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.'"
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.
where are they ? i havent seen once since late 90s.
Starcraft 2 came out this year and I think it was $60.
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.
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.