Pay What You Want — a Sustainable Business Model?
revealingheart writes "As 2010 comes to a close, it could be remembered as the year pay-what-you-want pricing reached the mainstream. Along with the two Humble Indie Bundles, YAWMA offer a game and music bundle, and Rock, Paper and Shotgun reports on the curiously named Bundle of Wrong, made to help fund a developer who contracted pneumonia. More examples include when Reddit briefly let their users donate an amount of their choosing for upgraded accounts when they were having financial difficulties; the Indie Music Cancer Drive launched Songs for the Cure for cancer research; and Mavaru launched an online store where users can buy albums for any amount. Can pay-what-you-want become a sustainable mainstream business model? Or is it destined to be a continued experiment for smaller groups?"
Humble Bundle is a success because of the publicity it gets. It gives them lots of sales, but the same model doesn't work without the publicity and if there would not be nothing special about it, well they would get all the reporting from gaming websites and sites like slashdot. Remember that if user pays $5, it's less than $1 per game. The normal prices were at least $20.
I recently put a bunch of stuff that I don't want/need in the hallway with a sign asking for people to take what they want, but to leave any amount of cash under my door if they wanted to. One guy stopped by to give me $5 for my camping stove. No one else left anything. Oh well.
Someone flopped a steamer in the gene pool.
n/t
The future of business models seems to be written on the wall. Guilt your customers into paying more than they have to. Create artificial value by convincing them that paying more supports a fight against a common enemy. You have to invent those common enemies first, of course. "Big content" or whatever.
How are you going to compete when your competitor can take your product for $0 and sell a value-added product for $10 ?
It's a great bargaining power to have with your customers. Pay us or else...
In Vienna we have a pakistani Restaurant called the "Deewam", which is basically "eat as much as you want - pay as much as you want". Seems to work, it's well-frequented (mostly by students for obvious reasons) and it's been there for quite a few years. Maybe it's because you have to pay an actual person and look him/her in the eye. As most people don't want to look like assholes, they pay adequate prices.
pledgemusic.com - this is an alternative business model. kickstarter.com - this is an alternative business starter model.
however for software, the model is radically different. once you're into "self-funding", the next version, once completed, is almost pure profit thanks to the internet. there's no "physical goods" to produce. if it's data, it can be hosted, and it can be distributed for virtually nothing.
so under these circumstances, "pay what you like" actually makes sense.
and, remember also, you can always put advertising onto the "pay" page, which can, in certain circumstances, earn you more than you could for the data-based products being sold! there are plenty of sites which give you 10-step guides on how to do this... but as always, you always need to begin with that niche "good idea" in the first place...
I've just done this with the book Modern Perl. Rather than punishing paying customers with DRM or trying to track down and stop copyright infringement, my publisher gives away electronic versions for free and asks readers to spread them to other people, to write reviews, and to consider donating a reasonable value for the information.
So far I've earned more money more quickly than I would have with the traditional publishing model.
how to invest, a novice's guide
If you can provide customers with a service they actually want and benefit from, and which is of a reasonable level of quality, a subscription model is a lot more sustainable. I would like to see some free software multiplayer games in which the business model is based on subscriptions; not wrenching fees out of people the way a lot of MMOs do right now, but providing a multiplay server that is so good (in terms of policies, uptime, etc.) that people will pay to use it. Gamers would still be free to play on other servers, no-cost or subscription based, and the companies that run subscription servers would be competing to see who could provide the best experience.
Of course, the subscription model cannot work everywhere, but I would say it is probably more sustainable in the long-term than a pay-what-you-want model, at least given our current society (the one based on greed).
Palm trees and 8
'Can pay-what-you-want become a sustainable mainstream business model?'
Like, e.g., most churches and Greenpeace?
Great minds think alike; fools seldom differ.
Pay what you want is never a sustainable business model in a world where the customer is faceless. Once there's nothing preventing every customer from paying only $1 that's what they all will do. Currently the trends show otherwise because many people show their support or stick it to the man when paying. But long term there's nothing to motivate one person paying more than another.
