[casual_games] pricing
Dave Rohrl
daver at popcap.com
Wed Dec 14 02:47:44 EST 2005
I was pretty surprised myself. We managed to build a pretty robust
business in both channels. Of course, we did do our retail launches
about 90 days after our online launches.
We did get occasional complaints, but not too many and we had a customer
service script at the ready. On the other hand, we did create a
business for a couple of enterprising entrepreneurs who would buy the
retail product for $10 and resell it on eBay for $15, calling out that
it was "the same game sold on the web site for $20."
- 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 1:12 PM
To: IGDA Casual Games SIG Mailing List
Subject: Re: [casual_games] pricing
/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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