What do you think of Indiependence Day ?
Heavy sales can help get your game known though so idk
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Bunch of wannabe hipsters, but they can do whatever they want to (and I can do whatever I want to - if a developer deserves more of my money, they will get it of me by me purchasing the game at full price from Steam or from their webpage or I continue to back/purchase their products).
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80% of indie games aren't worth buying even in bundles. Please be more rebel, so I will stop buying even your bundled cheap crap :D
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This is the thing. On one side they need the money to stay afloat, but it's now become a habit to put games on sale or in bundles so close to release that people don't see the point in buying any of those at full price unless they do it specifically to support the dev.
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If you're a known indie you can sale game without going to bundles.
But how many of those indies are known?
According to GREENLIGHT page, there's 4551 greenlit items and 5995 already released items - over 10000 titles.
Can anyone name 1% (that's 100 names) of them?
Lots, if not most, of those greenlight titles MUST go to bundles to get any kind of money.
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I am perfectly aware of that. There's also the fact that, for some of them, they can't wait for the game to be known enough to pay the bills and the bundles gives them an quick influx of cash and some exposure. But it's a double-edged blade as it instantly devaluate the game for many who would never see themselves buying it anywhere near full price after it's been bundled.
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Yeah, I had that experience recently with The Music Machine. I love those type of games, and the dev's previous game The Moon Silver, so I got it day one, but then it got bundled within two weeks of release, really cheaply. Twice. I don't regret buying it, because I supported it, but it makes you think twice about buying games on release if it's not something you love and really want to support, and really, how many games qualify for that?
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It's a great idea. Unfortunately, gamers are pretty much the worst customer base of any industry and aren't satisfied unless they pay under a dollar for 50+ hours of content.
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I see the reason but the execution is poor. Such a nice parallel for indie games!
My main problem is that we are so used to buy only at -50-75% that developers noticed and the prices went up in the last few years. Now the smallest stupidest indie "pixel art" game start at 5-6 EUR, a decent flash or mobile port over 10 EUR. Maybe it is not that big of a thing at some countries, but for some of us it is still a bit steep. Especially if the gam lacks some elements or has it's flaws while past AAA games costs the same. I still buy some indie games even without sales or bundles. A select few which are really good. I woud buy more, i would be more adventurous if the prices would be lower to start with.
And i'm sorry, but selling 4-7 year old games at their original prices just to make a point? AAA titles don't really dare to try this!
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I think it is fair for publishers have the right to ask what they want for games,just as much as it is the right of the buyer to decide how much said product is worth.No matter what price point you set it at you will always have people waiting for a sale.
Hardcore gamers are usually the only one that pay full price for a game,casual gamers rarely do as that is not on the top of there to do list.Most gamers can not afford full price if they had to pay full price they in the end would end up buying less,which would be less sales.
My point is sometimes it better to sell a lot more for discount then less at full price as the install base from that may get your more sales then selling less at full price.
Fact is having sales sell shit,other wise you would not have all these sales and big sales,it tends to make you more then full price.As you might say sell 100 copies full price but on sale you sell 500 so what would be better?
In fact for me if i did not get some of the games i did on sale i would have never bought any more games by the publisher as i would have never discovered what treasures they might have had,
Like Stacking i got that on sale,then i loved it,so then i bought Psychonauts,now i want to get Brutal Legend and Costume Quest
If it was not for Stacking and loving it i might not even bothered checking out there other games..so in sense that sale turned into more sales
Same with Castle Crashers,got that loved it,so i ended up getting Batteblock...and love that also
It does not always work out to get more from the same publisher but it does make me maybe try other indie games or small publishers i might not have noticed before.
Anyhow all i am saying is sale or no sale,i think if it is a good game you will do fine selling it at full price and at sale price.The publishers are the ones that got the bundles and sales frenzy started
There are more games coming out than ever before, and games only seem to sell when they’re on sale
Duh that how it has worked for a long time,most people buy cars when they are on sale or end of year.That is how this thing works,the whole point of this the seller tries to get as much as they can for said product,buyer tries to get it for the lowest price they can.
Nobody walks into a dealership and says i want that F150 and i will give you full price for it,because i want to support ford.
