
12-14-2012, 11:59 AM
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Senior Member
iPhone 5, iOS 6.x
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Join Date: Jun 2010
Location: indonesia
Posts: 2,156
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Quote:
Originally Posted by Bool Zero
No, the problem here is that we have one group that sees it simple as a matter of money and the other side which sees it as a matter of principle, and the one side can't seem to get past the minuscule cost to understand that it's not about the money it's about the principle.
At the rate the Internet seems to dictate it, there seems little consumer interest left, only consumers who seem largely concerned about company interest, which is an odd paradigm shift. If one buys a product and soon after it breaks, one has a right to complain; especially after the price is dropped when it breaks so soon after release to appease new sales while disregarding your established loyal early paid customers. In any other situation folks would be in agreeance, but since we are talking about video games and such psychological warfare has been waged in recent years to make us look at developers and publishers as the constant victims that we should throw money at and whom do no wrong... Well, we will have constant defenders of "the little guy", even when the little guy wholely messed up to earn the ire its getting.
I wonder how agreeable folks would be in other situations where their good or service is marred? Would you take the chicken sandwich and not complain even though you ordered the burger at a fast food restaurant, or not send back the over done steak when you ordered it rare defending their trials and tribulations as food service industry personel? Kidding of course, but hopefully the point translates!
It's not about the money (financial value) its about the principle (personal value)! The cost could be .99¢ or $999; in either case such practices are bad form regardless of the price.
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couldn't say it better...
Quote:
Originally Posted by TicTac
I wouldn't mind waiting 1 week and buying it cheaper next time.
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exactly what ill do next time
Quote:
Originally Posted by Jouni
Hi guys,
I'll go through the backlog of messages now, but wanted to first make a point of addressing the price drop since it's the hot topic at the moment. This is a bit long, but bear with me.
The one thing in common that all of us want is for Minigore 2 to have a long, sustainable life where we can spend enough resources to polish and extend it as much as possible. Being a tiny company with no external funding, for us this means the game has to do well on the store.
As the launch week and featuring was over, Minigore 2 was slipping down the charts. In spite of the bugs and all, gamers and reviewers saw enough value in it that we got great reviews from IGN and others, and an outstanding metascore of 90/100. Still, visibility is everything, and we were quickly losing our moment in the spotlight, with giants like Vice City and MC4 taking the big Apple features.
We don't spend money for visibility, we buy no banners ads and we don't do any paid user acquisition, so we did the one thing we could; traded 50% of our income stream for a better position on the charts. We could have given a 10% or a 20% discount if we were asking for much more money to begin with, but at $2 there are no other price points available.
We believe Minigore 2 is easily worth more than a dollar, but the market is what it is and we have to live with it. The change was not meant to devalue the purchase of early adopters, but to extend the shelf life of the product so that we in turn can make it better for all of you.
The good news now is that the gamble was worth it; Minigore 2 climbed to the #14 position on the US paid games chart, and now should grow to a large enough player base to warrant plenty of extra content.
Our apologies to those of you who felt this is unfair; unfortunately we have no easy way to compensate for this, but if you really feel badly let me know and I'll send you a code for one of our other games, or an extra code of Minigore 2 to share with your friend. Screwing early adopters out of a dollar isn't really our long term business plan.
TL;DR: Minigore 2 needed more visibility to guarantee that we can afford to keep extending it with content. We gave up 50% of our revenue stream to help it climb the charts, and we all win.
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how about 99c sales at launch and 1.99 the week after? totally forgot that marketing strategy?nvm, this is my last post in this thread since this game already perfect on my i5. nothing to complained really. top notch dss game.
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