam games list.

    1. Re:IMO by hairyfeet · · Score: 4, Informative

      Exactly. One of the nice things about PC gaming is there is NO shortage of good cheap games, which means you can't royally screw PC gamers on price unless you are talking a just released AAA game, and even then it better be good or word of mouth will kill sales quick.

      For an example of cheap games for the PC look no further than the Good Old Games Xmas sale where there is 290 GAMES ON SALE with most of them half off! I just picked up Unreal 2 SE, Spellforce Platinum Edition, and Evil Genius, all for just $16 and change. This let me snatch up some games I missed the first time around and at dirt cheap. Oh and ALL work on X64 as well as x86 and NO DRM!!!

      So I have to agree that it isn't so much about the "perception" that the low price brings as much as it is we PC gamers have an abundance of choices, which means you have to offer better prices if you are an indie. Of course the flip side of that is the low barrier to entry, as the consoles can be quite high when it comes to SDKs, and then there is securing a deal, which Nintendo doesn't even allow garage outfits, do they? With PC gamers we frankly don't care where a game company resides, hell make it in your basement. Make it good, give us a good (preferably cheap) price, and as in TFA you CAN make good money. Sure you probably won't become the next EA, but you don't have to act like asses like EA either.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    2. Re:IMO by disi · · Score: 1

      I have no Steam account or will ever have. I would never buy any Apple stuff. I also stopped buying those big names, because I know I will get bored after 2-3 days playing(experience from EQ2, LOTRO, WoW, Warhammer, NWN2, D2, Torchlight and many other RPG). Very rarely I play a module in NWN1 on Linux...

      The only reason I bought those both bundles over the last year was the support for Linux.

      The games I play ~5 hours a week are Sudoku, Einstein or other puzzle games I can play while watching a movie or read something. Best game: Osmos and Samorost2 :)

      That means those guys would have never reached me as a customer...

    3. Re:IMO by morari · · Score: 1, Insightful

      Maybe we should be looking at the real problem? Video games, all video games, are laughably over priced. $60 isn't the kind of price point that a ten hour long FPS should garner.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    4. Re:IMO by Anonymous Coward · · Score: 0

      What about a ten hour long FPS when a robust, re-playable multi-player?

    5. Re:IMO by Zencyde · · Score: 1

      I can't help but agree with you more. I admit upfront that I have pirated a significant number of games. All because the price points are higher than I'd pay. It's not that I wouldn't buy the product, it's that I would never buy the product at what they're asking. Since these Steam sales started, I have purchased a large number of games that I had previously pirated. Yes, these are sales for games I have beaten and have no intention of playing again. This isn't about greed. This isn't about getting stuff for free or cheap. This is about an appropriate consideration of the value that the 20-something demographic puts into games. A bigger demographic than it used to be. A demographic not consisting of soccer moms willing to drop 80 dollars into Mortal Kombat 3 (a number I remember hearing as a kid at a Hollywood Video). I remember that era. I see remnants today. But that era is dying as gamers are growing up.

      These publishers wouldn't have seen a cent from me if these sales never occurred. This effect should be appreciated.

      --
      What day is it? Could you please tell me?
    6. Re:IMO by igreaterthanu · · Score: 1

      Personally, I wouldn't have bought those games at larger price.

      Same here and it goes for any form of Intellectual Property. Whether it is games, music, software, if they drop the price then I will be willing to pay far more in total for these products that have only fixed development costs.

      If I pay $20 for a game and it sucks then I am much less likely to pay for another game than if I only paid something small like $2. If the price per item is negligible then it doesn't really matter if an individual game isn't that great. Give it a poor review and move on.

      --
      I dream of a nation where a man is not judged by his skin color but by an number assigned by a credit rating agency.
    7. Re:IMO by Anonymous Coward · · Score: 0

      Have to agree with this, I recently bought Creeper World. 10 bucks, I feel I got my money's worth. But I would not have paid 60 bucks for this game, its just not worth sixty. How ever at 10 bucks I can happily (and have) recommend it to my friends.

      The problem with game prices is that companies seem to expect larger and larger amounts of cash as their right, weather its a good game or not. The last AAA title I bought that I felt like was worth my money was Rome:Total war and even that had serious issues. The Major mods (RTR) were better than the base game because the modders addressed what problems they could.

      I tend not to buy any games now until we see the "gold" releases that are twenty bucks cheaper AND include expansions, because I just don't feel like its worth my money until then.

    8. Re:IMO by morari · · Score: 1

      Hm, I guess that Quake 3 would count under that. Even then, most of the long-term fun has been sustained by custom maps and mods.

      However, by that logic, a soccer ball should cost $100 since it enables you to engage in a robust game with infinite replayability.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    9. Re:IMO by Sir_Lewk · · Score: 1

      This. For instance, CortexCommand on linux segfaults whenever I kill crabs. This isn't exactly the sort of thing that would make me happy I spent money on software.

      About 5 minutes of playtesting on linux would have caught this, I guess having major industry backing for your game really is worth something after all.

      --
      "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
    10. Re:IMO by Sir_Lewk · · Score: 1

      And to elaborate: if you don't think linux is a large enough market to warrant the (non-trivial) effort it takes to release on, then just don't do it. I'm used to games not releasing on linux, you won't hurt my feelings. Just don't get my hopes up and encourage me to spend money for something you didn't bother to test.

      --
      "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
    11. Re:IMO by eharvill · · Score: 1

      Hm, I guess that Quake 3 would count under that. Even then, most of the long-term fun has been sustained by custom maps and mods.

      However, by that logic, a soccer ball should cost $100 since it enables you to engage in a robust game with infinite replayability.

      Soccer balls can cost over $100 -
      http://www.shopadidas.com/product/index.jsp?productId=3939055&source=US_GOOG&cid=E42040&shopGroup=R

      Of course, you can get the cheap $10 version at Walmart too. Kind of like AAA games vs Indie it seems.

      --
      At night I drink myself to sleep and pretend I don't care that you're not here with me
  2. more demos by bakamorgan · · Score: 5, Insightful

    Need more demos for games. Sometimes a game looks like shit but may play really well or vice versa. I'm more willing to download a demo or a game with limited features then I am just to plunk down some cash after only seeing only a handful of screen shots and no video.

    1. Re:more demos by Sparrow1492 · · Score: 1

      I agree with this entirely. Every non-blockbuster game that I have bought for the past several years has been driven by whether or not I enjoyed the demo. I'm not willing to shell out $ on a game I've never heard of unless I can play it first.

    2. Re:more demos by Bert64 · · Score: 1

      Some of the demos are fairly poor tho...
      A few years ago, there was a platform game called "the lion king"... The demo of which, was the first level.
      I played that first level on the demo, it was pretty good, well thought out level, reasonable level of difficulty, nice graphics and sound.
      So i bought the full game, turns out subsequent levels were very half assed, too difficult and there was no way to save your progress so you were stuck repeatedly going through the early levels only to die in the later ones. I think i made it to about the third level before i got absolutely sick of playing the first and second levels repeatedly, only to die in the third and have to start again.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    3. Re:more demos by devxo · · Score: 1

      Heh, one of the games I've completely forgotten ever playing. I remember it was actually pretty good (I was really young tho), but not so much about the levels.

      This was also back when you could borrow games from video rental stores for a week or so. It was a good way to test the whole games and got me nagging my parents to buy a few I really liked too.

    4. Re:more demos by dangitman · · Score: 2

      I'm more willing to download a demo or a game with limited features then I am just to plunk down some cash after only seeing only a handful of screen shots and no video.

      But are you more likely to buy the game? I doubt that most people would. Somebody is excited about a game - downloads the demo, and it doesn't measure up to their excitement, so they don't purchase it.

      Contrast with games that don't have a demo available - person gets excited about a game, can't download demo, so purchases game. Person is disappointed in game, but tough shit - their money is already spent. So they'll probably keep playing the game to try and get some 'value' out of the money they have spent.

      --
      ... and then they built the supercollider.
    5. Re:more demos by Anonymous Coward · · Score: 0

      I agree,
      I looked at about a dozen games on steam recently, looking to empty my wallet, and of all of them, the only oen that was both reasonably priced AND had a decent demo was Gratuitous Space Battles. http://store.steampowered.com/app/41800/
      End result: A sale, and a further sale for the campaign xpansion DLC. There was little chance of me buying it without a demo, and it's just easy money for the dev that way.

      *also just noticed the game is in the christmas sale right now for even less than I paid for it. Typical :D

    6. Re:more demos by bakamorgan · · Score: 1

      For me yes, for others it's a toss up. When I was a kid I would always rent a game before I owned it. A good example is the free weekends on steam. They are awesome and with the free weekend trial of whatever game they throw up sometimes it has gotten a lot of my friends to buy the games they wouldn't have necessarily looked at. Like you said if someone who is excited for the game thinks the demo sucks they might pass it up, but then they should check out reviews, forums and see whatever else on the game. Sometimes the demos just suck compared to the full game too.

    7. Re:more demos by thetoadwarrior · · Score: 1

      Most if not all the game in the bundle have a demo.

    8. Re:more demos by g4b · · Score: 1

      If this is how it is supposed to work then, no wonder, that obtaining illegal copies of the game is still the number one strategy of many game classics to get major attention. (did even work for operating systems)

      I think on the PC market, selling many games is still based very much on the quality of the game - especially in multiplayer. But PC gaming sector is mainly hardcore gamers anyway. Most revenues are created through console titles. Not sure, how it is with demos there.

    9. Re:more demos by g4b · · Score: 1

      lion king demo - funny i played that too. A lot.

      but I went with descent, as it came to whishes. Now in descent full game was as exciting as the demo levels. :)

    10. Re:more demos by vegiVamp · · Score: 1

      And there's an interesting point: first the industry slowly killed off most demos. For the pc market demos got bloatier and fewer in number, I don't know if there's a lot of demo to be had these days. For the console market, well, you probably get some with gamer magazines, but even on the PS store or the Wii shopping channel demos aren't exactly legion.

      Then they killed off rentals. Given that that happened even here in Belgium last year, I suspect that's the case in most of the world by now.

      So, how are you supposed to try a game before buying it ? Not, I guess - this is another instance of "be a good consumer and fork over the money". Mindless automatons are so much easier to deal with, after all.

      --
      What a depressingly stupid machine.
    11. Re:more demos by somersault · · Score: 1

      And as well as being a demo, it has to be a representative demo. I was quite excited about Brutal Legend, but when I played the demo it didn't seem that special. I waited until it was around half of the retail price before buying it.

      Then I found out that it was actually an open world sandbox style game, and the demo only included a linear section that was meant as a kind of tutorial. I was annoyed that I hadn't just bought the game sooner, it was well worth full price.

      if I'm willing to pay $5 but not $20, I probably don't want to play that game very much, so maybe I'm not as excited about it after I play it and maybe I drive down the average appreciation of the game.'

      Bullshit. You're obviously not very excited about it before you play it, but your level of excitement after playing is entirely dependent on the game itself. I bought Brutal Legend cheap and I loved it. I actually possibly appreciated it more because I'd got it at a great price.

      --
      which is totally what she said
    12. Re:more demos by somersault · · Score: 1

      Then they killed off rentals. Given that that happened even here in Belgium last year, I suspect that's the case in most of the world by now.

      Why would you assume that?

      I started a LoveFilm subscription recently, mostly for the unlimited movie streaming to PS3, but I also can rent games through it. I'm in the UK.

      --
      which is totally what she said
    13. Re:more demos by somersault · · Score: 2

      But PC gaming sector is mainly Farmville anyway

      FTFY :)

      --
      which is totally what she said
    14. Re:more demos by natehoy · · Score: 1

      True.