That is the risk you take in selling a product if nobody is willing to pay full price and you can not take any less your going to lose no matter what,so you put it on sale to get something rather then nothing.
In the end i still think a good game will sell itself and make you money and word of mouth is better then any sale that how i discovered a lot my games by people in chat and so on saying great things i see it and buy it and love it,sometimes by more for friends and so on.
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I mostly buy at a discount or get my games through bundles. Why? Because firstly, I don't have unlimited funds, I have only so much money per month to spend on games, and when I can get them with a discount, then that's even better.
Secondly, with indie games it's always a bargain, will the game be good? Will I just waste my money on it? I'm not gonna take that risk with developers who have only one game thrown out. So no, I'm not gonna pay the full price for games from indie developers when I cannot be certain that the game will be to my liking.
As for developers which I know are prone to deliver what they promised, and I know that I'll definetly like that game, heck yes, take my money!
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There are a few games on the list that would really worth their full price, but there are some laughable ones (Witch's Yarn??) and some questionable ones ( Few games were in a bundle in last week's Humblebundle Weekly, and now they campaign for full price purchases - that's ridiculous). I love Indie games, to be honest I love them more (generally) than AAA games because of the daring crazyness some of them shows. But being "Indie" isn't enough to sell a game. You can't tax the "indie" tag on the game with 10,15€ price tags, neither the so called artistic visions you had if your game turned out to be a trainwreck. People won't play 8-15€ for games that have questionable originality or gameplay value. Plus, I'm absolutely agreeing with previous comments who said if the game constantly / repeatedly needs to be bundled to generate income, then your pricing sucks major ass.
Btw, could somebody trade me Assaassin's Creed 2 (10€) for my Culling of the Cows (11€) ? I'm feeling generous today, you don't need to pay the extra 1€.
See? THIS is the problem with lots of indie game's pricing. Even ugly, repetitive, unoriginal games are asking for 5, 10€. Uriel's Chasm: 5€, 15% + review. Legends of Persia:20€, 7% +. Legends of Dawn,20€, 15%+. According to Steam these are few games from the lowest ranked games in the indie category.
And speaking about the 10-20€ region. Wolfenstein Old Blood, Fallout 3, NV, Assassin's Creed franchise - many titles,, Hitman Games, and the list could gooo on.
If your game doesn't sell good, it's not a solution if you start a campaign for full price buying. Sit down and ask yourself (or a financial advisor, or your magic 8 ball) the question: What am I doing wrong? My game sells decently during sales, people speak happily about bundles it appear, yet noone buys it at full price. Even thought as I said that I love indie games, this campaign is just as useful as tweeting against littering while not moving one's buttocks. Raising awareness or campaigning doesn't mean you'll succeed with it on long terms.
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Dude, wait a month and buy said game Online. I've been able to keep up with everything 'New' on PS3. I think that totals to maybe forty games?
Each game costs me $20 - $40 online. Game comes, I play through it, and sell it. There is no reason to keep all of your games. Sell them back for $15 - $35 and get another game!
There is literally no good reason to keep games. If you look at your Steam library of 100+ games and realize how little you touch most of it, feel assured that you can enjoy console gaming.
...I've never tried Game Rental services but I recently started doing the PS3 game stream service. $20 a month or something for 200 different games. Pretty good tbh.
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I've little clue what the end of that comment has to do with my post but...
You're an idiot to trade in games for 'store credit'. Sell your games on Amazon or eBay. That is where you get a decent amount of money. I don't exactly mean to be offensive towards you, but trading in anything to a store that has a Gamestop-esque trade-in is the dumbest move to do. You get $5, Gamestop then resells that game for $35.
The digital market on games is usually stupid. Especially for consoles. I would never pay $40 for a low budget 3D weeboo RPG. But, if I go online, I can buy a copy for $25. By buying those games and then selling them, a back-and-forth dialogue can be created with a popular seller.
My relationship with an online retailer allows me to purchase 2 games for $40/$50 and sell them back for $20/$35 the next month. All they ask of me is to not ruin the products, which I have never done in my life, and continue giving them feedback. It's a major win-win situation because they get to become more popular and I end up paying ~$25 for each game.