To really maximise profits you need to charge what each customer will bear individually. So if the $90 price tag suits some customers, great. I won't buy a game for $90 so it's a lost sale. However if the publisher then comes along and offers me the game for a heavily discounted $45 all of a sudden they've turned a lost sale into more money in the bank. This works well in the game industry where the cost of production is a once off, and as such there's little cost added to progressively lowing the price to capture as many customers as possible.
I see this as being the future. Where I get my games a year after my compulsive gamer friends, for 1/3rd of the cost. It already works well on Steam with their bundle packs and discounts.
See, the problem is that people, as a group, are assholes. Given the option of paying what they want, they will underpay or not pay at all, even if they can afford it.
Yawn. Call me back when McDonalds, Burger King or Wendy's lets you pay what you want for a hamburger. That would be mainstream.
genuinely i go with steam for my games these days. have you seen the killer deals they offer. far cheaper then buying the cd and less drm hassle these days. as for this homebrew pack they have proven one thing. there is a market for linux has a mainstream gaming platform. in both of these experiments linux users always payed the most money. well windows of course got the most buys of course. and mac is just sad like a 1$ avg.
Humble Bundle: Coming to a torrent near you soon
reddit didn't say "pay what you want" for upgraded accounts. They said "hey, we really need some money", hinted that people might get something in return, and let them donate.
What they got was upgraded accounts, for a duration based on how much they had donated, and trophies saying that they were "charter members".
So there's a big difference there. For the Humble Indy Bundle, it's "pay what you want" and you get the same thing. For reddit, it was initially "pay what you want", with no indication as to what you were getting, and what you paid affected what you got.
http://www.humblebundle.com/
$1,710,374.77
I can't quite hear you over how wrong and haughty you sound, what now?
The HIB earned each of the game makers about $100k.
On top of anything they had made for the games on Steam or other methods of sales.
And then HIB2 is raking in even more money. So, it doesn't always work, but it can very efinitely work.
Either pay-as-you-go will work as a sustainable business model and become the norm, or it won't. Debates among armchair economists won't affect the outcome. If IP stakeholders start attacking pay-as-you-go with PR campaigns, lawyers, and Congressional whores, then you'll know it's definitely working.
...and only for older/"smaller" items. With anything done over digital distribution, if someone pays $0 then you are out only the cost of the bandwidth used to transfer the item in question. With older items, which have already been sold at a regular price (and hopefully recouped production costs), anything anyone pays is a bonus, because more likely than not those people would never have purchased that item. I know that I would never have purchased any of the games in HB2 myself, but when I'm able to name my own price it becomes a different factor altogether. (The charity part helped, but if I was doing it for the charity I would have just donated to one of the charities directly.)
See, people like to feel in control, some more than others. By allowing someone to name their price, they're given an extra elation in governing the world around them. Most probably use this new-found power to freeload, but others will happily pay a price that suits them. I bet that if you did a comparison of what people paid for each "name your price" item, you'd find almost no correlation to the actual stated value of that item, because at this point the value of the item is out the window and it's about what the person is "willing to give up" that states what they pay.
In some cases this actually means they will pay more than the stated value because they get a bonus--not only do they get the power of pricing in the situation, they get to "show off" with what they think is a high number, regardless if it's really a high number to them or to the seller, so long as it gives the appearance of a high amount of money relative to the item. (Think big man in nice suit walks down the street, stops at a lemonade stand, hands over a five for a 50 cent glass, and walks away with a big smirk. Kids are happy for an entirely different reason.)
Especially for products that require no upkeep (i.e. they don't maintain servers or patches or updates anymore), once the producer has reached a certain profitability on the product it's to their benefit to do a "pay what you want" model. Not only does it give the product a second life as people report "hey you can get this cheap!", it can be used to build up towards other products or otherwise garner good will towards the brand. It also gives them a better idea of what people *want* to pay for the product, as opposed to what they're willing to pay, which may change how the pricing scheme and money put into the next product are set up.