      The nice thing about the Humble Bundle is that you can buy it for some really low amount then try the games out. If you think they are worth it, you can buy it again for a more reasonable price. If you don't, you delete it and you're out a buck or two. And, let's face it, paying $8 and getting both bundles makes it pretty likely you'll enjoy at least one of the games for a few hours.

      But, yeah, I miss demos. Especially of games that are asking me to drop $60 or more. For that, I want a very well-crafted game that will give me at least a few weeks of quality play. But I've gone through a lot of demos where the demo represented too much of the effort that went into the game. Demo is Level One, and it's awesome, but the developers gave up after that and the other levels blow steaming monkey chunks, are incomplete, etc.

      --
      "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
    15. Re:more demos by slyrat · · Score: 1

      But are you more likely to buy the game? I doubt that most people would. Somebody is excited about a game - downloads the demo, and it doesn't measure up to their excitement, so they don't purchase it.

      For me if the game is good, and the demo only shows you just enough to play the game I will usually grab it if it is an indie game. If the demo gives too much then I'm less likely to buy it since playing the demo may give me enough entertainment. Hard to balance the amount of stuff to put in the demo.

    16. Re:more demos by natehoy · · Score: 1

      True. A lot of it depends on how excited the developers can get their prospective customers without a demo. On a sequel to an already successful franchise (a few examples from over the years are Unreal, Myst, Civilization, Half Life, MOH, Descent, some of the EA Sports games), you're almost guaranteed some sales as long as you can get a working copy into the hands of a few respected reviewers before release date. And sometimes you don't even need that.

      With a totally new franchise, or a major change to an existing one (Myst3D), you really need a demo out there to get people trying it. With a new franchise usually comes a new engine, new controls, a new look, new types of gameplay, etc. There's nothing like getting your fingers on a controller to see if the game is "right" for you. And there are a lot of people who won't drop $60 on a game without knowing how it feels. I think with a new franchise you'll get more sales from the demo than you'll lose.

      --
      "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
    17. Re:more demos by Anonymous Coward · · Score: 0

      The nice thing about the Humble Bundle is that you can buy it for some really low amount then try the games out. If you think they are worth it, you can buy it again for a more reasonable price. If you don't, you delete it and you're out a buck or two. And, let's face it, paying $8 and getting both bundles makes it pretty likely you'll enjoy at least one of the games for a few hours.

      Way to skew the average prices.

    18. Re:more demos by spikesahead · · Score: 1

      If the price point is low enough and the concept blurb sounds interesting, I'll sometimes buy a game sight unseen on steam. Sure, this has gotten me a couple stinkers, but then I'm just out the two dollars that I might have easily have blown on a disgusting energy drink in a shiny new can (I'm a sucker for those too).

      The difference is that, while my kidneys will turn the energy drink into a fruity scented memory in just a couple hours, the developer has the potential to fix the issues with their game later on, so maybe I try it again later and find out that it's not so bad anymore, then get a couple of my friends to buy it too.

    19. Re:more demos by natehoy · · Score: 1

      So? Money is going into developer's hands. If you want a demo, that's one way to do it.

      --
      "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
    20. Re:more demos by Anonymous Coward · · Score: 0

      But are you more likely to buy the game? I doubt that most people would. Somebody is excited about a game - downloads the demo, and it doesn't measure up to their excitement, so they don't purchase it.

      Contrast with games that don't have a demo available - person gets excited about a game, can't download demo, so purchases game. Person is disappointed in game, but tough shit - their money is already spent. So they'll probably keep playing the game to try and get some 'value' out of the money they have spent.

      Except when your budget only includes the ability to buy a game every few months. In that case, the demos make a huge difference because the risk is so much higher. If the game is crappy, then you don't make the purchase. However, if the game is good, you buy; or you get sucked in the plot, you buy. The difference maker, I think, is that the demo needs to be small enough for people without broadband. People with it can just pirate the game if they are so inclined, but that is not possible without broadband in your home. Many people I know download demos at the library to install at home as that is the only place with fast internet access. Otherwise, they just wait for all of the reviews to come in, in which case, the publisher can lose a sale to someone who waits for the next one they heard about.

    21. Re:more demos by joetainment · · Score: 1

      I buy a *lot* of indie games. Most of them have free demos. Simple answer, yes, I am far more likely to buy a game after playing a demo. It raises my confidence if the demo is good.

      If there is no demo, my confidence is fairly low. I would need to read a lot of very positive reviews before buying.

    22. Re:more demos by Anonymous Coward · · Score: 0

      Somebody is excited about a game - downloads the demo, and it doesn't measure up to their excitement, so they don't purchase it. Contrast with games that don't have a demo available - person gets excited about a game, can't download demo, so purchases game.

      That bit of game theory falls apart in real life, where new games are continually being released. Unless you have lots of money and time, or are interested in very few games, there will be many more games than you have time or money for. Very rarely is a gamer considering ONLY a single game in complete isolation. In this case, that means you play some demos. Some demos are good, and you buy some of those games. True, some demos are bad and you reject those bad games; however, the demoless games may never even enter serious consideration! Often, you will even have a backlog, and will be considering the older games first - because they're cheaper and there are reviews for them - which puts the new-and-demoless games at an even more severe disadvantage.

    23. Re:more demos by KDR_11k · · Score: 1

      The problem is with a ton of demos you'll be constrained by the time to actually play them so you'll just play the ones that look interesting. The games that don't look nice but play well will still get buried.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    24. Re:more demos by KDR_11k · · Score: 1

      Game rentals are alive and well in Germany, they even let you rent PC games which GameStop wouldn't sell used.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    25. Re:more demos by KDR_11k · · Score: 1

      Add developer recognition to the list of things that can be a substitute for a demo. Developers like Nintendo don't need demos because their reputation is good enough to convince people that the game will likely be great.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    26. Re:more demos by KDR_11k · · Score: 1

      The huge-ass companies find it easier to generate hype than to deliver a genuinely compelling game (and by extension demo). The gamer's imagination is always greater than reality and hype uses that imagination to make people imagine the game is greater than it is or even can be.

      Anyway, a study found that indie games sell better without a demo. Make of that what you want.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    27. Re:more demos by KDR_11k · · Score: 1

      I got the GSB complete pack on a sale some time back, included all the DLC that was available back then. Overall I didn't like it much and there's no way I would have bought those race addons individually, $5 for a sprite swap? If we're talking about reasonable pricing try AI War Fleet Command, that game is gigantic, the DLC tends to be a major game-changer instead of just a sprite swap and the game gets constant and HUGE updates for free. They just did a complete engine replacement a few months back.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    28. Re:more demos by KDR_11k · · Score: 1

      Yeah, I had plenty of games where I got them cheap due to lacking interest but once I played them they were so awesome I would have paid full price. Brütal Legend wasn't among those for me though.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    29. Re:more demos by VJ42 · · Score: 1

      So? Money is going into developer's hands. If you want a demo, that's one way to do it.

      They've solved the problem with bundle 2 anyway - you can choose to give more money once they've sent you the download link. I paid $10 straight away (after the first bundle, I was sure I'd like at least one of these; also some went to charity) - I've already upped it to $20 for the whole bundle after starting the first game (Braid). As, once charity donations are taken into account, that's less than $4 per game - I may well up it again if I really like one of the others.

      --
      If I have nothing to hide, you have no reason to search me
    30. Re:more demos by dangitman · · Score: 1

      I buy a *lot* of indie games.

      Then you are pretty obviously not a typical game consumer, so your experience is not really relevant to the argument.

      --
      ... and then they built the supercollider.
    31. Re:more demos by vegiVamp · · Score: 1

      Almost makes me wish you lot would take over again :-p

      --
      What a depressingly stupid machine.
  3. Ob by Hognoxious · · Score: 2

    But it's clear they're somewhat of a double-edged sword.

    Does it give a strength bonus, an extra attack, or +D3 hit points?

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    1. Re:Ob by ocdscouter · · Score: 1

      You know what they say: Understanding is a three-edged sword.

    2. Re:Ob by martinux · · Score: 1

      Only the Vorlons and J.M. Straczynski say that.

    3. Re:Ob by ocdscouter · · Score: 1

      Fair enough. (Though John Sheridan did say it as well, as I recall.)

  4. Well, from personal experience... by RsG · · Score: 5, Interesting

    I've bought quite a few indie games off of steam and a couple of older titles off of GOG, all of them for less than twenty bucks a pop, and in most cases I feel I got my money's worth. I don't think I'd have bought most of them at triple-A retail prices, not because I'm a cheapskate, but because the games in question aren't valuable enough to me to justify the higher price tag.

    I should also point out that most high profile games don't meet my criteria for the higher price tag either. Of the games I've bought this year, I can only think of two that were worth paying sixty at launch. For everything else, I've waited until the price dropped, or it went on sale. I don't think that the average gamer decides what a fair price ought to be based on what the average price is; we balance how many hours of entertainment we're going to get out of a game, and then decide what we think of as a good price for those hours. I've certainly felt ripped off in the past, buying a game at launch only to find it's only good for a few hours of play, hence my current purchasing habits.

    Worrying about price erosion seems like looking at the problem backwards. Make a game worth charging sixty bucks for, and you'll sell it for sixty. Make it worth forty, and you might sell copies at sixty, but many gamers will wait for the price to come down before they buy. And the days of a game only being on the store shelves for a month before being taken down are rapidly vanishing, along with the shelves and the brick-and-mortar stores that house them.

    --
    Erotic is when you use a feather. Exotic is when you use the whole chicken.
    1. Re:Well, from personal experience... by Gaygirlie · · Score: 2

      I should also point out that most high profile games don't meet my criteria for the higher price tag either. Of the games I've bought this year, I can only think of two that were worth paying sixty at launch. For everything else, I've waited until the price dropped, or it went on sale. I don't think that the average gamer decides what a fair price ought to be based on what the average price is; we balance how many hours of entertainment we're going to get out of a game, and then decide what we think of as a good price for those hours. I've certainly felt ripped off in the past, buying a game at launch only to find it's only good for a few hours of play, hence my current purchasing habits.

      I quite have to agree with you. I personally wait for games to be on sale in Steam, then I check Gamespot for reviews of them before I decide whether it looks like it's worth the money or not. If it's short, really buggy, or really shallow I just simply won't buy it, no matter how cheap it is. On the other hand I don't buy games at launch anyways, I always wait for the price to come down to a spot where I feel it's worth it. Like for example I got Batman: Arkham Asylum for 17 euros on Steam when it was on sale; it was a damn good game and one of my favorites now, but even then I still wouldn't have paid much more for it. For me around 20 euros is the max I am willing to pay for a game, no matter what the average is.

    2. Re:Well, from personal experience... by ShakaUVM · · Score: 1

      >>because the games in question aren't valuable enough to me to justify the higher price tag.

      It's true. I felt ripped off by Halo: Reach's $60 price tag, but then again I got a $20 gift certificate to Best Buy when I bought it, so I felt that price was more fair.

      Likewise, I waited for Front Mission Evolved to drop to $20 new (which took all of a month... the game sold so badly they still had preorder cards to give out with it) - which was a fair price for a game that was all "Pro: giant robot combat, Con: writing makes you want to stab your ears out so you don't have to listen to it any more."

      The thing about the indy games is that I'll take a chance on them at the 5$ price point, but I won't for much larger. I know what I'm getting when I order a Halo or a Front Mission or whatever - I have absolutely no idea if a puzzle game about a mermaid (Aquaria) is even remotely something I'd consider playing.

    3. Re:Well, from personal experience... by Monkeedude1212 · · Score: 1

      Your post reminds me of an Obligatory bash Quote.