I've attempted a few RPGmaker projects and the main issue I've found is that there are plenty of people who have made a project - but that single project took an obscene amount of time in comparison of its quality. Coders aren't practicing on how they can speed up the process.
'Mappers' consider themselves to be fundamental to any project and attempt to enter every project. Mapping isn't a skill.
Artists like the idea of making a game, but many are unfamiliar with criticism and style shifting.
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We wait for sales because of the stupid indie devs that put their games in bundles. Why should we pay $10 for an indie game when it will be avaiable for ~$0.1 soon?
I've stopped buying indiegames on steam because I was tired of supporting said devs to see they fuck with game's price selling it in a bundle.
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Looks like it is the dev's issue for not making a game that is worth full price. Have you seen the amount of crap produced by Indies? I'm not going to spend $ on some mediocre pixel lightfest.
I've been burned enough by devs 'supporting themselves'. If you aren't a company, then you aren't a team. And if you aren't a team, you aren't TEAM TALENT.
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Anyway amazing "Broforce", best game for 4 July, has 33% discount on Steam. MERICA!
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Sad but true, I've occasionally resorted to trying out certain games elsewhere before buying them on Steam.
Pre-refund policy of course.
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Yep.
Hopefully it'll force the worse devs into a rethink.
But I have a feeling we'll just see those devs' games hitting bundles faster than ever.
Can't get a refund from a bundle key.
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Depends on the 'Full Price'. It's not like coughing up 1.000.000 keys for a digital product costs that much more than 100.000 keys.
Yet 1.000.000 times 10 dollar is still more turnaround than 100.000 times 40-50 dollars.
That also means the game must be worth it... and lets face it, we've seen enough 'Angry Bird clones' to know those are few....
OTOH, if an indie developer kicks out something qualitative in the order of Witcher 3, than by all means, worth its price in gold.
So it really all depends on the game and how high that 'Full Price' is.
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Does paying full price for an early access game which never gets finished, or the dev pretends it is because they're using the cash to fund their new project / alcoholism / whatever - seem fair?
Indie devs should look to those among their own ranks who think nothing of stiffing customers, before bleating about not being able to sell a flash game / mobile port for 10 times the original price on Steam.
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Games are worth what the market is willing to pay for them.
Just because you and a couple of mates put together some sort of "me too" voxel-based, open-world, zombie-evading, craft-eriffic, procedurally-generated wankfest doesn't mean it's worth my money or support. There are many gems available from Indie developers, but there is also a morass of absolute trash, and Greenlight only lends its sizeable axe to this overwhelming triumph of quantity over quality.
Concentrate on making games, and the market and reviewers will decide whether they are worth full price, or whether the value proposition only stands up with a discount applied.
For the record, nobody at Atomic Towers celebrated Indiependence Day in any way, shape or form. Bah humbug...
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I wouldn't say I have a manipulated view on prices of video games of today, as some people are saying is a possibility for most buyers. I still say the average replayable game e.g. Drake's Uncharted, I would pay max. $30, as it used to be. I don't know WHEN the usual prices went up to $50/$60 but I know that it went up alongside the PS3/Xbox 360 generation of video games. I'm pretty sure they implemented the higher prices almost like an experiment to see if people would pay more.
For a game that has about 1-3 hours of gameplay? Max $5. If you want to get smart-assy, let's say Drake's Uncharted took me 15 hours to beat and 1-3 hour game costs about $5. Maximum of 15 hours I got out of that single playthrough of the game as opposed to the 1-3 hour game would be 'worth' $25(3 hours X 5 = 15 hours, with $5 being the 'cost' for every 3 hours). Overall, as I point out below because I jumped between paragraphs adding shiz in, the amount of time you get out of a game isn't the only factor, it's also dependant on replay value and how much fun you get out of the game.
This isn't even considering replay value which MANY 'AAA' games (e.g. Drake's Uncharted because Naughty Dog is fucking amazing and their games have amazing replay value) tend to have. Realistically, I wouldn't pay $5 dollars for about 3 hours of gameplay but the issue is generally about how much time you get out of the game AND how much 'fun' is gained within those hours. I may pay $50 dollars for CoD:BO but... Am I getting $50 worth of fun and hours out of the game? Replay value comes into play here because if you replay a game, you probably like it or have a reason to replay it. Most of the AAA games have some kind of way to give you several reasons to play e.g. Sidequests, collectibles, etc.
