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Quality going up but so is price

12-09-2010, 01:32 PM
#1
Joined: Mar 2009
Posts: 659
Quality going up but so is price

I dont know if anyone else noticed that the price of apps seems to be creeping up on the app store.
It seems like these days $4.99 is the low price point for full scale games.
Which is good news for us indie developers because it could mean return of the 99c game!

But as the quality goes up so does price. Since everything is creeping up I'm even thinking of raising the price of my game to $1.99 after the next update.
12-09-2010, 01:58 PM
#2
Joined: Nov 2010
Location: Portland, OR
Posts: 82
We're going to intro our game at $2.99. It seems like the conversion gap between $1.99 and $2.99 is really small (at least after researching Trainyard's numbers).

It feels like you can have more flexibility for running sale promotions also.

12-09-2010, 02:12 PM
#3
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
The casual stuff is still where its at, i hope you dont view the latest relases from gl & co as that sign.. Rage hd sold for 2$.

If you have any steady sales at tier1 changing that to tier2 or 3 will get you knocked back.

If you have no actual sales to talk off going higher usualy ends up earning you more one copy a day at 3$ earns you more than one at 1$ and both are as likely to happen.
12-09-2010, 02:29 PM
#4
Joined: Dec 2009
Location: Canada
Posts: 217
Good... The AppStore need too ramp up price of game if they want real game to be made for the iPhone ... I think 9.99$ is a good price... Dev need to make some money

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12-09-2010, 02:30 PM
#5
Joined: Mar 2009
Posts: 659
yep that's a good point I think my new strategy will be to go for $2.99 price
since large amounts of sales probably wont happen I need to raise the price and improve the quality instead.
12-09-2010, 02:37 PM
#6
Joined: Nov 2010
Location: Where dreams become reality
Posts: 258
price

Yes it seems if you make something more fuller than you can charge more. My next game will be a solid 2D action game. I know the users are looking for more than just clones and simples games. They want games that are fun,intense , and full. Endless games should be a mini-game , not the full version. I plan on stepping up big time for my next venture.
12-09-2010, 03:07 PM
#7
We might be going the opposite direction.

Big Mountain Snowboarding took about 6 months to make initially (not including all the patches and ports), but there was a lot of engine work to be done. OverPowered has already taken that long with a killer engine in place...too big! 6 months ago we had a chance of being one of the best looking games on the app store, but that's gotten a lot more difficult recently.

We're trying to make a couple small games as a stopgap measure to get some more stuff in the store and get some funds while the big game gets finished.

Also I make more money from snowboarding at 2.99 than I do at $1.99, $0.99, and thus far $3.99. OverPowered is probably big enough that I can charge a premium, the market will say. Meanwhile I'm glad the big companies keep raising the prices, leaving holes at the bottom for us. Rage at $2 was a pretty scary prospect.
12-09-2010, 03:48 PM
#8
I don't know... I think it has a lot to do with how much hype you can generate pre-release. If you can really get your game's name out there and people are really anticipating it, then sure, 2.99+ will probably be totally fine. People don't mind spending more money on a product that they think they know will be good. However, people are a lot less likely to buy a game for a higher price if they don't know about it or have never heard of it (even if it does look really cool). Heck in my mind (as a more hardcore gamer who keeps up with game news) if I see a game like that I'm thinking "if this game really is as good as it looks, how come I haven't heard or seen anything about it anywhere?" Casual gamers probably just wouldn't be willing to throw down the larger amt of $$ just because they are casual gamers.

It sucks, but personally I think I'm kind of over the whole "price based on principal" thing. With N.Y.Zombies we found that it makes the most money at the $0.99 price point, so thats where its stayed despite our belief it is worth at least $2.99. We'll still probably price our second game Bug Heroes at a lower price because lets face it, we are Foursaken Media... Foursaken Who? Exactly... our hope is that if Bug Heroes does at least as well as NYZ then we may start to develop a tiny blip on the radar of developers... once this happens THEN we feel we can start to charge what our games are actually worth bc people will be more confident that they will be getting a quality product from us.
12-10-2010, 11:15 PM
#9
Joined: Sep 2009
Location: UK / Toronto
Posts: 602
Quote:
Originally Posted by Foursaken_Media View Post
I don't know... I think it has a lot to do with how much hype you can generate pre-release. If you can really get your game's name out there and people are really anticipating it, then sure, 2.99+ will probably be totally fine. People don't mind spending more money on a product that they think they know will be good. However, people are a lot less likely to buy a game for a higher price if they don't know about it or have never heard of it (even if it does look really cool). Heck in my mind (as a more hardcore gamer who keeps up with game news) if I see a game like that I'm thinking "if this game really is as good as it looks, how come I haven't heard or seen anything about it anywhere?" Casual gamers probably just wouldn't be willing to throw down the larger amt of $$ just because they are casual gamers.
This makes sense in theory, but I've personally found it to be different in reality. I think the only time to consider pricing your game lower is if you're in, or focused on getting into, the charts. If your game is relatively obscure, I think that's a more legitimate time to charge a bit more, primarily because the people who come across your app have specifically searched or clicked onto it (a captive buyer)—and i've been in that situation many times, and when I'm one of those customers, i'm gonna pay a few dollars, because the price seems to matter less when you're in the depths of the app store; prices seem to become more real. But also, a higher price actually conveys higher value of an app or game.

Whoever's right though doesn't really matter. I've also noticed prices rising steadily (I think it comes hand-in-hand as the general quality has risen too), and those are both things I'm very happy to see evolving on the app store. I think it shows it has the potential to mature further into a very robust market.
12-10-2010, 11:44 PM
#10
I'll share a few of my thoughts...

First of all, yes, prices are rising. And at a pretty good pace. Personally, at a reviewer's standpoint like mine, prices going up can mean bad business. Many games I have to pay for out of pocket to review. Yes, occasionally promo codes get thrown into the mix, but generally it costs quite a bit. PLUS not having a new device makes the HD versions pointless, though this is my fault for not upgrading.

I like quick action games. Angry Birds, Cut the Rope, etc. Cheap, fun, addicting, simple, the list goes on. But I personally don't like Gamelofts releases anymore. They are huge files, they look bad on old ipod, the kill battery...overall not great to have. Not to mention high prices.

If I switch to dev mode, yes, I would want to get a bit of extra cash. Some of you were talking about how the difference between purchases of 1.99 and 2.99 were nill. Well, to me I would take a few days contemplating about the 2.99. I might pounce if it were 99 cents though.

Those are my thoughts!

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