Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
what about the future? - .com.unity Forums
.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old September 2nd, 2010, 06:05 PM
Soyweiser's Avatar

Soyweiser Soyweiser is offline
Colonel
 
Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
Soyweiser is on a distinguished road
Default Re: what about the future?

Quote:
Originally Posted by Squirrelloid View Post
FWIW: http://www.next-gen.biz/features/val...-too-expensive

"Discounting games does not only increase unit sales--it increases actual revenues. During the 16-day sale window over the holidays, third-parties were given a choice as to how severely they would discount their games. Those that discounted their games by 10 percent saw a 35% uptick in sales--that's dollars, not units. A 25 percent discount meant a 245 percent increase in sales. Dropping the price by 50 percent meant a sales increase of 320 percent. And a 75 percent decrease in the price point generated a 1,470 percent increase in sales."

Of course, it helps if people actually know you exist, (ie, Steam has a much higher profile than Shrapnel) - that's where advertising comes in.
One of the biggest developers does this and gets LOADS of press, for games that already are hugely popular before. Valve and L4D are huge, both in PR and amount of gamers who like it. (And zombies always sell of course ).

Question is, does the lower price help? Or the fact that it was expensive before and is now on sale?

What works for Valve doesn't have to work for a small developer. You can only do this if your potential consumer base is already large enough. Advertisement is pretty hard you know.

Ps, incoming Jeff Vogel fanboyism
http://jeff-vogel.blogspot.com/2009/...-big-sale.html
"So the only real moral of the story is that people like sales. Not a shock."

http://jeff-vogel.blogspot.com/2009/...more-pt-2.html
""If You Charged Less, You Would Sell More Copies"

This is true. The problem is that I won't sell enough more to justify the lower prices.

Microeconomics tells us that as we charge less, we sell more, but we make less per sale. At some point, there is a best price, a point where (number of sales) * (profit per sale) is at its maximum. The question is, where is it? Based on my experiences shifting prices up and down, I think I'm actually at the sweet spot."

http://jeff-vogel.blogspot.com/2009/...more-pt-1.html
"Now don't get me wrong. Some games (casual quickies, simple puzzle games) should be inexpensive. But everyone (retailers, reviewers, customers) is enabling a mindset where all games, even the niche products and larger, deeper, less casual titles, are expected to be desperately cheap. This is not going to help developers stay in business. This is not how a healthy industry is maintained."
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:30 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.