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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.'"

10 of 188 comments (clear)

  1. 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.

  2. 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.
  3. 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.

  4. 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.
  5. 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.

  6. 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.

  7. 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.

  8. 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.
  9. 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.