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Need pricing advice

02-09-2010, 08:22 PM
#1
Joined: Oct 2009
Posts: 249
Need pricing advice

Hi,

As per title, looking for pricing advice for my first game Vector Rally.

I'm asking in developers forum on purpose, I can guess what customers want

It has OpenFeint leaderboards, local multi-player via Bluetooth & Wifi, AI players, 8 different unique tracks, will add achievements soon.

What do you think? Should I go for Tier 1 or Tier 2?

Personally leaning towards Tier 2 as I figured people who enjoy games which requires some thinking and strategy won't budge on price much? Maybe I'm wrong though..

Any opinions are welcome.

Start your engines gentlemen, Vector Rally is out!

---
Twitter: http://twitter.com/VectorRally
02-09-2010, 08:41 PM
#2
Joined: Feb 2009
Location: San Jose, CA
Posts: 546
Quote:
Originally Posted by eJayStudios View Post
Hi,

As per title, looking for pricing advice for my first game Vector Rally.

I'm asking in developers forum on purpose, I can guess what customers want

It has OpenFeint leaderboards, local multi-player via Bluetooth & Wifi, AI players, 8 different unique tracks, will add achievements soon.

What do you think? Should I go for Tier 1 or Tier 2?

Personally leaning towards Tier 2 as I figured people who enjoy games which requires some thinking and strategy won't budge on price much? Maybe I'm wrong though..

Any opinions are welcome.
Can you define Tier1/Tier2?

My general rule is that for games that are 'silly' -- stickmen game, fart apps, games with general mass market appeal, you should price very low, if not $0.99. If I just want a quick fix or want to try some zany concept, I don't want to pay much more than 99 cents.

For games that require thinking/strategy, you can charge higher prices because the type of person that plays those games is probably more mature, and willing to accept a higher price. The example I like to use are the "Rogue-likes" on the app store: Rogue Touch and Sword of Fargoal. The 'type' of person likely to purchase that game is more likely to accept a higher price point. Both of these games have done relatively well, but would probably not benefit significantly from having a lower pricepoint. These games are also more niche, meaning you don't really have a choice.

02-09-2010, 08:50 PM
#3
Joined: Oct 2009
Posts: 249
Quote:
Originally Posted by lazypeon View Post
Can you define Tier1/Tier2?

My general rule is that for games that are 'silly' -- stickmen game, fart apps, games with general mass market appeal, you should price very low, if not $0.99. If I just want a quick fix or want to try some zany concept, I don't want to pay much more than 99 cents.

For games that require thinking/strategy, you can charge higher prices because the type of person that plays those games is probably more mature, and willing to accept a higher price. The example I like to use are the "Rogue-likes" on the app store: Rogue Touch and Sword of Fargoal. The 'type' of person likely to purchase that game is more likely to accept a higher price point. Both of these games have done relatively well, but would probably not benefit significantly from having a lower pricepoint. These games are also more niche, meaning you don't really have a choice.
thank you, I'm thinking same way as I believe my game is more niche as well as there is nothing similar on the App store at the moment at all.

Tier1, Tier2 is pricing models Apple has on iTunes connect, Tier1 is US$0.99 and Tier2 US$1.99.

Tier3 is US$2.99 but I'm not sure if I can charge that much.

Start your engines gentlemen, Vector Rally is out!

---
Twitter: http://twitter.com/VectorRally
02-09-2010, 09:10 PM
#4
Joined: Dec 2008
Location: Hawthorne,California
Posts: 588
For a game like yours, I suggest tier 2.

Artist and dev for Team Dropkick
02-09-2010, 09:50 PM
#5
Joined: Feb 2009
Location: San Jose, CA
Posts: 546
I would agree with $1.99; it will also give you some pricing room. If you start at 0.99, you can never go lower.
02-09-2010, 10:20 PM
#6
Joined: Oct 2009
Posts: 249
Thanks guys, will stick to $1.99 and see how it goes.