Let's just suppose that if someone finds a stunning new business model that gloriously gamelocks sharing itself, the world will rejoice.
You and AC have remarked upon one clue: there is in fact a large yet limited amount of people-time available. If, while you were not playing the game, it went somewhere else and did something, you wouldn't miss it.
Remarking on all the game closures lately, games don't get turbo-shared if they aren't popular for that point in time. Just thinking...
My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
distribution approaches zero. Other than that, you still have to cover the cost of goods sold and may never make a profit.
PWYW is just a special case of price discrimination, with the caveat that your revealed price is going to likely be below your personal utility for the product, whereas the goal of other types of price discrimination (such as car dealers) is to extract precisely your personal utility.
if it is good. it is so with any product/service. if its good, its special and it will sell.
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I think the source of the success of the Humble Indie Pack is that there aren't many deals like it. If all of a sudden we had a huge library of products we could pay what we wanted, it would lose some of its magic, and the model would begin to be a bad idea when average payment AND number of buyers fall.
At least, that is my theory.
http://it.slashdot.org/comments.pl?sid=1916240&cid=34612834
http://it.slashdot.org/comments.pl?sid=1916240&cid=34647708
http://slashdot.org/comments.pl?sid=1922942&cid=34665368
"3 strikes you're OUT..."
http://it.slashdot.org/comments.pl?sid=1916240&cid=34612834
http://it.slashdot.org/comments.pl?sid=1916240&cid=34647708
http://slashdot.org/comments.pl?sid=1922942&cid=34665368
"3 strikes you're OUT!!!"
Thank you for a comprehensive, readable explanation of the supply-and-demand model as it applies to digital (and other) sales. May this post be modded up to +5 Informative.
It could work, but only to create an initial buzz and a loyal following. But it's not sustainable as you need to set a price point to meet your financial obligations once it becomes your primary source of income.
What are you talking about?
NIN's Ghosts I-IV tiered pricing model was a huge success.
I have a business, helped my wife open hers, and had others before. A business has a monthly ongoing cost, generally salaries and bills. A project has a one-time cost. A software project can be developed as a one-time project, then consume no more financing, just eventually some additional support. So eventually that becomes another project.
The one-time cost for developing a small game project, say X dollars for developers for Y months, could find initial funding, which would be a calculated capital risk, then "humble bundle", "auction", or "sell" the program source code, with the promise to release the source if the original funding, plus X for the initial capital risk-taker, becomes available.
So if I have a small software company, our monthly costs are 100, and we can do a game in 12 months, developing the game will cost 1200. Some investor could come up with that for us to do no other profitable work for twelve months, or we can take that risk ourselves if we can find some time+money. That could all be recouped later though a sale. The risk is that we could fail to complete the project, plus it could fail to sell successfully. Somewhat difficult risks, but which can be calculated.
For smaller projects, or for doing them with more time, developers themselves can take the risk and capital costs, doing it in some fraction of their time they decide to do risk-projects, and not doing actually-paid-work to pay for their fixed monthly costs. Then releasing it as closed source, and advertising release of the source once reaching the sales amount equivalent to their time+labor+risk they invested. This would convert their risks, the potentially-earning-work-time into actually-earned-work-time, plus would release the source. Plus, they have their regular daily work, such as developing corporate databases, or whatever regular work is available. In fact, it can be done by a group of friends. Keeping in mind, of course, that potentially-earning-work is not actually-paid-work, so there is +risk, that must be always kept in account, and in mind. People always ignore the risks, justifying it with "be optimist", or "don't be negative". Risk is not a monster, it just has to be taken into account, otherwise people fight later on and there are problems. Risk is, well, risky. The risk can be reduced and become small, if there is available time, hard work, intelligence, experience, dedication, teamwork, creativity, etc.
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FairPay combines Pay What You Want (PWYW) with consequences that make it fair to sellers by giving them a complementary level of control. It works where there is a subscription or other ongoing relationship of continuing sales, by tracking how fairly each individual buyer pays over a series of transactions.
