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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.'"

33 of 188 comments (clear)

  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. 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 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.
    2. Re:more demos by somersault · · Score: 2

      But PC gaming sector is mainly Farmville anyway

      FTFY :)

      --
      which is totally what she said
  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."
  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.

  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.
  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 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.
  8. 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 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.

    2. 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.

  9. 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.

  10. 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.

  11. 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!
  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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!

  17. 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.

  18. 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.

  19. 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 :-)

  20. 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.

  21. 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?