Start your engines gentlemen, Vector Rally is out!

---
Twitter: http://twitter.com/VectorRally
02-10-2010, 08:05 AM
#7
Quote:
Originally Posted by lazypeon View Post
Can you define Tier1/Tier2?

My general rule is that for games that are 'silly' -- stickmen game, fart apps, games with general mass market appeal, you should price very low, if not $0.99. If I just want a quick fix or want to try some zany concept, I don't want to pay much more than 99 cents.

For games that require thinking/strategy, you can charge higher prices because the type of person that plays those games is probably more mature, and willing to accept a higher price. The example I like to use are the "Rogue-likes" on the app store: Rogue Touch and Sword of Fargoal. The 'type' of person likely to purchase that game is more likely to accept a higher price point. Both of these games have done relatively well, but would probably not benefit significantly from having a lower pricepoint. These games are also more niche, meaning you don't really have a choice.
That's a pretty insightful analysis. As you note, the core audience for retro games like Rogue Touch and Sword of Fargoal tends to be older, have more money, and be more willing to spend an extra buck or two for something that will last them a very long time. Not to say that these games are only for people who played them in the 1980's as teens! I personally know of people from age 10 to pushing 70 years old that are playing, based on e-mails and forum comments.

The people who enjoy these sort of games are definitely limited in number, so lower prices would simply mean less money made. You would never hit that critical mass to go up the charts and stay there. So Jeff, Paul, and I certainly would never get rich with games like these, but can find a moderate level of success that makes us keep trying harder for the next update and next game

Either way, I recommend never starting at 99 cents if you've got any sort of decent game. There's no headroom if you need to make a price adjustment. Free is not an option if you've put a lot of time and money into something.

--- ChronoSoft ---
Support your roguelikes! Play Rogue Touch today!
Spirit Hunter Mineko: Demons Reach --- Work in progress! Follow us on Twitter!
02-10-2010, 02:45 PM
#8
Joined: Sep 2009
Location: Brampton, Ontario
Posts: 344
If you think your game has mass market appeal, price it at 99c and *HOPE* you get in the top 100. If your game is a bit more "niche" oriented(which I think your game is), then price it higher(1.99 or 2.99) and slowly build sales. You'll probably never reach the top 100, but over time you'll create a solid user base that'll buy sequels and any IAP that you provide.

For more info, read this post by Marco Arment: http://www.marco.org/208454730

PS: I think your game looks awesome, especially since the iPhone is really well suited to turn-based games. I've actually thought about making a turn-based driving game, but never got nearly as far as you got

I made Trainyard and Disco Zoo. You might like them!

@MattRix | @Trainyard | @Milkbag
02-10-2010, 05:13 PM
#9
Quote:
Originally Posted by ktfright View Post
For a game like yours, I suggest tier 2.
Agreed.

Solomon Perry, Business Development Manager, GhostDog Studio

Pocket Rocks available from iTunes
"Game of the year!" - homeless guy on 5th St.
02-10-2010, 05:20 PM
#10
Joined: Oct 2009
Posts: 249
Quote:
Originally Posted by ElectricGrandpa View Post
If you think your game has mass market appeal, price it at 99c and *HOPE* you get in the top 100. If your game is a bit more "niche" oriented(which I think your game is), then price it higher(1.99 or 2.99) and slowly build sales. You'll probably never reach the top 100, but over time you'll create a solid user base that'll buy sequels and any IAP that you provide.

For more info, read this post by Marco Arment: http://www.marco.org/208454730

PS: I think your game looks awesome, especially since the iPhone is really well suited to turn-based games. I've actually thought about making a turn-based driving game, but never got nearly as far as you got
Thanks for the link and kind words! Based on all your advices guys I will start with $1.99 and after a while if it doesn't sell much will switch to $0.99 as a promo etc.

Start your engines gentlemen, Vector Rally is out!

---
Twitter: http://twitter.com/VectorRally