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A Pricing advice for ALL developers!

08-15-2010, 11:04 PM
#1
Joined: Aug 2010
Posts: 36
A Pricing advice for ALL developers!

Hi All, I work in business development and marketing and one good advice for those of you developers out there when pricing your games or apps is..

1.) Always price it free first (games only for example)

2.) then charge $0.10 or $0.25 for each level up (episodes) etc...this way you get people hooked at the game and to them $0.10 or a quarter may not be alot at that time, but if you have 10 levels, the gamers have already lost track how many dimes or quarters they have paid

if you price it too high, people aren't in the mental state to jump in and paid a $1.00 or even $2.99 for something they haven't tried!

oh...and try cutting the game out BEFORE the level ends...probably end the trial version at level 2 (middle of game)

just my 2 cents! don't know how the itunes store is setup if $0.99 is the minimum or something...that's one fact I do not know!

thanks for reading!
08-15-2010, 11:07 PM
#2
So you don't know anything about the app store nor how it works? Thanks for the advice, but it really doesn't work that way.

A ragdoll physics platformer:Flickitty
The artist: randall schleufer
Twitter: @FlickittyiPhone

08-15-2010, 11:20 PM
#3
Joined: Aug 2010
Posts: 36
I'm not a developer nor have I worked with Apple yet, but I'm just someone who just made $700K for my past company (startup of 10 employees) in a matter of 8-10months. :P

Business is all about visibility, popularity, quality and value.

In games..it's all about addiction...how can someone get addicted when they have to spend $2.99 on something they haven't tried, it's like buying a piece of clothes without trying it in the fitting room.

It's also about moral, you don't trick the consumer in paying for it then it having a bug..I have an experience with an app and I swear to myself I'm not paying for a single thing coming out of that company. Won't even fix the problem! Anyway....

I think for games (level ups and episode) like "angry bird" for example
I would definitely pay $0.99 for each world (episode) so that game would be worth more than $4.99 at the end of whenever it ends...and I hope it never ends....



Quote:
Originally Posted by Flickitty View Post
So you don't know anything about the app store nor how it works? Thanks for the advice, but it really doesn't work that way.

Last edited by FavoriteIGames; 08-15-2010 at 11:37 PM.
08-16-2010, 12:07 AM
#4
This is all fine and good, but your particular experience has nothing to do with anything in this industry. It is a closed system, and you are basically talking to indies here.

My ex-wife was the branch manager for a Fortune 500 company in New York City, she is an extremely competent business and marketing person. She was able to generate 50 million in revenue in a single year. In no way does this make her suitable for this environment- you either know someone on the inside, or you connect with someone on the inside, or you become extremely lucky. That latter is becoming increasingly difficult.

There are a limited number of slots available in the app store. You are insulting a lot of developers by overstating that a game simply needs to be 'addictive' in order to be a hit.

No, it needs to be lucky.

I'm not saying you can't be successful in this industry. What I am saying is that your normal rules do not apply here. You might be surprised to find that the 'visibility' portion is almost impossible unless you are a branded large publisher.

A ragdoll physics platformer:Flickitty
The artist: randall schleufer
Twitter: @FlickittyiPhone

Last edited by Flickitty; 08-16-2010 at 12:09 AM.
08-16-2010, 12:14 AM
#5
Well ... microtransactions are becoming a pretty standard thing in the industry. But charging $0.10 to $0.25 for each level the player wants to play would just be awful.

Cutting the game out before the level ends? What kind of nonsense? You have to give the player ALOT of quality before that trick will ever work.

Please FavoriteIGames, read up on the Appstore and game design before posting threads of just assumtions and guesses.

I lost my Sig somewhere
08-16-2010, 12:15 AM
#6
Joined: Aug 2010
Posts: 36
In a certain way you are right, but my rules here ARE for gaming industry. Getting into the app store is one thing, but I have no means of insult but once you get in, you got to make money to make it worth it and there are strategies that will bring in more $$, I just attended a iphone play event where a keynote speaker of "ow my balls" said that Apple choose who gets featured on the top games, and I don't think that's luck, they choose the creative ones with good design to be featured.