    4. Re:Well, from personal experience... by Anonymous Coward · · Score: 0

      "not because I'm a cheapskate, but because the games in question aren't valuable enough to me to justify the higher price tag."

      I don't know what definition of "cheapskate" you are using, but the one I'm using says that you are, in fact a cheapskate. The thing is, despite the negative connotations, there's nothing *wrong* with being a cheapskate: you decide how much something is worth to you, and then only purchase that something if it is priced at or below that value.

  5. Blah blah blah by RocketRabbit · · Score: 5, Informative

    An indie developer studio can charge $5-15 per game and most of the cash goes to the people who made it. A traditional big studio game sells for $50 and maybe ten cents goes to the developers. The rest goes to a faceless corp that is manned by MBas who hate games anyway.

    1. Re:Blah blah blah by Opportunist · · Score: 2, Interesting

      Guess the message to devs is "cut the slack, keep the dough".

      Now only musicians have to catch on.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Blah blah blah by AstrumPreliator · · Score: 1

      The rest goes to a faceless corp that is manned by MBas who hate games anyway.

      Oh no, they love games because they can make a lot of money off of them. Just look at the relatively recent DLC trend which is massively overpriced. Oh perhaps dedicated server binaries for PC games which as far as I've read (feel free to correct me) must be licensed by game server providers. The binaries aren't released publicly (CoD, BFBC2). Or even things you only get if you buy the game first hand but if you buy it second hand you have to pay extra to get those things (if you want them).

      Let's see what they come up with next.

    3. Re:Blah blah blah by thetoadwarrior · · Score: 1

      That's not really true. The $50 pays the wages and rents for the shop, publisher and developer. It pays to manufacture the game, to ship it and to advertise it.

      This idea that the lowly developer gets virtually nothing and everything else goes to a guy that looks like the monopoly guy is past its due date.

      That and a lot of developers certainly aren't starving. If it's so bad they can man up and do it on their own like others.

    4. Re:Blah blah blah by brit74 · · Score: 1

      An indie developer studio can charge $5-15 per game and most of the cash goes to the people who made it. A traditional big studio game sells for $50 and maybe ten cents goes to the developers. The rest goes to a faceless corp that is manned by MBas who hate games anyway.

      Do you have a source for that? I'm just thinking the "maybe ten cents goes to the developers" is more of a rash assumption based on lack of knowledge and the belief that the suits always take 99%. It's been a while since I examined big-budget game pricing, but I think the numbers were something like this: the store (e.g. BestBuy) takes 50% of the sales money (e.g. you buy a game for $50, and BestBuy keeps $25). The publisher takes some money and also spends money on advertising (which can get pricey, I think I remember advertising on some games getting upto $200 million). The game developer ends up with something like 10% to 20% of the original sales money. The exact percentage depends on the company and how well established they are at putting out hits. My knowledge on these numbers is a few years old now, so I don't know if they're accurate anymore.

  6. Intangible product by billcopc · · Score: 3, Interesting

    We need to keep in mind that online game sales are intangible products. Sure, as a publisher you're paying a few pennies for the download, but the difference is quite negligible, whether you sell 10 copies at $50, or 100 copies at $5. People are already used to "community support", i.e. forums, so if a lower price results in a greater net profit, there's no reason not to aim for such.

    Indie games have such small user bases that the growth potential is tremendous. By selling the game at a very low price, you're effectively buying customers. If you do a good job of entertaining them, they will buy your next game. It's nearly-free publicity, which is good because at that level, the game house probably can't justify the expense of a real marketing campaign. Realistically, if you're bringing in less than six figures with your product, be it a game or app, you're better off lowering the price and considering that discount your "marketing cost", rather than paying up-front for promotion which may or may not recoup the investment. Why gamble the company when you can get rich slowly ?

    --
    -Billco, Fnarg.com
    1. Re:Intangible product by Skuto · · Score: 2

      you're better off lowering the price and considering that discount your "marketing cost"

      I think this is the key point in the article. The developers lower their games' price because it increases sales and gets them into the top x charts, which further increases sales. The lower sales price costs money to the developer. If you have more people competing for this marketing/top x position, the price gets driven down, and revenues too.

      You can compare this to traditional marketing, and I guess it's a similar proposition, with AAA titles having huge marketing budgets. There prices get driven up, so working in the other direction, but that also costs money because of less sales.

      The conclusion is: marketing games isn't easy nor is it free because it's a competitive market.

  7. Problem is... by blahplusplus · · Score: 4, Insightful

    ... indies are competing with discounted AAA games from years prior. It's hard to charge ~$20+ dollars for an indie game when you can get yesteryears hit games for the same or less.

    1. Re:Problem is... by Opportunist · · Score: 4, Insightful

      Not quite.

      You'll notice two things in indie games:

      First, the quality is going up. Way up. It gets easier and easier every day to make good content in little time. Free engines are by no means inferior to commercial ones anymore. And a fair lot of ambitioned young artists are very willing to work for little to no money on a game project so they finally have something to tack to their resume.

      And second, they cater to a completely different market. You will not find a lot of indie FPS or indie MMOs. They exist, actually, but few can go toe to toe with AAA titles. But you get a lot of puzzle games, strategy games, simulations. A market almost left bare by the main studios. Maybe it's not sought after enough for them, but that's where indies shine. These games also incidentally don't need killer graphics to be a hit. Simply because the game idea behind it makes or breaks the game, not flashy effects.

      And, bluntly, those flashy effects wear off very, very quickly. To give you an example, I still play Civ 3 and Patrician II from time to time. But when did I pick up that Battlefield 2142 the last time? I can't remember.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Problem is... by bazorg · · Score: 1

      Discounted games of yesteryear may or may not work on your current hardware+OS combination. These Indie games are getting current support from developers and feedback from other users. I say the Humble Bundle initiative has an outstanding merit in terms of consumer "education".

    3. Re:Problem is... by CrazyJim1 · · Score: 1

      Yes. There are discounted used games, and free indie games. The market says if you can get a substitute good for a lot less, you might go with it.

      When there was nothing that compared to Super Mario Bros 1, people were willing to pay 50$ for it. If Super Mario Bros 1 debuted in 2011, it wouldn't make as much money as it did in 1985. People expect more now for less money. It is just how the market works.

      I'm a video game developer myself, and I don't see anything wrong with this. I think it is a good thing. If all the games from 5+ years are available for free, the only thing people would buy would be sequels(games with more scope), or new and creative things. If the market saturates, it makes developers have to get more creative to find new genres and such.

    4. Re:Problem is... by Registered+Coward+v2 · · Score: 1

      And a fair lot of ambitioned young artists are very willing to work for little to no money on a game project so they finally have something to tack to their resume.

      That is what keeps salaries down - there is always someone willing to work cheap to gain "resume points." which means the ones building their resumes get caught in the "I can get someone cheaper" trap and eventually bemoan the amount of people willing to work for next to nothing to gain experience.

      --
      I'm a consultant - I convert gibberish into cash-flow.
    5. Re:Problem is... by Anonymous Coward · · Score: 0

      Free engines are by no means inferior to commercial ones anymore.

      Serious question here: Which free engines are you referring to?

      I'm pondering doing some game development, but my mind boggles at the idea of using MS Visual Studio like I use at work. VS seems fine for what we use it for, but to use it to write a non trivial game it seems like I would need to write a game engine from the ground up. Also, it's nowhere near free. So I'm wondering what other options I would have.

      I've run across Unity at www.unity3d.com, which looks pretty slick (I haven't tried it yet though). I'm wondering if you know of others I should look at.

    6. Re:Problem is... by Opportunist · · Score: 2

      I "suffer" from the same, you have no idea how many people want to try their hand at IT security. Hey, it's cool to "hack stuff".

      But just as with everything, you get what you pay for. And with artists, that experience means mostly that they know how to work to specs. I've had my share of "intern artists" during my time in game dev. They are usually not any "worse" than experienced artists when it comes to their ability to create graphics. But with experience comes the ability to work well to specs. A good game artist is not just an artist, he is able to create content that "fits in" with that of the others around him. And doesn't use a billion polys.

      And THAT is more a problem than their ability to use Maya or whatever is the current 3D creator of choice.

      Time and again I came across artists that can create incredibly awesome meshes, but they do not fit in with the rest. An experienced artist is not only someone who can create realistic objects, he can create objects that fit in with the rest.

      And that's something that comes with the experience of working with others. Something you just can't learn in the solitude of your basement.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:Problem is... by Opportunist · · Score: 1

      You might want to take a look at the unreal engine (or rather, the unreal development kit. It's not free as in beer, but comes at terms you can't beat. Unless you sell anything, it's free, if you finally have something to sell, the license is 99 bucks + 25% of the second 5000 bucks you make (i.e. you can keep the first 5000 bucks, then you pay 25% of the next 5000 bucks). Personally, I think it's quite fair. It's a bit more tricky than that (like, when you develop something internally but commercially, other terms apply), check out their licensing page for details.

      Let's put it that way, if you just want to get your feet wet and try your hand at it, it won't cost you.

      Someone else might have to inform you whether the U3 engine is still current, we're now using our own, which is similar but more flexible.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    8. Re:Problem is... by Whorhay · · Score: 1

      The flashy graphics thing is dead on in my opinion.

      Look at the success of Minecraft as an extreme example. Laughably bad graphics but superb gameplay so far as a giant sandbox game goes.

      WoW is/was a more moderate example. The graphics were never really great, but the art and style it delivers along with the quality of gameplay has hooked millions into subscribing.

    9. Re:Problem is... by blahplusplus · · Score: 1

      "I'm a video game developer myself, and I don't see anything wrong with this. I think it is a good thing."

      You're one of the few, it seems more and more developers and publishers are becoming insane.

    10. Re:Problem is... by Ifandbut · · Score: 1

      I also had this problem. I tried DarkBasic, XNA and a few others and had a hard enough time getting a object to render let alone implement game logic.

      I found Unity via Kotaku and messed around with it for a day and fell in love with it. I was amazed by how easy it was to do the some simple things that I could not figure out with XNA. Something as simple as making one object follow another was as simple as creating 2 primitives and assigning a a 5 line script to the follower.

      I have become distracted by the new WoW expansion but over the next week I'm going to try and build a simple tower defense game to learn the scripting better.

      You can also check into the UDK but I found Unity alot simpler to start with.

  8. $10 by Winckle · · Score: 1

    Seriously, that's the price. So many indie games try to push for $15 or $20 and there's just something in my mind that refuses to even consider it, or considers it far too steep.

    Even though rationally I can say "well it's just $5 difference" for some reason I baulk at the price.

    1. Re:$10 by krazytekn0 · · Score: 1

      I have to agree. I had serious trouble deciding to pay $12 for an indie game the other day. I was absolutely addicted to the demo and had run out of stuff to do there. But that extra $2.00 made it a much tougher decision. It's a mental game, when something is only $10.00 it's almost like not spending money to me. When it's more, I have to put it in the budget.

      --
      Not all life is cyber. Extra Income
    2. Re:$10 by Opportunist · · Score: 1

      It depends on the game, if you ask me. The next version of castle defense certainly does not warrant a price tag of 20 bucks. But a well done strategy game that is on par with the old Might&Magic series, why not?

      What it comes down to is simply, how many hours of enjoyment will I get out of it?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:$10 by Anonymous Coward · · Score: 0

      More-or-less this, but is varies slightly with different game types.

      If it is pretty much just single player, and fairly short, $10, all fine.
      If it has multiplayer offline, or is fairly long, $15.
      If it has multiplayer online, goes up to $20-25 for me.