Seller protection comes from their control over when to extend such offers. For buyers who pay fairly, the seller continues to extend more FairPay offers. Buyers who do not pay fairly must expect to lose the privilege of continuing to buy on a FairPay basis, and be left to pay a conventional set price for future purchases. FairPay can drive incentive programs in which those who pay well rise above the pay wall and gain increasing levels of preference and flexibility, and those who do not pay well drop down to reduced offers -- or a hard pay wall.
Because of this feedback cycle, this FairPay process can be very powerful for an ongoing series of sales. This is especially suited to digital products/services with their low marginal cost, for example:
--Any digital subscription service, such as newspapers, magazines, music, video, or services
--Individual digital items (or bundles) from a catalog of songs/albums, videos, books/chapters, articles, etc...
--Even for non-digital items, such as an ongoing series of movie previews (much like the Freakonomics PWYW movie preview)...
The process begins with one or a few low-value items (or a short subscription trial), to test how the buyer sets prices. If the prices are reasonable, a few more items (or subscription extension) are offered. As the buyer builds a reputation for pricing fairly, more FairPay credit is extended (but never so much that there is too much risk that the buyer is done and will pay nothing for a valuable bundle). So it might better be called Pay-What-You-Think-Fair, because that is the result.
FairPay retains the flexibility and participation PWYW offers to buyers, and improves on it by letting buyers set prices after receiving and using the product/services, after they know its value. This reduces pricing risk to both buyers and sellers. At the same time, FairPay feedback processes enforce clear penalties for unfairness.
FairPay also exploits price discrimination in a mutually beneficial way, to set prices that work for buyers with different price sensitivities and value perceptions. This expands the total market and increases revenues and profits.
FairPay enables sellers to go beyond freemium, to appeal to buyers with dynamically adaptive hybrids of free and paid service.
Details are at www.teleshuttle.com/FairPay. A blog with comments and specific examples is at www.FairPayZone.com.
I think a point that has been undermentioned is this: all the games in these bundles are at the end of their life cycle. Aquaria, World of Goo, etc have all been around for years. Everyone who cares enough to know what they are and shell out cash has already done so. Aquaria already had plenty of sales, World of Goo already had a Pay What You Think is Fair sale. Their usual mini-markets have been tapped out.
So, along comes Humble Bundle. With absolutely nothing left to lose, each penny they bring in after that is a miracle penny from heaven, and every piece of publicity they bring in is someone they didn't reach before. New Players get to try the games "they'd been meaning to get around to" or had never heard of, now at a price they pick so will find fair. It's kind of like roasting up some BBQ beast, eating off all the meat you can carve, and then burying the scraps- only to find that you can get extra mushrooms to grow and eat even more off your feast.
Would you take a new game and bury it directly hoping to get mushrooms? That's doubtful. You'd want to tap your primary market first. Is the mushrooms phase likely to detract from the BBQ phase? Not too likely. People with a hankering for fresh BBQ game content probably don't want to wait around through the life cycle of the game to eat the older mushrooms. Everyone hungry to pay for delicious bacon still will- those willing to settle for mushrooms didn't really crave the BBQ experience enough to pay for it anyway.
"still couldn't pull off the Pay What You Want model"
wtf is this retarded bullshit? Radiohead's and NIN's free albums were huge fucking successes.
http://www.nme.com/news/radiohead/40444
"According to reports most fans chose to pay nothing to download the album. However, it still generated more money before it was physically released (on December 31) than the total money generated by sales of the band's previous album, 2003's 'Hail To The Thief'."
http://arstechnica.com/media/news/2009/01/free-nine-inch-nails-albums-top-2008-amazon-mp3-sales-charts.ars
"Nine Inch Nails, for one, and Trent Reznor & Co. produced the bestselling MP3 album of 2008 at Amazon.com, even though the music could be had for free."
"Oh, no, we were super successful, but think HOW MUCH MORE successful we'd have been if all those people who didn't pay had paid oh, what a failure that was, oh how sad we are."
I don't care how smart and successful a person who thinks this is, it's a stupid thing to think.