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$.99 vs. Higher Prices

11-03-2009, 11:01 AM
#1
Joined: Sep 2009
Location: Georgia
Posts: 314
$.99 vs. Higher Prices

I'm curious. Are Apps still trending down toward the $.99 floor price? I've seen a few nice Apps released lately that seem to be attempting to push the pricing trend upward a bit. Games that a month ago I thought would be released free or for $.99 that have been released for anywhere from $1.99-4.99.

So what are your thoughts. Are new games trending toward slightly higher pricing or is this just a blip or my imagination?

Q

Quorlan
11-03-2009, 11:01 AM
#2
Joined: Sep 2009
Location: Georgia
Posts: 314
BTW, I'm thinking specifically of games, not other types of Apps though response are welcome for all Apps. Thanks again!

Q

Quorlan

11-03-2009, 11:11 AM
#3
Joined: Dec 2008
Posts: 439
I agree with you. I'm seeing the same thing. Look at the top grossing apps... there are only a few $0.99 ones...

I find that if a game has enough marketing or buzz, then it can get away with higher prices.

Take Crusdade of Destiny... it's $9.99 but it seems to be doing fine.

Or Canabalt, which is $2.99
11-03-2009, 11:11 AM
#4
Joined: Jun 2009
Posts: 10,966
Quote:
Originally Posted by Quorlan View Post
So what are your thoughts. Are new games trending toward slightly higher pricing or is this just a blip or my imagination?
Naw, that was just Alchemize (TM) at $39.99 raising the median price there for a bit.

Seriously though, I'd be happy to see games make it at $2 or $3, many of them are worth that much, at least.

Quote:
Originally Posted by NickFalk View Post
Squids!?

Worst idea ever!
11-03-2009, 11:17 AM
#5
The trend I've been seeing is that games/apps with higher production values are starting to trend upwards while shovelware stays at the $0.99 - a higher price, in the mind of the consumer anyway, makes something more valuable.
11-03-2009, 11:48 AM
#6
Joined: Nov 2008
Location: Munich, Germany
Posts: 754
Send a message via Skype™ to mobile1up
Quote:
Originally Posted by arkanigon View Post
I find that if a game has enough marketing or buzz, then it can get away with higher prices.
you really see it this way? i see it the opposite.

if you have marketing; you get impulse buyers - so, $0.99 works great for a sale or any application that makes it to one of apple "hot lists". we've run tests with various pricing models; and if you don't have the marketing or buzz; if someone finds your app - they are most likely looking for something specific - and, hence will be ok with paying higher prices (no need for impulse).

we had all our games at $0.99 for a while - but, we put the prices back at $1.99 - and we didn't see *any* difference in sales. if people were buying our games; they were doing so for the game; not the price. $0.99 also has been tagged as being "junk" apps - you should keep this price for a sale or promotional period..

// Aaron Ardiri
Mobile 1UP is a proud indie developer - support us!
developer of Caveman / Caveman HD and GW Series
11-03-2009, 12:01 PM
#7
Joined: Dec 2008
Posts: 439
Quote:
Originally Posted by mobile1up View Post
you really see it this way? i see it the opposite.

if you have marketing; you get impulse buyers - so, $0.99 works great for a sale or any application that makes it to one of apple "hot lists". we've run tests with various pricing models; and if you don't have the marketing or buzz; if someone finds your app - they are most likely looking for something specific - and, hence will be ok with paying higher prices (no need for impulse).

we had all our games at $0.99 for a while - but, we put the prices back at $1.99 - and we didn't see *any* difference in sales. if people were buying our games; they were doing so for the game; not the price. $0.99 also has been tagged as being "junk" apps - you should keep this price for a sale or promotional period..
How were people finding your game? And what made them buy the game?
11-03-2009, 12:24 PM
#8
Joined: Nov 2008
Location: Munich, Germany
Posts: 754
Send a message via Skype™ to mobile1up
Quote:
Originally Posted by arkanigon View Post
How were people finding your game? And what made them buy the game?
i guess they either search for a specific keyword (game and watch) via google and land on our website; which then opens itunes directly.. app sales are higher when the game is still within the "recently released" list - they are a little niche in regards to their category - which could also explain the situation.

// Aaron Ardiri
Mobile 1UP is a proud indie developer - support us!
developer of Caveman / Caveman HD and GW Series
11-03-2009, 12:41 PM
#9
Joined: Dec 2008
Posts: 439
Quote:
Originally Posted by mobile1up View Post
i guess they either search for a specific keyword (game and watch) via google and land on our website; which then opens itunes directly.. app sales are higher when the game is still within the "recently released" list - they are a little niche in regards to their category - which could also explain the situation.
Interesting... yeah, game and watch sets your games apart from the crowd...

I think an app needs impulse buyers when there's no significant marketing campaign... they see an app, they don't know what it is... but it's $0.99 so they don't mind trying it out... however, seeing an app $1.99 like that they'll be less likely to buy it...

But a well marketed app doesn't need impulse buyers... as the players that like the app will know about it through the marketing, find it and buy it...