      A lot of people get this feeling with prices. It is why some foods are so cheap too.
      You can sell significantly more things at $1 than you could at $2, way more than double despite the $1 difference, simply because $1 is seen more as throw-away change than $2 is.
      Pretty much everyone you meet on a street will have a few dollars in their pockets somewhere, and if they are hungry, might as well grab a bite, after all, it is only a dollar.
      Not a lot of people tend to think of this money stacking up over time that much.
      You hit the full dollar range, even more sales, it is almost exponentially expanding towards the axis the lower you go.

    4. Re:$10 by greylion3 · · Score: 0

      Funnily, almost ironically, your homepage points to Project Payday, "a way to make money for the average Joe".
      If you've found such a good way to make money, how come your budget is that tight?
      I guess we now know how well that method works.

      --
      Privacy begins with ..
    5. Re:$10 by Legion303 · · Score: 1

      $20-25 is actually my price point for games. But I won't pay that for some cheap Flash-based puzzler that the developer wrote over the weekend. I've spent about that much on Darwinia, Multiwinia and the truly amazing Defcon from Introversion, and I believe another $15 for the XBLA version of Darwinia. I do rarely go above this, but only for something I feel is really worth the extra outlay (e.g., X-Plane 9 with its 6 DL DVDs of Satellite imagery covering nearly the entire planet).

      For more casual games, like anything on the iphone, my price point is more like $2 with the occasional spike for something really special, like Shredder. Which I bought twice (ipod version and ipad version...thanks, broken Apple payment system).

    6. Re:$10 by drinkypoo · · Score: 1

      A good castle defense game is harder to do well than a knockoff of HoMM.

      What it comes down to is simply, how many hours of enjoyment will I get out of it?

      What it comes down to for me is how many hours went into it. Or more to the point, how many hours should have gone into it.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:$10 by Opportunist · · Score: 1

      Well, bluntly, as a customer I don't care how many hours went into it. By that logic, Duke Nukem Forever (should it ever see the light of day) would probably cost more than my current machine. I doubt that I'll get a hundred times more enjoyment out of it than any other AAA title, though.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    8. Re:$10 by drinkypoo · · Score: 1

      If more hours went into it, provided competence it will have more resale value. So both are relevant... But I expect to pay more for something that takes more to produce. I won't unless I expect to enjoy it that much more, as you say, as well.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  9. People will always pay exactly what they want by mykos · · Score: 3, Insightful

    If someone decided that Mass Effect 2 was worth $30 to them, but the publisher of Mass Effect wouldn't sell it for less than $50, then the publisher will get $0 because the customer will wait for it to come up cheap & used, not buy it at all, or pirate it.

    Publishers who suffer massively from piracy should re-think their product pricing. A customer will only pay what they want anyway.

    1. Re:People will always pay exactly what they want by Anonymous Coward · · Score: 1

      Publishers who suffer massively from piracy should re-think their product pricing.
      They should also worry about they DRM policies.

      I recently bought Prince of Persia: The Forgotten Sands from Steam for what I thought to be a very nice deal, only to be put heavily down by the game's DRM.

      I paid less than 10$ (exaclty 7.49$) for the game, but I regretted it bitterly once I started it and got the "Connection Lost" message. All that while indie game packs I bought in parallel installed seamlessly and were also quite enjoyable, while having the built-in Steam DRM or at worst a 'cd'key (for 'Plain Sight').

      The message is, as always: if your game's DRM is going to be cracked anyway (it is always cracked), why make legitimate user's lifes harder than those of who simply pirate it?

    2. Re:People will always pay exactly what they want by theantipop · · Score: 2

      I agree with you, but for sake of argument and as a former software pirate I would say most who do pirate AAA games can reason their decision at any price point.

    3. Re:People will always pay exactly what they want by Anonymous Coward · · Score: 0

      Or, the customer buys it new from the store when it goes on sale for $30 after 6-12 months. In fact, Mass Effect 2 is currently selling for $10 on Steam, after being released a year ago for $50.

      The downside is that many customers won't necessarily buy older games; if they were excited but didn't buy the game on release day because it was too expensive, they might not have the same enthusiasm later.

      Also, some of the low prices (in retail stores) is due to inventory clearing, which means the publisher gets nothing.

    4. Re:People will always pay exactly what they want by tepples · · Score: 2

      as a former software pirate I would say most who do pirate AAA games can reason their decision at any price point.

      For example, people living outside Japan pirate Mother and Mother 3 because they were never officially published outside Japan, and most gamers don't have $22 billion to buy a controlling interest in Nintendo.

  10. $60 blockbusters ??? by unity100 · · Score: 1, Insightful

    where are they ? i havent seen once since late 90s.

    1. Re:$60 blockbusters ??? by cjnichol · · Score: 3, Informative

      where are they ? i havent seen once since late 90s.

      Starcraft 2 came out this year and I think it was $60.

    2. Re:$60 blockbusters ??? by unity100 · · Score: 0

      geee .... rehash of 1998 game. even in that case, it is questionable that it busted any blocks.

    3. Re:$60 blockbusters ??? by Anonymous Coward · · Score: 0

      care to list any title that is not a rehash? It's all sequels or shooters (or both)
      either way the most hyped games from Activision land are likely to be priced at $60. CoD: Modern Warfare 2 and Black Ops, Blizzard titles (SC2, D3 when it comes out).

    4. Re:$60 blockbusters ??? by Sky+Cry · · Score: 1

      I'm playing mostly RPGs so I won't comment on the other genres. There are plenty of great games that came out in the last few years: Knights of the Old Republic, Mass Effect, Dragon Age, Oblivion, Fallout 3, Bioshock, etc. I also enjoyed Drakensang personally. Only some of them are reusing the existing worlds or gaming systems, but even then they bring a lot in comparison to the previous version. (Fallout 2 being isometric with turn based combat it's hard to compare it with Fallout 3 - plus the story, NPC, some weapons and almost everything else are new. It certainly beats playing Fallout 1 or 2 a 10th time.)

      Fallout New Vegas should be about $60 in US, perhaps even more for the collector's edition.

    5. Re:$60 blockbusters ??? by Gadget_Guy · · Score: 1

      You seem determined not to like any answer you get on this. How about Batman Arkham Asylum? That was an A-list title launched at $60.

    6. Re:$60 blockbusters ??? by Anonymous Coward · · Score: 0

      Batman? That's obviously just a rehash of the one from 1986.

    7. Re:$60 blockbusters ??? by daid303 · · Score: 1, Redundant

      I spend about the same time playing SC2 as I did playing SuperMeatBoy. Guess which was better value for my money?

      About 50% of the titles I own (not pirated titles that is) are indie games. They just seem to bring better value for money, and buying indie games gives me a better warm fuzzy feeling that I give money to people that can use it better then the large studios.

    8. Re:$60 blockbusters ??? by thetoadwarrior · · Score: 1

      You haven't bought game in awhile then have you?

    9. Re:$60 blockbusters ??? by thetoadwarrior · · Score: 1

      Well clearly that's not just a game. It's half game, half comic and half movie. Buying it means you're only paying $20 for the game.

    10. Re:$60 blockbusters ??? by SkunkPussy · · Score: 1
      --
      SURELY NOT!!!!!
    11. Re:$60 blockbusters ??? by radish · · Score: 1

      I assume you're trying to make some kind of clever point which is way above my head, but in case you're actually being serious, I point you to basically every major game of the last 5 years. The biggest blockbuster of them all is Call of Duty : Black Ops which sold at least (depending on which source you use) 5.6m copies on it's first day, and cost $60 in the US on all platforms.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    12. Re:$60 blockbusters ??? by Anonymous Coward · · Score: 0

      it is questionable that [Starcraft 2] busted any blocks.

      No, it isn't

      That it is a "rehash" is questionable, but even if accepted as true it is irrelevant, as "rehash" and "blockbuster" are in no way mutually exclusive.

      And don't try coming up with some alternate definition of "blockbuster". The term means that something was very popular and made a lot of money, and it has ALWAYS meant that.

      Starcraft 2 is a blockbuster, period. And it's only one of the many blockbuster games produced since the late 90's.

      Your comment was stupid, and you made it because you are stupid.

  11. Some people rely on sales for their entertainment by Anonymous Coward · · Score: 0

    I'm a grad student and I make what I will honestly describe as a phenomenally small amount of money. A friend of mine from college, with a real job as a developer, worked out that she pays more in taxes than I make in a year.

    I paid $5 for World of Goo when it was pay-what-you-want. Likewise I think for Braid, or I got it on a $5 sale. A couple others too. I'm not much of a gamer anymore -- I don't have the time or the, I don't know, lightness of spirit, for lack of a better term -- but I see these games as important, I paid what I could, and I do play them when I can.

    So I guess I represent erosion in both price and "excitement", since I only play games when my rather frantic schedule allows, but on the other hand I probably wouldn't buy these games at $20. I understand that's what they're worth to the developer, but I can't pay that. As far as I go, it's a sale at $5, or maaaaybe $10, or no sale at all. I'd pay more than $20 if I had the money, but I just don't. Hopefully they'd rather sell a copy at $5 than no copy at $20, but maybe that won't wind up mattering to them. Maybe they can make more money pricing at $20 forever -- and that's understandable, they have their own problems and bills to pay, but it's nice for me if they realize that some of us would like to support them but can't pay the going rate.

    It's some comfort to me that it seems like 2D Boy is pretty well-established with whatever they do next, and it's the truly up-and-coming but unknown studio that's going to price their game at $5 two or three times a year. Some gifted newcomer will hopefully always be looking to get a toehold -- I feel a bit bad for them, but it's good for my present situation, and I think the innovation is really beneficial for games in general.

    Also, didn't we go through this with the iPhone game market, like, a year ago?

  12. HIB disappointment by polymeris · · Score: 0

    I bought both Humble Bundles. I hadn't bought a commercial game in a decade when I paid $20 for the first bundle-- big mistake. Was really unimpressed. Maybe World of Goo was worth $5 or $10, but the others... Boring, no replayability, poor gameplay.
    Gish even refused to run, and support was non-existant. I then wished I had stayed with OSS games, some of which are much better, and I could have tried to solve the issue myself, at least.
    So for HIB2 I payed only $8... if I am really happy with at least one game I plan to drop more.

    If you are looking to buy one of the Bundles, I recommend you either try the demos first (which I was too lazy to do) or just pay the minimum, and later, if you like the games, add more.

    1. Re:HIB disappointment by vadim_t · · Score: 2

      The source for the games in the first HIB except for world of goo (last time I checked) was released. So go and fix it :-)

    2. Re:HIB disappointment by polymeris · · Score: 1

      Yes, you are right. But seems the problem is with the datafiles, which aren't open, I think. I tested the version from the git repositories "freegish", which comes with user-made data, and it worked. The graphics don't amount to much more than placeholders, though.

      HIB #2 isn't much better, of the 5 games only two work for me so far: precisely the two that are supposed to be in "beta": Cortex Command and Revenge of the Titans. A pity, really wanted to try Osmos.

      I guess I'll go back to OSS games and running old DOS games in emulators.

    3. Re:HIB disappointment by vadim_t · · Score: 1

      That's odd. What are you running them on, and what problems do you have?

      I have both HIBs, all the games in them work just fine on Linux. There are a couple that don't like nvidia's multimonitor support and go fullscreen across both monitors, but that's the biggest issue I found so far.

      I played Osmos yesterday, worked fine. Gish worked for me as well. Cortex Command is very disappointing btw. It looks like it could be really awesome, but it's way too buggy and it seems there's about one developer who releases a new version about once a year.

