[casual_games] pricing
Lennard Feddersen
lennard at RustyAxe.com
Tue Dec 13 16:12:17 EST 2005
/When I worked at Pogo, we would sell our download games for $19.99 online but
$9.99 at retail because those were the most effective price points for
us in those channels.
/That's really interesting to me - I had always assumed that you would cannibalize sales if you did that - or deal with a bunch of cranky consumers demanding money back.
Lennard Feddersen
CEO, Rusty Axe Games, Inc.
www.RustyAxe.com
Lennard at RustyAxe.com
P. 250-635-7623 F. 1-309-422-2466
3521 Dogwood, Terrace, BC, Canada, V8G-4Y7
Dave Rohrl wrote:
>The right price is one at which a willing buyer and a willing seller
>meet and it varies not only by product but also by channel. When I
>worked at Pogo, we would sell our download games for $19.99 online but
>$9.99 at retail because those were the most effective price points for
>us in those channels. If possible, I would encourage you to test
>multiple price points in a limited release - maybe through your own web
>site - to see where you will make the most money with your current game.
>
>And as far as the Doom 3 argument goes, I don't think it's terribly
>valid. Doom 3 isn't worth $50 to your target customer - it has no value
>whatsoever to them. I do think that argument is valid where people try
>to do hard-core games and genres in the download space, which is one of
>the reasons that people haven't seen much success with combat flight
>sims, core sports, etc. in the download space.
>
>As far as "just moving the mouse and clicking the button", that's pretty
>much what I did in Diablo as far as I can recall ;) Simplicity of
>interface is never a bad things for a game - think of Katamari - but it
>may be that the reviewer is trying to call out other issues for you.
>
>- DaveR
>
>-----Original Message-----
>From: casual_games-bounces at igda.org
>[mailto:casual_games-bounces at igda.org] On Behalf Of Lennard Feddersen
>Sent: Tuesday, December 13, 2005 10:37 AM
>To: casual_games at igda.org
>Subject: [casual_games] pricing
>
>My companies latest game, Battle Castles, has been venturing out of the
>casual space sandbox where reviewers often ask the same question I do
>about what we make.
>
>How come $20 for this game where I just move my mouse and click the
>button?
>
>I know that people either like what you make and buy it or they don't
>and that often those who are complaining wouldn't pony up $10 either. I
>
>know from personal experience that games priced at $24.99 can vastly out
>
>perform titles at $14.99 - perceived value is a real thing. That said,
>my game didn't cost 1/3 of what Doom 3 cost to make and there are lots
>of multi-million dollar titles down at the local video store on sale, in
>
>shiny packages for $20.
>
>Anybody have a fresh new take on this one?
>
>
>
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