Awor Szurkrarz
Arcane
- Joined
- Dec 11, 2009
- Messages
- 21,899
15-25 PLN for a typical indie cRPG.
40 PLN for something like AoD.
40 PLN for something like AoD.
If you sell Swords and Sorcery for $5, everyone on the Codex will buy it. If you sell it for $20, 1/100th of the Codex will buy it.
Fixed.Maybe 4 of them are dedicated blobber fanatics who would buy it even if it was priced at $20.
Fixed.Conclusion #1: people sure like multiplayer shooters and slashers
Conclusion #2: $25 isn't overpriced for a multiplayer shooter or slasher
Speaking of Steam:
First "new release" indie game - Ravaged - "intense online multiplayer shooter like no other" - $24.99
First "best sellers" indie game - Chivalry: Medieval Warfare - "fast paced medieval FPS (Slasher with a multiplayer online focus)" - $24.99
Conclusion #1: $25 isn't overpriced
Conclusion #2: people sure like multiplayer shooters and slashers
Don't worry, It's way more interesting to discuss this with someone going though this and perhaps help him than to just keep rambling theories and that's it.It was, but people are cheating. :D They're talking about indie RPGs in existence like frayed Knights, KOTC..., the last of which being this MM clone. Sorry this is turning into shameless self-promotion of my overpriced clunky game...
Really? I saw that you have +1k likes on facebook, and it's probably due that, but I gotta say I'm a bit of a paranoid if those likes are real people, and how much of that will turn into sales...felipepepe Advertising on facebook proved somewhat efficient. I looked up other things for further down the line.
I'm just saying that you have only "per-sale costs" essentially, is not like old physical games that are not on sale anymore because making then available would cost money on stuff like reprinting & right, so it's not worth it. Every sale you make giver you a bit of money. Consider this three plans I did, imagining that you pay 0,50 on transactions fees per game sold:Keeping my price tag might not solve my problem but slashing it, counting on that alone to get people talking about it more, is likely to make it worse. What you say about transaction fees is interesting. Working profit around a fixed percentage fee by doing what? Raising the price? Note that those percentages increase sharply for lower transactions.
Indeed, you are trending on uncharted waters... the situation is very different from Vogel's past, because he is releasing games since 95, the world was completly different by then. On more recent times he already had a huge backlog and renown, and was probably still having a hard time until he joined Steam.Yes, tis a tough nut to crack.
Fixed.Conclusion #1: people sure like multiplayer shooters and slashers
Conclusion #2: $25 isn't overpriced for a multiplayer shooter or slasher
There is a huge difference between paying more because you want to and paying more because you have to.AoD should be charging more too, as their pay more if you want indicates.
Well, let's talk about it (your fix). What exactly does it mean? That $25 is fine for a multiplayer shooter but way too expensive for an RPG?
Well, let's talk about it (your fix). What exactly does it mean? That $25 is fine for a multiplayer shooter but way too expensive for an RPG?
We're talking about indie games in general and whether or not the gaming public is willing to pay 25 bucks for something some guy(s) made. The shooter examples sort of prove that people are willing to pay that much even on Steam, a portal known for low prices. Besides, it's not like multiplayer shooters are a dying genre and people have no choice but to pay 25 bucks.Speaking of Steam:
First "new release" indie game - Ravaged - "intense online multiplayer shooter like no other" - $24.99
First "best sellers" indie game - Chivalry: Medieval Warfare - "fast paced medieval FPS (Slasher with a multiplayer online focus)" - $24.99
Conclusion #1: $25 isn't overpriced
Conclusion #2: people sure like multiplayer shooters and slashers
Those games are both more 'mainstream' than AoD, though. Maybe I'm wrong but I think the better comparison is to Vogel's games than flashy multi-player action games. But I guess we won't know until AoD gets Greenlit and the sales start coming in... maybe the average Steam buyer is more refined than I'm giving them credit for~
Why?Wasn't posed at me but; to some people (who probably comprise the vast majority of the Steam user base) I would think the answer to that is: yes.
That explains the number of copies sold but not the price tag.7hm, are you Jeff Vogel from three years ago travelling through time?
Well, let's talk about it (your fix). What exactly does it mean? That $25 is fine for a multiplayer shooter but way too expensive for an RPG?
Yes. Multiplayer shooters, and multiplayer games in general, market themselves in a very different way. HOLY SHIT BROS THIS GAME IS AWESOME YOU MUST BUY IT NOW SO WE CAN PLAY TOGETHER
That explains the number of copies sold but not the price tag.Yes. Multiplayer shooters, and multiplayer games in general, market themselves in a very different way. HOLY SHIT BROS THIS GAME IS AWESOME YOU MUST BUY IT NOW SO WE CAN PLAY TOGETHER
Fair enough. But what is lost by charging more?There is a huge difference between paying more because you want to and paying more because you have to.AoD should be charging more too, as their pay more if you want indicates.
We were talking about delivering the game and what it would mean for KS and other developers, not succeeding on KS (which, at this stage, requires no proof).Vault Dweller logic:
Obsidian success on Kickstarter only means that Obsidian can succeed on Kickstarter. It has no meaning for other developers or other genres.
We weren't talking about success in this thread, but about what people are willing to pay for an indie game. My examples show that people are willing to pay $25. Your reply is "oh, but these are multiplayer shooters, who doesn't like those?", which isn't relevant to what the discussion is about.Multiplayer shooters succeeding on Steam with a certain price mean that Age of Decadence can succeed with the same price.
We were talking about delivering the game and what it would mean for KS and other developers, not succeeding on KS (which, at this stage, requires no proof).
We weren't talking about success in this thread, but about what people are willing to pay for an indie game. My examples show that people are willing to pay $25. Your reply is "oh, but these are multiplayer shooters, who doesn't like those?", which isn't relevant to what the discussion is about.
If the title is popular. If everyone's playing it - sure. If it's an indie game, the same logic (presented earlier in this thread) should apply - $15 would attract more people and make it easier for other people to join.Think harder. Peer pressure makes people buy at a higher price than they would otherwise.
Obviously, *more* people are willing to play and pay for a multiplayer shooter than RPGs, but that's a different topic.