    4. Re:HIB disappointment by polymeris · · Score: 1

      Debian testing.
      My hardware isn't the newest (Dual opterons, legacy NVIDIA graphics running the propietary driver v96) but these are 2D games, not too fancy graphic requierements, I would expect.

      I have seemingly different problems but mostly related to graphics:

      Braid: "Missing required OpenGL extension"
      Machinarium: when dragging items, mouse lag of about 5 seconds.
      Osmos: No error message, upon start only see blue and white squares rotating randomly.

      Gish: Graphics seem a little odd, some menus are missing background images, but mostly character dies (I think--screen flashes red) inmediatly after starting the game (any mode).

      Also, Titans only works windowed.

      In time some of them will work, I think, I just haven't really invested time (except in Gish), but it just annoys me that commercial games run (in average) worse than many open source/free alternatives, or require more time to set up.

      I also thought Cortex Command looked promising. Haven't played enough to comment.

    5. Re:HIB disappointment by vadim_t · · Score: 1

      My best guess is that it's the legacy driver. It's probably missing some functionality that's used by SDL.

      If it's an Opteron, it sounds possible that you don't have PCI-E and are using a PCI or AGP card? If so that's really ancient these days, and it probably doesn't get a whole lot of testing.

      I've tested the games on two desktops and two laptops so far and they worked fine on all of them, but they all had new-ish graphics cards.

    6. Re:HIB disappointment by polymeris · · Score: 1

      Ok. Thanks a lot.
      Yes, I am using AGP, and an 8 year old video card. Didn't think that would matter for relatively simple games.
      In fact, I have run games that at least *look* more demanding with no problems. (e.g. Neverwinter Nights) Probably more a game-specific functionality, rather than SDL, given that other SDL-based games and apps work.
      I'll try the games on a laptop sometime, or maybe get a newer card. Would still have to be AGP.
      Thanks again.

  13. Other costs. by Dexter+Herbivore · · Score: 1

    don't have the huge burden of marketing costs associated with major developers, you don't have to pay a huge team, you don't have to box and ship your product.

    In short, there is no price erosion when your profit margin is actually higher per unit than the big publishers, even at 10% of the ticket price.

  14. Re:Very Sad. by Immostlyharmless · · Score: 4, Insightful

    Its not about that and you know it. Just today I fired up steam and bought 11 games, one indie bundle,(Pretty much solely for Crayon Physics, which I played the demo of last year where it stuck in my mind), the new monkey island installments and an older game that I wanted to reacquire. Total spent? 24 bucks.

    I'd love to play black-ops, but not at 60 bucks. I bought MW2 at that price, the last 1/3rd of the single player campaign sucked, and the multi-player was cheap radar/wall hacky/wonky death from above garbage, and don't even get me started on the console bullshit matchmaking. Just because they throw 30 million bucks into production does not guarantee them my hard earned cash either. Will I buy it and play it? Probably, once it hits 20 bucks on steam in a year or so. Or I can pick it up used at about that price for the xbox.

    Too many of us have been burned by buying something that was nothing but over-hyped crap. Apparently it's not just me who is tired of it, I'm no longer bleeding edge, I don't have to have it right when it comes out, specially if I know its something that I'll be able to buy at 1/2 price in 6 months.

  15. Overpriced.... underfun. tl:dr by Anonymous Coward · · Score: 0

    $60 blockbusters have what going for them?

    The name. Alot of stuff we've had come out in the last 5 years stops here. All they had was the name people know... And after one or two times of finding out that name means nothing anymore, that won't sell for 60 bucks.

    Graphics. Ok some of them also had awesome graphics. But graphics alone do not a fun game make. And once you've seen one awesome looking but fairly unfun game. You've seen them all. Again not worth $60

    Copy protection out the ass... Well hell that's no fun at all. And sure isn't worth $60.. Why the fuck did i buy this crap again?

    Sell now patch later... Fuck my game doesnt work till i patch it.. Great.. I'm stuck. Kinda bored. And out $60... WTF is wrong with me for buying this...

    DLC.. Ok i got a new game! And i can get the rest of it after paying more money! Damm... Caught me again..

    And it stops there... 99% of the big blockbuster games are no fun anymore. Once you buy them you play them thru just to have 'finished it'. And the next time that big name comes around promising new enhanced super awesome neato shiny graphics... You're alot less likely to fall for it again.

    The indy games have something going for them the big blockbusters havent had for a long while.... FUN! While keeping crap like drm, sell now - patch later, DLC ect... To a bare minimum..

    Fun is well worth $10... It's not worth $60 anymore given what comes with those $60 games now. And sure the name will keep it moving for awhile. But sooner or later you burn each customer enough times and they say fuck your game.. I'm not paying that. I'll go try this fun little game i heard about.

    Mainstream gaming companies seem to have adopted the business model of most other large companies.. The customer is the enemy. We gotta nail them for as much as we can before they figure out how bad we're fucking them over. Eventually they will run out of people to screw over.

    The indy companys are in a way far far behind the times. Produce a fun game that people like and sell it for a price that moves.
    Yet.. the article seems to bemoan the fact they are not fucking customers over like mainstream gaming.... Without asking themselves if they REALLY want to do that...

    I suppose if all they want is the big pile of cash in the short term. Without any long term plans to support the game company...... they're doing it wrong.

    But if they want to have a long term customer base and make a modest living the entire time.. They're doing it right.

    1. Re:Overpriced.... underfun. tl:dr by Anonymous Coward · · Score: 0

      $60 blockbusters have what going for them?

      The name. Alot of stuff we've had come out in the last 5 years stops here. All they had was the name people know... And after one or two times of finding out that name means nothing anymore, that won't sell for 60 bucks.

      Graphics. Ok some of them also had awesome graphics. But graphics alone do not a fun game make. And once you've seen one awesome looking but fairly unfun game. You've seen them all. Again not worth $60

      Copy protection out the ass... Well hell that's no fun at all. And sure isn't worth $60.. Why the fuck did i buy this crap again?

      Sell now patch later... Fuck my game doesnt work till i patch it.. Great.. I'm stuck. Kinda bored. And out $60... WTF is wrong with me for buying this...

      DLC.. Ok i got a new game! And i can get the rest of it after paying more money! Damm... Caught me again..

      And it stops there... 99% of the big blockbuster games are no fun anymore. Once you buy them you play them thru just to have 'finished it'. And the next time that big name comes around promising new enhanced super awesome neato shiny graphics... You're alot less likely to fall for it again.

      The indy games have something going for them the big blockbusters havent had for a long while.... FUN! While keeping crap like drm, sell now - patch later, DLC ect... To a bare minimum..

      Fun is well worth $10... It's not worth $60 anymore given what comes with those $60 games now. And sure the name will keep it moving for awhile. But sooner or later you burn each customer enough times and they say fuck your game.. I'm not paying that. I'll go try this fun little game i heard about.

      Mainstream gaming companies seem to have adopted the business model of most other large companies.. The customer is the enemy. We gotta nail them for as much as we can before they figure out how bad we're fucking them over. Eventually they will run out of people to screw over.

      The indy companys are in a way far far behind the times. Produce a fun game that people like and sell it for a price that moves. Yet.. the article seems to bemoan the fact they are not fucking customers over like mainstream gaming.... Without asking themselves if they REALLY want to do that...

      I suppose if all they want is the big pile of cash in the short term. Without any long term plans to support the game company...... they're doing it wrong.

      But if they want to have a long term customer base and make a modest living the entire time.. They're doing it right.

      I've heard people whining about games not being fun anymore since the 90s. Its all BS.

  16. Low prices... by Bert64 · · Score: 2

    Low prices are exactly what the gaming industry needs...
    The production costs of a game are a one-off cost, the actual media/distribution cost is trivial which means that even priced at $1 the game can be profitable with enough sales. Now if the price is low enough, more people will buy it - look at iphone games, i know plenty of people who would never bother buying full priced games but are quite happy to pay $5 or less for an iphone game.
    And of course, when the prices are low enough you squeeze the for-profit pirates out of the market (writable media costs a lot more than having thousands of copies pressed).

    At $5 it becomes a casual purchase, but at $60 it's a purchase seriously worth thinking about for most people..

    --
    http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    1. Re:Low prices... by Opportunist · · Score: 1

      It's the insane production price that forces them to charge insane per copy prices. If you have production costs that rivals that of movies, and you know that you can only sensibly sell so many copies, you have to charge enough per copy to cover that cost. And let's not forget that the CEO wants his bonus.

      Maybe the solution is rather to cut the production costs. Come to think of it, the same applies to movies. Care to tell me what warrants a multi million wage for some actor?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Low prices... by dangitman · · Score: 1

      Care to tell me what warrants a multi million wage for some actor?

      That they can pull millions of people to a movie that would otherwise be a flop?

      --
      ... and then they built the supercollider.
    3. Re:Low prices... by Opportunist · · Score: 1

      Oh yeah, definitly, Matrix would not have worked with any other actors. I mean, who can say "whoa" like Keanu. It was by no means the FX or the gimmicks.

      Gimme a break...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Low prices... by Whorhay · · Score: 1

      I believe the post you are responding to directly addressed the idea that a specific game can only sell a specific number of copies regardless of price.

      My budgeted monthly free spending allowance comes to $40. That's for me to use however I see fit, eating out for lunch, buying a snack at work, buying a book for entertainment, buying a video game etc etc. Do you see how making the starting point for a game $60 puts me out of the market for a new copy. If I ever do get that game it'll likely be a second hand sale or 5 years after it's release during an extreme sale from Steam or someone.

      The reality is that the lower the price of your product to the consumer the more sales you are likely to get. The rate at which the price to sales ratio changes probably isn't linear. And I would really think that these huge corporations have analysts for this sort of thing to research the optimal price point for their products. It may well be though that $60 is that pricepoint, and because of our unique perspective and outlook on the industry here at slashdot, we just don't fall evenly into their statistics.

    5. Re:Low prices... by dangitman · · Score: 1

      So... one film defines all the rest? Regardless, Keanu was most likely instrumental in the film's success at the box-office, poor acting not withstanding. Without him, it might have been a cult hit, but not a blockbuster.

      --
      ... and then they built the supercollider.
  17. Think back to by AHuxley · · Score: 1

    Bungie's Pathways into darkness on the Mac. http://en.wikipedia.org/wiki/Pathways_into_Darkness
    Nothing "up front pricing", "MS", "Sony", "closed systems" "DRM" ect. is holding people back anymore.
    People have the websites, codebooks, bandwidth, forums, art work, cpu, gpu, ram ect ie start making something wonderful.
    The floppy, boxes, shelf space deals, pressing cd's, magazine reviews, stalls, closed print only game press ... what are todays 'young' developers worried about?
    Find an engine with the right contract (free), code it up (free) art it up (free), add sounds (free/low cost bulk deals), music (free if skilled/a band friend?), spin up a really good press release with a few (many) thousands of US$ to get your brand out.
    As noted "Do a good job, and you can charge [more} and get [some] sales" ... sure the market is mature and more people can "code" a game now .. its not the "expensive tools" anymore, just be more creative.

    --
    Domestic spying is now "Benign Information Gathering"
    1. Re:Think back to by Confusador · · Score: 3, Insightful

      This. We've even recently pointed out how possible it is. You absolutely must be creative, though, and come up with novel gameplay that a lot of people (not necessarily including yourself) will enjoy. You will never be able to compete with the big houses on the quality of your art, but if you provide compelling gameplay people will beat a path to your door.

    2. Re:Think back to by Skuto · · Score: 4, Insightful

      >Find an engine with the right contract (free), code it up (free) art it up (free), add sounds (free/low cost bulk deals), music (free if skilled/a
      >band friend?), spin up a really good press release with a few (many) thousands of US$ to get your brand out.

