[casual_games] Price as Signal

Brian Yamabe brian at yamabe.net
Tue Dec 13 18:50:28 EST 2005


I don't believe this is a legitimate response.  If you mean to say  
that the price is based on the costs associated with running a  
profitable business, then that is reasonable. The consumer doesn't  
care what your volumes are, they just care about the value of your  
title relative to the value of other available titles.

I'm guessing that you did more research than just picking a price  
point.  You probably compared your title to existing ones, regardless  
of distribution channel, and found a price point that optimized your  
game's chances of success in the marketplace.

Brian Yamabe

On Dec 13, 2005, at 2:55 PM, Jim Buck wrote:

> How about "because we don't sell in the volume that games like  
> Doom3 sells in"? If casual games sold in numbers of units that had  
> 7 figures, lower prices would be more reasonable.
>
>
>
> At 02:51 PM 12/13/2005, Lennard Feddersen wrote:
>> I think that article and a list of other reasons besides,  
>> illustrate why price dropping & price wars are not a great  
>> business idea.
>>
>> What I'm looking for is a great reason for the end consumer or  
>> reviewer who legitimately wants to know why we - not Rusty Axe  
>> Games (geez, my acronym is RAG, crap) but all of us, cause I know  
>> nobody is, yet, spending millions on these titles - are charging  
>> the prices we do.
>>
>> Ultimately the answer is, "it's good software and that's what it  
>> costs if you want to have it", but I'm looking for a more eloquent  
>> phrasing.
>>
>> 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
>
>
>
> -----------------------------------------------------
> Jim Buck
> game developer
> Twitchy Thumbs Entertainment, Inc.
> email: jbuck at twitchythumbs.com
>
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