One way of getting more visibility ONCE you are in the app store is self promotion (networking!) and hard work which means you keep trying to promote it yourself!
That's one way of getting Apple to notice you is to get more hits!

I don't believe in luck, luck = preparation + opportunity
you gotta prepare youself once you get the opportunity of getting in the app store.

if you don't prepare yourself, that's the end of it, regardless of how many games you put on app store.




Quote:
Originally Posted by Flickitty View Post
This is all fine and good, but your particular experience has nothing to do with anything in this industry. It is a closed system, and you are basically talking to indies here.

My ex-wife was the branch manager for a Fortune 500 company in New York City, she is an extremely competent business and marketing person. She was able to generate 50 million in revenue in a single year. In no way does this make her suitable for this environment- you either know someone on the inside, or you connect with someone on the inside, or you become extremely lucky. That latter is becoming increasingly difficult.

There are a limited number of slots available in the app store. You are insulting a lot of developers by overstating that a game simply needs to be 'addictive' in order to be a hit.

No, it needs to be lucky.

I'm not saying you can't be successful in this industry. What I am saying is that your normal rules do not apply here.
08-16-2010, 12:21 AM
#7
Joined: Aug 2010
Posts: 36
That's also one of my point, quality, if it's a quality game, they will pay for it.
I've asked my friends around me and did a small survey, if they would rather pay $0.99 up front of something they didn't try or $0.10 for each levels after the 1st level trial. They all said the 2nd option, it's like going to the casino.

But again, I didn't read up the appstore nor the game design section, but marketing strategies adapt to different game designs.

Just my advice, no hard feelings here. I'm talking in Business ROI sense here.

but as a consumer, of course I want everything free, but still willing to pay for the ones that I absolutely have to have!

Quote:
Originally Posted by FoolishSteve View Post
Well ... microtransactions are becoming a pretty standard thing in the industry. But charging $0.10 to $0.25 for each level the player wants to play would just be awful.

Cutting the game out before the level ends? What kind of nonsense? You have to give the player ALOT of quality before that trick will ever work.

Please FavoriteIGames, read up on the Appstore and game design before posting threads of just assumtions and guesses.

Last edited by FavoriteIGames; 08-16-2010 at 12:23 AM.
08-16-2010, 05:41 AM
#8
I'm sorry if I sounded harsh in my first reply. I applaude you for giving your advice to fellow developers on these boards, but I don't agree with all of your advice.

Lets just for arguments sake say that I create a game like Super Mario with levels in a standard progression. The game is free, and the user can play three levels before he/she is promted to buy the game. Now, since the game is free, it would be strange to feel robbed right? The potential customer might not feel robbed, but the jank out of the experience will be substantial. So this also ties into the design of the game, or the flow if you will.

Now, if the game has been really top quality the customer might also think "oh this was awesome! I need more of it!" and then continue to buy another level. I am pretty sure the next time you ask the player for more money it will grow a sour taste in the players mouth ... regardless of the amount of money required.

But games that have a persistent world surely gains from this method of transactions. Give away the base game for free to start build the addiction and then feed it with micro transactions. Nothing new here.

So my point is that some games doesn't work well with the microtransaction model at all, and should probably avoided at all costs! I find it extremely hard to believe that such a model would ever work for the majority of games.

Consider if all games did this in the end ... see a problem looming in the background?

I lost my Sig somewhere
08-16-2010, 05:51 AM
#9
Joined: Dec 2009
Posts: 1,068
Ahhhhh! Everyones username begins with F. I can't take it anymore!!!!

www.oneclickmac.com - News, Reviews and Discussion on Mac App Store Gaming.

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08-16-2010, 07:22 AM
#10
Joined: Mar 2009
Location: Singapore
Posts: 1,770
Send a message via AIM to kohjingyu
Any actual examples of this working/profiting?