      Unless you found a place for cheap slave labor, it won't be that easy. You might some people who want to do some of this for free, but getting all of them aligned and agreeing on a game is no small feat. Or maybe you're a superstar who can do all of this by him or herself. In that case, kudos.

      I'm sure the path to good indie games is filled with unfinished, directionless projects and games severely lacking in one area or another.

    3. Re:Think back to by Legion303 · · Score: 1

      "Unless you found a place for cheap slave labor, it won't be that easy. [...] Or maybe you're a superstar who can do all of this by him or herself."

      This is no longer the case. If you can make music and script a little, you can churn out games quite easily with something like Unity 3D. Whether they're any good will probably depend on how creative you are, but it really isn't hard these days at all.

    4. Re:Think back to by Legion303 · · Score: 1

      Addendum: and if you can't make music, you can bring a recorder into an empty field and record ambient sound loops for your game. Still 100% free assuming you already have something that can record.

    5. Re:Think back to by brit74 · · Score: 1

      If you can make music and script a little, you can churn out games quite easily with something like Unity 3D. Whether they're any good will probably depend on how creative you are, but it really isn't hard these days at all.

      If it were really that easy, I'm sure there would be an avalanche of great indie games - which, of course, would increase competition, driving down sales again. The reality is that you have to be head and shoulders over what other indie developers are doing. Also, there's something about the phrase "churn out games quite easily" that doesn't smell like quality.

    6. Re:Think back to by tepples · · Score: 1

      code it up (free) art it up (free)

      There aren't a lot of people skilled at both, so one of the two will probably cost.

    7. Re:Think back to by Legion303 · · Score: 1

      It is that easy, which was my point. Not necessarily quality.

  18. Apples and oranges. by LingNoi · · Score: 1

    The submitter of this summary tacked the humble bundle on this news piece horribly. In actual fact the opposable thumbs piece makes no mention of it and for good reason. It doesn't make sense within the context of lowering prices and users expectations.

    The humble bundle was pay what you want hence there is no influence from the developer putting a cheap price tag on their produce thereby cheapening other indy games. In fact the humble bundle mentions that if you bought all the games then you'd normally be paying around $60 for them. The fact that most people only paid $5 to $10 for the humble bundle has nothing to do with raising people's expectations for similarly low prices on other games.

  19. Average appreciation? by imunfair · · Score: 3, Interesting

    "When it comes to perception, a deep discount gets people playing the game that [they] wouldn't play otherwise, and I think that has both positive and negative effects," Carmel told Ars. "The negative is that if I'm willing to pay $5 but not $20, I probably don't want to play that game very much, so maybe I'm not as excited about it after I play it and maybe I drive down the average appreciation of the game.

    I very much disagree with this sentiment. Maybe he's referring to reviewer scores, but appreciation itself is not a zero sum game. If person A loves a game, and person B only enjoys it slightly - there was still more enjoyment derived than if only person A had played it...

    I love buying games at $5-10 - not only do I get ~7 for the price of a new retail game, but there isn't any urge to "get my moneys worth". If I enjoy it great - and if not I don't feel bad because it was only a couple bucks - on to the next one. That's how it should be - getting something you enjoy, not feeling pressured to play something you really don't because you paid a lot for it.

    Also from a marketing perspective I would expect to see more glowing reviews this way - people who don't care probably won't talk about your game - but there will be a few that picked it up on a whim and loved it. Those are the people who will tell their friends about the great deal/gem they found.

    1. Re:Average appreciation? by Xgamer4 · · Score: 2

      Even more than this. I actually read the article (surprise!) and, while the article calls sales a double-edged sword, nothing in there seemed to actually support that claim. The biggest claim seemed to be that lowering the price drives the average price per game down. Which is... bad, supposedly? It didn't explain how. The rest of the article talked about how lowering the price attracted more eyes and more sales, which shouldn't come as a surprise to anyone who's taken a basic econ course. It also talks briefly about how a sales chart, such as for the iPhone app store or Xbox live, can be self-sustaining. Which makes sense... but I'm not sure I see the problem. The games gets on the charts, people buy it, the game goes higher, more people buy it, after enough time has passed everyone interested has it and the game sinks off the chart. All that should show up as is a bubble in a chart of revenue.

      The other comments were how lower prices can actually generate the same, or even higher, revenue which, once again, shouldn't be a surprise to anyone who's taken a basic econ class.

      Honestly, the most interesting thing I got out of there was the comments about just how well Valve knows their market as far as price-points go. The actual argument about sales being double-edged seems... rather vacuous.

    2. Re:Average appreciation? by mrsmiggs · · Score: 1

      Steam and mainstream publishers often engage in classic skimming pricing, start and work their way down to nearly free. We're currently at the point where so many games are at pocket money prices that there seems to be little incentive for gamers to actually buy at the top end of the price range, indie games aren't driving this the mainstream publishers and distributors are, but the indie developers have very little choice but to participate else they face being priced out the market. The problem as far as I see it is that the race to the bottom starts very quickly; Super Meat Boy for instance was released on the PC at around £12 but within three months had reduced it's price to a quarter in a Steam sale to £3. Anyone who did actually buy at full price did so either because of their anticipation of the title or their good will towards indie developers, much of that goodwill could be eroded by deep discounts so soon after release, some people who purchased at full may have not even played the game yet. It's one thing to gain new customers by deep discount it's another to have people who will pay full price feel cheated.

    3. Re:Average appreciation? by drinkypoo · · Score: 1

      On the other hand, making a release that doesn't actually work (i.e. Machinarium) or which is troublesome and pisses users off (i.e. Mouse handling for Revenge of the Titans under Compiz... you have to use Window Rules to make it work right) will get you some press right away...

      (I thought Revenge of the Titans was the only game in this bundle worth playing, if you don't count Osmos, which was in the last one, so I don't count it, since I bought it in the last bundle. And then they just added the first bundle to this bundle to keep it in the news.)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Average appreciation? by canajin56 · · Score: 1

      I was going to say the same thing. It strikes me as hipster bullshit. "I'd rather have 1 person absolutely fanatically devoted to my game, than 10,000 who thought it was OK, even though I'd still have that same one person fanatically devoted!" That's just absurd. OK, if that one person is a hipster too, maybe they wouldn't still have them "Man, I liked this game when nobody liked it. Now it's too mainstream, SELLOUTS"

      --
      ASCII stupid question, get a stupid ANSI
  20. Re:Very Sad. by Skuto · · Score: 1

    >Probably, once it hits 20 bucks on steam in a year or so.

    Bobby Kotick laughs evilly at your naivety. The biggest discount MW2 ever had on steam was 10% (I think). It's still selling for 60 Euro (79 DOLLARS) even though its successor is out. Compare this to the closest competing product BF:BC2, released 4 months later, which was already discounted to 13 bucks a few days ago. That's also the discounted price for MW1, which is now 3 years old.

    Anyway, at that price, of course I picked up BF:BC2 instead, and if I really wanted MW2, 2nd hand is indeed the best option.

    You know how many times that gets you 60 bucks Kotick? ZERO.

  21. diablo 2: and lord of destruction by chronoss2010 · · Score: 0

    last game i paid 80$ for and it was a huge box loads a manuals and maps and the expansion disc. I tried diablo 2 first pirated.... i still play it.... I also play battle for wesnoth assault cube civilization 3 master of orion 2 and 3 star wars galactic battle grounds empire earth age of mythology heroes of might and magic 3 and 4 to name a few

  22. Re:Very Sad. by Anonymous Coward · · Score: 0

    am I the only one who thinks Mech Warrior 2 first, when they see Call of Duty: Modern Warfare 2 abbreviated as MW2?

    Get off my lawn.

  23. Not really by Sycraft-fu · · Score: 5, Informative

    Captain anti-corporate there doesn't know what he's talking about.

    First off, almost all games for big companies are works for hire. What that means is that the company employs the developers, designers, producers, artists, and so on to make the game. It can be as a full time or contract employee. Sometimes it is a regular salaried job (often the case for developers), sometimes it is a hourly contract (like $X/hour spent testing or something), sometimes it is a specified contract (like $Y to produce a musical score for the game). At any rate it is a very up front sort of arrangement, much of it very normal "employee works full time for employer" sort of thing.

    The next thing is that these AAA titles are MASSIVE in terms of the teams that work on them. It isn't a developer, it is a team. Take Mass Effect 2. It credits 1 lead programmer, 1 assistant lead, 26 programmers, 3 localization programmers, and 6 additional programmers. So just on the pure "coding" part of development, there were 37 people. There were also all sorts of designers, testers, artists, voice actors, and so on. So, that no one person got a millions of dollars, even though the game had a multi-million dollar budget, is unsurprising. All those salaries and contracts add up to a lot.

    Finally, as this all implies, the financial risk is assumed by the publisher. They pay people for their work, as the game is being developed. If it tanks, well the publisher is out their investment. If it succeeds, they make money. This isn't like an indy title where you put in work and hope to make money in the future and if it bombs, you get nothing for it. The people who made the game are compensated regardless of success.

    Now I'm not saying all developers are paid what they ought to be (part of the problem is there is a bit of over supply since so many people want to make games) or that the publishers don't often make a lot of money (though many of them have gone through tough times, Atari has been bleeding red ink as of late). What I am saying is it is nothing like the music industry "We pay you a tiny royalty and deduct everything from it," system. It is very much a normal "pay for work" system as most of us have for jobs.

    1. Re:Not really by Anonymous Coward · · Score: 0

      You are right, but take a look at things this way.

      Mass Effect 2 had sold around 2 million copies, right? so we'll just say $120 million in revenue ($60/copy) just for the argument. Every developer on the team made what, a $60k salary at most? Over, I don't know, say two years... so $120k.

      Take the hypothetical four-person indie team, that splits profits evenly. They get 70% off each sale on Steam or Impulse or whatnot. Also let's assume that they already had all their equipment (personal computers) and that they did everything in house. Maybe they make a huge hit (in terms of indie games) and sell 100,000 copies at an average of $10 a pop. They have now each made $175/k, and probably had more fun and personal satisfaction doing it, so they win.

      Of course that assumes that their game was awesome and didn't suck and they sold that much. But still.... that is all I have to say about that.

    2. Re:Not really by bws111 · · Score: 1

      And how did they pay the rent and feed the family for the excruciatingly long time between starting development and making enough sales to cover those expenses? Many (probably most) people would gladly take $120K (or even $60K) vs $175K if it meant they weren't starving and homeless.

    3. Re:Not really by RocketRabbit · · Score: 1

      Firstly, I am not anti-corporation. I am in favor of business.

      What I am against is your kind of thinking, as it is what has enabled countless me-too games to gue the market these past decades. It is the same kind of thinking that makes shitty movies and shitty music.

      For many developers, making a successful game on one's own time and budget, and keeping the dough, is becoming more reasonable. Sure, being a kept hen, pecking at the keyboard day in and day out, might be some people's idea of a career, but other people want to be self made, or at least give it a decent whirl before they decide to join a software sweatshop. Other people want to escape the drum-beat corporate software gulags that seem to pass for normal these days.

  24. It is simple. by masterwit · · Score: 1

    They are the app provider for the pc world. Apps take less money and commitment, but provide satisfaction none-the-less.

    I see and era emerging of apps and blockbusters...quality existing on both sides when necessary.

    Argue with me, tell me there isn't a niche for both?

    --
    We should start a new Slashdot and return control to the geeks. It actually wouldn't be that hard to get some users to
  25. Worth a try by lennier1 · · Score: 1

    Still has some interesting things to offer.
    I was interested in Machinarium anyway.
    Although World of Goo is unplayable (graphics error causes my displays to flash like strobe lamps). Disappointing, considering dual-monitor setups are common enough to warrant including it during the test phase.

