What do you think of Indiependence Day ?
I love indie games...I really do. But these dumbass devs need to google the effects of sales promotion on sales volume in an extremely saturated and competitive market.
Then they need to step back and come to the harsh realization that, by and large, we as customers don't give two shits about them. We care about their product. If they put out a good product, it will sell.
Comment has been collapsed.
Harsh, but quite true. It never was easy being an artist/creator, nothing new in there. It'd be nice to appreciate everyone's work in some form, but the market doesn't work on kindness.
Although it's quite sad that most of the time you can only get widespread knowledge about your game if it is spectacularly bad, and actual nice little gems get forgotten because there cannot be enough marketing behind them.
Comment has been collapsed.
I don't think so. With the rise of the internet people will do most of your advertising for you and the saying "a good game sells itself" is truer than ever before.
Games like minecraft, terraria, prison architect, papers, please!, binding of isaac, etc etc sell quite well. None of those had particularly large advertising budgets and yet they were good so most of us know about them.
But when you make the 147th generic tower defense game and try to sell it for 10$ well I won't feel sorry for you not getting paid, I'll feel sorry for the poor guys who bought it when they could have probably found a better version online for free.
Comment has been collapsed.
Very true...and we aren't even taking into consideration the exposure that bundles create for the game.
Perfect example - I trade away any cards I get for cheap games from old bundles and sales. I can't even tell you how many gems I've found because of that. Games I'm kind of interested in but wouldn't spend full price on, but that are now favorites of mine that I regularly recommend to others.
Most recently - Retro-Pixel Castles . This game is great, but I would have never come across it had it not been in a bundle. I got it for some cards, nerded out on it for over 10 hours in 2 days, then recommended it to a friend. That friend went and purchased it for full price and is currently enjoying it.
The dev got paid full price because his/her game was previously included in a bundle.
Comment has been collapsed.
Absolutely! I'm a fan of platformers so the list might be a bit congested with that type...
Love - This game is probably my favorite. Got it from Blink in my first bundle. I've since purchased and gifted the game at least 5 times.
VVVVV - Similar situation to Love
140
bit Dungeon II
The Dream Machine
Superbrothers: Sword and Sorcery EP
Tiny and Big: Grandpa's Leftovers
Anything by Puppy Games( Titan Attacks , Ultratron
Lunye Devitsy
Kairo
Shelter
The Bridge
Hexcells series
Lyne
Two Digits
Survivors
Cave Story+
These are all games I thought looked pretty cool but wouldn't have bothered with them had it not been for bundles and sales. There are so many more(big backlog), but these are the ones I have put some time into and can genuinely recommend as personal favorites.
Comment has been collapsed.
Yeah, I looked at your library and wishlist and added a couple new games that I want to try.
One thing I noticed though...there was a disturbing lack of Love in your library/wishlist. :)
Comment has been collapsed.
They are the few examples which get famous on the word by mouth principle. For example I know a game called Dorian Gray Syndrome that is hardly known, yet it is one of the single best hidden object games ever made.
And I doubt it's the genre. After all, Binding of Isaac is just a generic rogue-like with a distinct theme. Meat Boy is a dime-a-dozen super-hard platformer that could have as easily be forgotten as many other difficult indie platformers. It seems to be more like a question of luck and the amount of streamers/YTers you know to promote you.
Comment has been collapsed.
also, being first-to-market or just being on the bandwagon helps a lot.
Meat Boy is a dime-a-dozen super-hard platformer these days. When it was released 5 years ago (at least Super Meat Boy, which was helped by a marketing push for the Xbox 360 version), that market was pretty much empty.
BInding of Isaac also appeared when rogue-lites/rogue-likes weren't such a big thing as they are now.
And for more mainstream example: There's a reason why League of Legends is still going strong 6 years in, while many a pretender to the throne has come and gone.
First to market sets the standard.
Stick too close to the standard in terms of gameplay ? Your new game is a dud.
Can't deliver close to the same level of quality as the standard ? Your new game is a dud.
If your word of mouth is "it's pretty much the same as game X" then people's response will be "alright, I'll stick with game X"
Comment has been collapsed.
You know what's most pretentious about this movement? Games like World of Goo blatantly ripping off customers. 20$ asking price? Are they out of their mind? They put it in at least 8 bundles, the regular price on Steam is 10$, even less on GOG and it's almost 7 years old. That's not how you build consumer trust and goodwill, morons.
Comment has been collapsed.
Bientôt l'été is listed as well and they(Tale of Tales) just finished telling gamers - all gamers - to go fuck themselves.
The audacity...
Comment has been collapsed.
This blog summary (and my comments):
Economy 101 means price is dictated by supply and demand
irrelevant passage about experiental goods. (no conclusion, no relevance)
competition (supply) is high.
supply is high.
demand is low (some more empty statements)
(All of the above are presented as 'complications' which are problematic according to the writer.
Welcome to the real world sucker, as consumers we love this situation. It's a buyers market.
Now comes the genius solution.)
(It would increase demand and therefore the price you can ask for it, good job Dan. You can't write for shit and you don't actually draw this conclusion buy we can see a good point here)
(I'd give a fourth grader a B+ for this piece for seemlingly nearly understanding basic economic principles)
Comment has been collapsed.
I like when something makes me laugh AND drives home a good point or two.
+1
Comment has been collapsed.
We've also been "conditioned" to accept shitty ports, shorter games and day one disasters every single damn time. Yet prices only went up.
Also, the number of rehashes, carbon copy games and cash-ins on buzzwords like retro, indie and roguelike have gone up, as have scams that crowdfund their game and then sell out to publishers.
I'm only paying them what they're worth to me and if they don't like it, there's other work they can do. Just as there are other hobbies.
Comment has been collapsed.
True.
The funny thing about the article is that while it does state that demand is low it only blames the customer for not coughing up enough money because of a lazy (?) attitude or something.
Not a word about the fact we simply have no demand for shitty ports, shorter games, day one disasters, rehashes, carbon copy games, buzzword cash-ins, flipped unity asset packs, unfinished crap that stays early access forever, games that serve only as vehicles for cashgrab DLC's, greenlight garbage pushed to steam thanks to giveaways, greenlight garbage pushed to steam with promises of free keys so you can have some steam card drops and make le profits, anything that comes with a tumor called Uplay etc.
Dan brushes over this part with something along the lines of 'oya u betta make gud game cos ppl will pay moar for gud game, also marketing also gud'
Comment has been collapsed.
There are VERY few indie games that are worth full price. Most indie games are unfinished cr*p sold for way more than it deserves even when bundled for $1 with other games.
Some are real art made by gamers for gamers. I won't deny that (i.e. I had a lot of fun with Survivor Squad, and spent a lot of hours there). But others are made just to steal money...
Comment has been collapsed.
4 Comments - Last post 16 minutes ago by MXY
11 Comments - Last post 1 hour ago by Mohamed74
47,140 Comments - Last post 2 hours ago by JMM72
8 Comments - Last post 3 hours ago by szacsoka
16,403 Comments - Last post 3 hours ago by MLD
31 Comments - Last post 3 hours ago by NoctuaVentus
20 Comments - Last post 4 hours ago by OneManArmyStar
2,100 Comments - Last post 38 seconds ago by CuteEnby
305 Comments - Last post 8 minutes ago by FruitCober
61 Comments - Last post 18 minutes ago by Aldcoran
81 Comments - Last post 23 minutes ago by PsychoApeMan
607 Comments - Last post 39 minutes ago by CBlade
9,465 Comments - Last post 45 minutes ago by fenrir3778
381 Comments - Last post 1 hour ago by Schnapser29
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
Comment has been collapsed.