The indie games that you tend to see on Steam are generally about 1-3 hours of fun that is pushed into a linear or not varied format e.g. Horror game that is literally walking along a linear path that is filled with jump scares. The opposite is generally the case for most of the indie games because most of them don't have much replay value other than for specific people... Which kind of makes it like a special club. I recently got Pixel Piracy and... The game gets boring VERY quickly. That being said, poor example because I don't think it's finished. FTL is another example because the game actually has very little replay value other than doing the same thing over and over again to finished the game(which is very hard unless you practice a lot, I have yet to beat it but I haven't played in ages, so 'catching up' would be required) or get other ships/ship start kits. Once again, sort of a poor example because it's a rogue-like but variety would be nice.
So... I wouldn't want to buy most of the indie games on Steam for full price, and that includes those god damn RPGMaker games. AAA games are AAA for a reason. They have bigger budgets, more work is put into them, they have WAY more content than some quickly put together RPGMaker games that lasts no more than 5-10 hours and overall they are just better.
I've never even fully understood the whole 'Support indies in the Indie vs. AAA market wars! It makes you a good person!' It's not like every corporation out there is evil and shit. AAA games can go to shit but overall they provide a whole lot more than those horrible excuses for 'games' that indie devs put out and then get offended when you ask for more than the minimum work put into it. No, making a game with a few hours of content in a sort-of-polished game isn' 'good'... It's 'meh'.
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Also, while on the topic of 'supporting indie devs'... Why is bundling even a thing? I mean, it seems VERY counter-productive. In some cases it could be good but... It's a pretty stupid idea.
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I understand how pricing works but getting several games for $1.10 isn't productive.
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Yeah, I got the gist of the article but the article doesn't give any actual proof. Bundles aren't popular or big-sellers at all and 1 million sales of a bundle might just be approx. $1-2 million which isn't a lot if you want a good game.
So, basically bundle your junk.
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Fair enough. I still see it as selling off what is considered 'junk' for a low price because it is essentially unsellable. At least, that's how I see most of the games on humbebundle.
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Not at all. PS2 games weren't as over-priced as that here in Canada. The average you'd find is about 30-40, max.
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Well, then maybe Canada was lucky.
I remember big names (right now I remember Diablo, Heroes 3 or Baldurs Gate) costing around $50 here (depending on exchange rates), in Poland -and that was time when lots of publishers were fighting hard to sell more games cheaper, so B-class games were for like $20.
And same in USA, where big names (like Street Fighter) could cost even more than $50.
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I honestly have no idea where those numbers are coming from. I never remember prices being any more than 40, at most, for games.
Maybe I got the systems too late but I got the PS1 at around... 2000ish? PS2 maybe a little later. Still, never paid a lot for games compared to now.
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I'm not 'taring' all indie devs. I'm 'taring' the ones that ARE bad.
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Welcome to economics. If it bothers you, just jack up the price of your game and then put it on perpetual "sale" at whatever you actually wanted to sell it for and watch the suckers snap up the "bargain". Pretty much every single retailer does it.
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Description from website
"There are more games coming out than ever before, and games only seem to sell when they’re on sale. Players have been conditioned, through bundles and mega-sales, not to pay full price. None of this is a surprise. And although money isn’t the primary motivating factor for a lot of us, if the dynamics of the industry don’t change, indie games will become an unsustainable model. Indie games have been such a source of creativity and originality over the last 10 years, and we want to keep them going!
To bring some awareness of this to players, a group of indies have decided to come together on July 4 (Indiependence Day) and NOT put our games on sale. We encourage fans of indie games to support their favorite developers by buying their games at full price. If you bought a game on sale and wound up really loving it, perhaps buy a copy at full price and gift it to a friend. Or pick up that game that’s been on your wishlist for a long time. (Steam’s new refund policy makes that a lot less risky!) Whatever your platform of choice, we’d love your support."
http://indiependenceday.org/
The creator of Indiependence Day's views on indie pricing in (lengthy) blog post
http://dan-adelman.com/post/112239049886/on-indie-game-pricing
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