    1. Re:Worth a try by drinkypoo · · Score: 1

      I use a program called "disper" to toggle between single and dual-monitor. Amusingly, after I have toggled to single and back to dual again some programs seem to know I have two monitors and will start up full screen even if I forget to toggle. Some games, like Simcity 4 in Wine, will keep running happily (even back and forth to the map/menu screen) in "fullscreen" mode and will let you alt-tab out once you have them started from a single screen.

      I have this script bound to the "display properties" button on my Dell media keyboard via Compiz settings.


      #!/bin/sh
      #
      # toggle dual monitors with disper
      #
      disper -lv 2>&1 | grep associating && disper -d auto -e || disper -d DFP-0 -e

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  26. Is a good thing, of course. by Tei · · Score: 2

    All the games in the bundle are "old" in indie terms (even some that are unfinished!). And the bundle will have more reach than normally these games can get. So the net result is that you are selling old indie games to people that normally would have never even know these games exist (so for these people, the games are new).

    And is a lot of money!,.. for indie devs. Is very few money for a game studio, laugdable at, but for 1 dude, or 2 dudes, is a lot.

    And is not the only way to sell indie games. is a complement. So these bundles what have created is a oportunity to reach more people, and sell old indie titles *again*, and at the same time make a lot of money. So is Win-Win-Win-Win for the indie dev's.

    --

    -Woof woof woof!

    1. Re:Is a good thing, of course. by bdabautcb · · Score: 0

      I bought the Humble Bundle 2 with no knowledge of either Braid or Machinarium. I haven't played the others yet, but from those two have already gotten more than my money's worth (doubled the price I payed for Avernum 6, about $40). I still have three games to go; even if they are completely useless, which I doubt they are, I am still much happier than I was when I payed ~$100 dollars for GTA S.A. and the accompanying guide (the last time I payed retail for a game, circa six years ago). Thank you indie devs. Also, Commander Keen being available on steam brought me back to some old memories and a few hours for five dollars. All that when seeing a movie at my local cinema costs me about ten to fifteen dollars for ninety minutes of shit.

      --
      Koalas. They're telepathic. Plus, they control the weather. -Margaret
  27. the article is totally empty by darkeye · · Score: 1

    it doesn't actually examine the pricing of games - it merely lists speculations by game makers & commentators.

    what I was hoping for is a proper examination, in terms of how profitable are indie game makers based on sales, how much percentage of their revenue comes from rebates / discount sales like bundles, etc., and how these number compare to bigger companies making games (not the publishers, but the game developer companies themselves)

  28. cost less to make? by mustPushCart · · Score: 2

    um... they just cost less to make? 2-3 devs over less than a year can dish out a decent quality indie game. We dont have huge content teams, we dont spend a huge amount on marketing, we dont pay huge royalties to engine devs, we dont have a publisher to swallow up a huge %. That is just how much it costs to make.
    Proportions wise, it costs $23 mil to make a AAA title today and the average indie game costs lets say 120k to make (3 devs working for 6 months maybe) so its about what 1/200th of the cost? 1/200th of 60 is a lot less than $10 but that is because a lot of indie games simply sell a lot less.

    1. Re:cost less to make? by Skuto · · Score: 1

      Proportions wise, it costs $23 mil to make a AAA title today and the average indie game costs lets say 120k to make (3 devs working for 6 months maybe) so its about what 1/200th of the cost? 1/200th of 60 is a lot less than $10 but that is because a lot of indie games simply sell a lot less.

      If you calculate an average effective sales price of something like 4 dollars, that means you have to sell 30k units just to recoup the costs. I'd like to see some real sales numbers but not many will reach that.

      For some real experiences, this is a nice read: http://christophermpark.blogspot.com/2010/03/q-pc-indie-game-sales-numbers.html

  29. Low prices + steam helps by JohnFluxx · · Score: 3, Interesting

    I just bought "Defence Grid" for $2 on steam. It's not much money, but I wouldn't have paid any more, and wouldn't have even bothered to pirate it. I probably won't even play, but my brother uses my steam account and he might check it out.

    My point is that $2 is a good impulse-buy price. I won't even bother to check a demo or reviews at that price. So that's $2 more than they would have gotten.

    I'd be interested in seeing their total profit binned by price.

    1. Re:Low prices + steam helps by Destructo-Bot · · Score: 2

      You should definitely play Defense Grid, it is one of the premiere games of the genre. This is one game you'd regret putting on the back-burner.

    2. Re:Low prices + steam helps by Dachannien · · Score: 1

      I agree. I've logged around 84 hours of gameplay into that game (plus the DLC), which is kind of messed up when you consider that it's "just" a tower defense game. Ahhh, raspberries....

    3. Re:Low prices + steam helps by Binestar · · Score: 1

      I've noticed that I've been taking serious looks at any game that goes on sale for 75% off (don't buy them all, but a good chunk I will) and I have serious impulse buy problems when games start hitting the $5 range. All those $5 indie bundles in steam right now are calling my name. If I hadn't bought $25 worth when steam did them one a day for a week (And thus own a good portion of the games in each bundle) I would already have plunked down a good $20/$30. I suppose when it hits $1/game it is better for steam to sell than for each individual publisher. I hope this doesn't drive indie developers out of business, but frankly, they wouldn't have gotten my business at any price higher than that!

      --
      Do you Gentoo!?
    4. Re:Low prices + steam helps by whoop · · Score: 1

      The beauty of digital distribution is the very minimal cost per item. So, they can sell the games for terribly low prices. When you produce a manual, DVD, box, etc, you lose money selling the game for $1. With Steam and the like, the developers still get something from that $1.

      Of course, it's still hard to convince some of the big publishers of this. They were offering COD4 for $14 the other day, and the lowest MW2 has been is around $35.

  30. I don't think so by thetoadwarrior · · Score: 1

    I don't think they're ruining the value of the games. I ended up only paying something like $10.00 for the humble indie bundle but considering I've bought quite a chunk of the games already for other formats (this time I'm buying for OSX) through Steam or directly from the developers I don't feel bad about being a bit of a tight wad.

    That and I gave nothing to the charities so it all went to the developers aside form a tiny sliver to help pay for the bandwidth.

  31. Article summary by Registered+Coward+v2 · · Score: 1

    Demand goes up as price decreases. There is a point where the profit is maximized by the revenue generated by the volume and the cost to produce.

    Lower prices are not necessarily bad in the long run if you can generate enough volume. By finding the right mix of pricing low enough to get the impulse buy bit not so low that the lower price doesn't generate enough incremental volume. If you can hit a sweet spot you can be quite profitable as long as you control costs. Steam gives indies a way to test the demand elasticity and price to maximize profit. Not a bad model if done right.

    Finally, if they put out good games people will be more apt to buy them which supports higher prices in the long run.

    --
    I'm a consultant - I convert gibberish into cash-flow.
  32. Re:Very Sad. by Stormwatch · · Score: 4, Insightful

    I do too, and I'm sure many do the same. It must have something to do with the fact that MechWarrior 2 is a far better, more memorable game.

  33. Price != Value by Comboman · · Score: 1

    2D Boy co-founder Ron Carmel told Ars. 'The negative is that if I'm willing to pay $5 but not $20, I probably don't want to play that game very much, so maybe I'm not as excited about it after I play it and maybe I drive down the average appreciation of the game.'"

    I expect to hear this kind of argument from the music industry ("iTunes is devaluing my music by selling for only $0.49 per song!") but I would have hoped that programmers would have a better grasp on reality. Price has little or nothing to do with the value that people place on things. There are lots of free programs/apps/web services that I value a lot more than the shrink-wrapped crap I paid a lot of money for. Since the copy cost for downloadable games is damn-near zero, the price-point that produces the most sales should be all the developer should worry about. The success of $0.99 games on Apples app store should be proof of that.

    --
    Support Right To Repair Legislation.
  34. HIB pricing is not normal business by Junior+J.+Junior+III · · Score: 1

    I can't understand this way of thinking:

    "The negative is that if I'm willing to pay $5 but not $20, I probably don't want to play that game very much, so maybe I'm not as excited about it after I play it and maybe I drive down the average appreciation of the game.'"

    I have never not wanted to play a game as much, or enjoyed something less because I paid a lesser price for it. The less something costs me, the better.

    A thing is only worth what someone is willing to pay for it. If you can find everyone who'll buy your game @$60, good for you. But after you've found all of them, common sense says that you should go back through the market and see who'll bite @45, and then again @20, etc. until you've sold as many copies as you can. Since the copies cost nearly nothing to produce compared to the cost of developing the original, the more people you can sell to, the more money you'll make, even if you are selling at a drastically reduced price toward the end of your product's long tail.

    What complicates this is piracy. If a whole lot of people would have really been willing to put down $20 on release day, but you were only selling for $60 at that time, then most of your potential market is not going to buy on release day, and may be tempted to pirate. If you can make your product available to them at a price that they find reasonable, many of them may not elect to pirate your product, and you may end up making more in total revenue than if you do the traditional $60-$40-$20-$5 phases.

    Of course, most of the HIB games have been out for a while, and were selling at more normal retail prices. What they're doing with the HIB is promotional. They're using their sale pricing to generate word of mouth interest in a few hit games that have been out for a while and have had an opportunity to make their money. They're clearly not interested in maximizing per-sale profit, but are interested in maximizing distribution. I don't think they're all that concerned about whatever revenue they generate, because they allow the purchaser to donate whatever proportion of the sale price, up to 100%, to charity if they want to. In other words, this is not a normal sale model, it's a special. It has its place, but most likely cannot be a replacement for the usual business model.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
    1. Re:HIB pricing is not normal business by drinkypoo · · Score: 1

      I think you slightly misunderstood the argument. If I'm only willing to pay $5 for a game then I'm probably less excited about it than someone who will pay $60. A bunch of reviews which say "I don't feel like I got ripped off paying $5" are arguably worth less than a few reviews saying "The best $60 I ever spent". Of course, there's a lot of territory in between a $5 game and a $60 game...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  35. The problem with reducing pricing in general... by Rutefoot · · Score: 1

    The problem with reducing pricing in general, any product or service, doesn't matter which, is that the lower you reduce a price and the more often companies do it, the perceived value of that item drops and won't recover for years. (it can take up to seven years for prices to return to what consumers perceive as “normal.” - Martin Lindstrom, Neuromarketer)

    There are two downsides and one upside to this:

    The downside: Indy developers continually discounting their product means they will never be able to get away with selling it at full price after. If they weren't careful with their pricing, ie, the discounted price being below cost (if 'cost' can even easily be determined for a digital copy of a game) they could find themselves in trouble with funding future development.

    The upside? Combined with Steam sales for big games, the discounted prices are going to devalue PC Games as a whole. You're going to see many more sales in the future since it's going to be tough to make the same money as they were used to otherwise.

    Downside, part two: Publishers that aren't PC exclusive might see this as a liability for producing games for Windows/OSX. Console game sales aren't likely to be affected (or affected very little) by the devaluation of PC game prices. It can be a smaller market, the development is more complicated and the expected price for new games is dropping. The end result is obvious.

    1. Re:The problem with reducing pricing in general... by Anonymous Coward · · Score: 0

      Duh. How about they just might sell more copies at a lower price, and thus make the same amount of PROFIT, which is all it's about in the long run?

      If there are loads of games available at under $5, I am much more likely to buy A LOT of them, every month, than I am to buy just one game at $60. (I've never bought a game for $60. I wait until about a year after it has been released and then buy it used on Ebay for under $10, normally around $5.)

  36. +1! by sgtrock · · Score: 1

    'nuff said. :)

  37. No DRM! (Price irrelevant) by Anonymous Coward · · Score: 0

    I've stopped buying games, because they are DRM encumbered. I paid $30 for the latest Humble Bundle, simply because they were offering games with no DRM. (That and yes I'm a linux user, who for some reason seem to statistically always be willing to pay more for good honest software. ;-)

  38. Re:Very Sad. by ocdscouter · · Score: 1

    Absolutely yes! I practically grew up playing Mechwarrior 2 (Mercenaries, though, so the purists may scream.) Almost makes me want to dig up the old Win98 disc so I can actually get the thing to play. It'd be nice to be reunited with my AWS-9M...

  39. Home theater PCs by tepples · · Score: 1

    One of the nice things about PC gaming is there is NO shortage of good cheap games

    There is if you're looking for games for your home theater PC. Most PC gamers don't have a home theater PC, so they mostly play single-player and online games that fit in with the model of one mouse, one keyboard, one monitor, and one desk. This causes PC game developers to concentrate on desktop PCs to the exclusion of home theater PCs, and some genres have only token offerings on the PC platform. Instead of developing HTPC games, indie developers feel they have to release an unrelated single-player or online PC game, use the money from that to get an office, and then use the experience and office to get a console license to make the game they wanted to make in the first place.

    1. Re:Home theater PCs by hairyfeet · · Score: 1

      That is because you are talking a niche that if you are really really lucky is 1% of the total market. That is like saying "they really don't make games for those of us that like laserdisc games anymore". Because just like laserdisc games you are talking about a very tiny niche market, that in the case of split screen gaming was biggest during the days of SNES and Genesis and simply died off. But even then there is NO reason whatsoever a developer has to do as you say, when they could just make the game directly and sell it to their target audience. You can advertise on the sites dedicated to HTPCs (of which there are plenty) and unlike consoles simply make your case straight to the people.

      But I think the REAL reason that genre died off is that simply isn't the way most people game anymore. When I was a teen to early 20s sure, me and my buds would get together for some split screen gaming goodness. Now none of us have the time for that anymore, hell we are lucky if we can schedule a time we can meet online for a little fragfest. That that DO occasionally get the time have to deal with the fact that they don't have time to practice, which is why you have the rise of simplistic 'party games" like the Wii party games as well as stuff like Rock Band, where on lower difficulties my grandma could do it.

      So I'm really sorry if that is your niche, but like I said for the public at large that niche is about as dead as laserdisc. But even though it is dead a developer could still make and sell games for the HTPC crowd, they would just have to accept that unless they made a game as addictive as world of goo they would be lucky to make more than beer money. Sorry.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    2. Re:Home theater PCs by tepples · · Score: 1

      You can advertise on the sites dedicated to HTPCs (of which there are plenty) and unlike consoles simply make your case straight to the people.

      Buying ad space on HTPC enthusiast sites is an interesting idea that no one has suggested before. Do you think it might actually work?

      But I think the REAL reason that genre died off is that simply isn't the way most people game anymore.

      Most people aren't of the age where they have to stick to E and E10+ rated games, yet E and E10+ games continue to be made.

    3. Re:Home theater PCs by hairyfeet · · Score: 1

      As for the ads, I don't see why it wouldn't work. You are going to a site dedicated to HTPCs, and that IS your target audience. I'm into CPUs and frankensteining boxes, and I have bought from ads I ran across on sites dedicated to my hobby. Why wouldn't you arget your audience? It just makes good business sense.

      As for the E rated games? That is simple....grandma. You don't want grandma hearing cuss words every three minutes, or playing slap the ho. And there are plenty out there that simply don't like violence and would rather just play a game than deal with it. My youngest is 16 and is allowed to play any game he wants, yet both he and his 18 year old brother never cared for violence, they say there is enough violence in the world and seeing a character bleed just takes the fun out of it for them.

      But I STILL say the reason your genre isn't popular anymore is simply a time factor. Our lives are simply much faster and we don't get the time to sit around with controllers in our hands. The Wii party games are popular precisely for that reason, as the controls are inaccurate enough and the movements so silly it is the modern equivalent of Srabble, something everyone can just "pick up and play" without really need to practice like in say a FPS. Make your game, advertise on the sites dedicated to the device you want it played on (in this case HTPC) and most importantly make it EASY to pick up, either by design or by changeable skill levels. Then I don't see why you can't make a living doing what you love. Sometimes it really IS just that simple.

      --
      ACs don't waste your time replying, your posts are never seen by me.
  40. Secure office and console devkit by tepples · · Score: 1

    don't have the huge burden of marketing costs associated with major developers

    But for games in genres not traditionally associated with PCs, indie game developers still have the cost of leasing a secure office in which to put the console devkit.

  41. You starve today so I can get rich tomorrow by Rogerborg · · Score: 1

    I think that's pretty much the nub of that argument. Devs don't sell games at $5 because they want to - it's because they've got no other choice.

    --
    If you were blocking sigs, you wouldn't have to read this.
  42. Then what instead of iPod touch? by tepples · · Score: 1

    I would never buy any Apple stuff.

    Then what handheld video game system would you buy? I can think of six handheld gaming platforms, each with a drawback: Nintendo DS (unfriendly to indie devs), PSP (also unfriendly to indie devs), iPod touch (made by Apple so that's out), Android on mobile phones (mandatory cellular data plan), Android on Archos devices (AppsLib has only a token selection), and Pandora (not enough units in existence because manufacturing capacity comes nowhere near meeting demand).

    1. Re:Then what instead of iPod touch? by DryGrian · · Score: 1

      Android on mobile phones (mandatory cellular data plan)

      Not quite... I had a G1 with a deactivated SIM card in it that I used for games, WiFi access, and the ability to sync my Google Calendar with my pocket. I don't know if I'd call it a 'handheld gaming platform', but there were tower defense games aplenty, and I remember a few FPS's and strategy/RPG games that weren't too bad, either.

      (I used a TracFone to actually make and receive calls and texts.)

      --
      For optimal comment enjoyment, take red pill now.
  43. Boycott publishers of disappointing games by tepples · · Score: 1

    Person is disappointed in game, but tough shit - their money is already spent.

    You mean tough shit for the publisher as the end user doesn't buy more games from that publisher. After the disappointment of Animal Crossing 3 for Wii, which brought next to no significant new features compared to Animal Crossing: Wild World for DS other than a strip mall and voice chat and specifically lacked 2-player split screen or multiple towns on one console, I haven't bought any more Wii games.

    1. Re:Boycott publishers of disappointing games by dangitman · · Score: 1

      You mean tough shit for the publisher as the end user doesn't buy more games from that publisher.

      Tough shit for the publisher? They are laughing all the way to the bank on the proceeds of the game you just bought from them.

      I haven't bought any more Wii games.

      This proves my point entirely. You bought Wii games!!!! The reason that you bought Wii games is that you didn't get a demo to show how shit they are. Also, you bought a Wii based on hype, not realizing how shitty Wii games are.

      --
      ... and then they built the supercollider.
  44. Re:Very Sad. by Warma · · Score: 1

    Mod parent up please.

    I wish more games had the kind of encyclopedia/holodeck that provided information on the game world and history. I know that it's from the RPG, but it was still huge for me, and made a great game even better.

  45. So Linux users don't pay for games? by atomicxblue · · Score: 2

    Isn't that one of the major things that game publishers say as a reason why they don't program for Linux? The average Linux user is paying over twice what the Windows users pay. (Myself, I paid $15, meaning that I have now bought World of Goo three times, but I care more about giving to the charities.) Sorta shoots that argument in the foot doesn't it?

  46. Residuals by tepples · · Score: 1

    We need to keep in mind that online game sales are intangible products. Sure, as a publisher you're paying a few pennies for the download, but the difference is quite negligible, whether you sell 10 copies at $50, or 100 copies at $5.

    Not necessarily. The game may be based on an underlying work or setting that is licensed under terms requiring a fixed royalty per copy, as opposed to one purely based on an up-front buyout or a percentage.

  47. Indies own some genres; majors own others by tepples · · Score: 1

    You will not find a lot of indie FPS or indie MMOs. They exist, actually, but few can go toe to toe with AAA titles. But you get a lot of puzzle games, strategy games, simulations. A market almost left bare by the main studios. Maybe it's not sought after enough for them, but that's where indies shine.

    True, indies have some genres to themselves, but the major labels have the market for other genres sewn up due to hardware differences between PCs and consoles. Consoles have screens big enough for several players to fit around; desktop PCs don't. A four-player game like Bomberman wouldn't work well on a PC, and the nontraditional business structures of many indie developers don't mesh with console makers' expectations.

  48. Emulation by tepples · · Score: 1

    Discounted games of yesteryear may or may not work on your current hardware+OS combination.

    That's why some of the old games are sold inside an emulator: Namco Museum, Midway Arcade Treasures, Virtual Console, GOG.com games that run in DOSBox, etc.

  49. I see it as all good. by DeVilla · · Score: 1

    I have bought both Humble Bundles. I've paid a few times the Linux average. Both have games that I would not have bought on their own, but in the Bundle I was willing to experiment with them. In one case, I am now awaiting a sequel. I can't say any of the games I have played have been bad or that I feel any were a waste of money. I still haven' played through all of the games from the first Bundle yet, but I have experiment with them. I have tried two older games in the second bundle.

    Even with the Bundles, there are still games I will buy and at a good price because I know I like them and I want the developer to keep at it, like the Eschalon series by Basilisk.

    My goal as a customer of the Bundle is to experiment with title I otherwise might night try and to hopefully encourage indie developers who meet the Humble Bundle criteria. (Multi-platform, no-drm) Of course I believe it is also important that the Bundles have a mix of interesting games. I wouldn't but a Bundle of 4 Solitaire games and a Pacman clone. I wouldn't mind seeing Annual or Bi-annual Bundles become a reasonable replacement for the large game publishing companies. The Publishers are dead weight and a drag on the game industry.

    The only real downside for me is that I am a physical media kind of person. I'm not crazy about downloads, but the lack drm and the price help make of for it. I'd feel safer if I knew the download page would be available indefinitely. The fact that the Humble Bundle now have a backing company helps. I suppose that lack drm also helps should Humble Bundle Inc. ever go under.

  50. $500 phone vs. $230 iPod touch by tepples · · Score: 1

    I had a G1 with a deactivated SIM card in it

    If you buy the phone up front and put in a pay-as-you-go SIM, it costs twice as much as an iPod touch or an Archos product. I'm just bitter that only $500 phones, not $250 media players, have the Market. Please allow me to rephrase:

    Nintendo DS and PSP (no indie), iPod touch (made by Apple so that's out), Android on mobile phones (the device costs twice as much as the rest), Android on Archos devices (no selection on AppsLib), and Pandora (no manufacturing capacity).

  51. Game, singular. by tepples · · Score: 1

    They are laughing all the way to the bank on the proceeds of the game you just bought from them.

    Game, singular. How much profit did Nintendo make on the subsequent games that I didn't buy from them in the two years since then, such as New Super Mario Bros. Wii and Super Mario Galaxy 2? The disappointment of Animal Crossing 3 and the Wii Menu 4.2 and 4.3 updates has cost Nintendo more than one sale.

  52. Gaming for Linux by jaklumen · · Score: 1

    As atomicxblue pointed out, these Humble Indie Bundles allow Linux users to vote with their dollars, and yes, most of us are willing to pay more to have our vote be noticed. These indie developers are coding games we can play natively right out of the box. Typically, our other options are to wait for a company to release the code, use emulators for very old systems. stuff it through the Wine API (which has problems) or run a Windows virtual machine (which still has problems).