What price is too high for an indiegame? Conversely, what's too low? I find there is a barrier for me at around 14$/euros, where i get super critical before buying
Price of indies
20 yuro is pretty much the upper limit for ANY game for me. I can only recall 4 times in my life I've spent more than that on one title.
Most big titles cost more than that, do you always wait for a sale then, or do you exclusively play games under that limit?
I'm in no hurry to play anything. We're in the digital age, they're not going to run out of copies. And nowadays even AAAs get discounted at record speed, I'm pretty sure I got a 1 year old Batman game for a 5 at some point.
0.01 cents
I go to the store page and see what most people's play times look like
if I can expect at least 2 hours of ~fun~ from each dollar it's worth the price
How many businessmen funded the game doesn't affect its worth to me
Cheap indie games that cost less than 10 dollars are usually trash, what you want is an indie game that cost 10+ but is on sale for half off.
above 15€ is the limit for me, for any game not just indies
True dat, I always wait for discounts.. except sekiro, I bought that game new hoh
Cool metric, 20 hrs = 10 bucks huh, what if no one is playing the game yet.. wait?
Dat psychology
Above 5$
it really depends on the genre of the game.
something like Firewatch or Gone Home? whatever asking price is too high.
Lul well, take party games like overcooked, or lethal league
Severely limits your choice of quality
Remember to export your wishlists to isthereanydeal or a similar site.
Didn't know about that site, tank
Related question, what doth ye think about all these new ways of compensating devs, like crowdfunding, patreon and Kickstarter, or donations or other shit like that? I like the good old pay once own it for life, but maybe I'm just old fashioned
I'd rather pay 60 bucks for Baba Is You than shit like Rage 2 and alike.
>14$/euros
But those have two different values
On one hand I think it's a logical business model for digital content, where traditional laws of supply and demand begin to fail.
On the other hand, it's a breeding ground for scams.
Taste! U have it lad
Wellllllllllll, not that far apart atm, but yeah they're different
Where are you pulling this from about new laws of supply and demand? I wanna read that shit
I mean I'm not pulling it out of anywhere in particular, it's just an observation. Obviously when developing a game the studio creates value they should be compensated for. But at the same time, the product itself has infinite supply since the actual thing they're selling is just a copy of files. Where in the world do you draw a supply/demand curved here?
Consumer confidence in a product is partially linked to the base price. Price too low and everyone assumes it's shit, so it's better to price high and just discount.
Can't remember what talk I pulled this from, think I might've edited it a bit too.
Das troo, good point. Wonder if it would be possible to cover all costs through a funding program and then the dev would give away the game free and with no drm, and the funding thing would pay for development costs. Would maybe not see crazy profits but it's an interesting idea
Why should indie games be priced differently than other games? Especially since they often have more content and polish.
>USA AAA full price 59.99$
>EU 59.99€ (67,43$)
EU have a stronger economy yet we pay the same number , somebody explain how is this supposed to make sense
thirty bucks
Uh what? I have never seen an indie game with as much polish and content as say, mario odyssey
I'd say Hollow Knight even if it's still smaller and 2D. I still find it wild I only paid like $4 for it and got nearly 60 hours out of it though.
Cool graph, interesting concept, I'm guilty of that way of thinking myself, but at the same time qhen I see indies at 20 bucks i immediately think that's overpriced
Das a fkin gud gem
Unfortunately there are pitfalls here. If you pay the devs upfront like kickstarter, they'll be prone to mismanaging money as history has shown. If you pay them monthly like patreon, they will have no incentive to ever be finished, just shit out minor patches indefinitely. And if you try to create a supervising entity that holds them accountable, we're back to the publishers we have today. If there's a solution to this, I don't know it.
That depends heavily on the game
Some pixel pvp game you're going to play for three hours with your buddies and never touch again? Sur, way too much
Something like Factorio? It's 25 bucks and that still feels like a deal with how good the game is
Good point, the old way of paying for the actual product once seems to cover this, but hard for indies because they probably don't havw anything to eat while devving then lul
It was only a matter of time until this titlw showed up heh. Sandbox games like that generally have lots of more things to explore so I can see why the price is justified
It's not just that you can dump hundreds of hours into Factorio, it's just a really well made game. The game runs really well because the devs spend tons of time on optimization, they check in like once a week and detail what they're working on, bugs are often fixed within a few hours, great mod support and they even spend time fixing bugs that might cause incompatibility with said mods
With singleplayer indie games it's often a support thing for me. I pirate the game, and if I feel it's good enough for the price I buy it to support the devs. With something like Factorio I certainly feel like 25 bucks is appropriate and I certainly want to support the studio that has probably the best practices I've seen so far
I didn't know that about the guys making it, that's very professional of them! I haven't been near factorio since I have nowhere near the patience for that type of game, but those who like it reaaally like it, and I'm sure having a great and friendly dev team helps. Do they have a discord where they post all that shit u said or is it on some other site?
They have their own website, where you can also buy the game if you want to avoid Steam or don't want to give Steam the cut
They also have a free demo, which is a pretty rare thing in 2019
You see $20 indies as overpriced, but you probably figure they must be fairly solid or confident in their product to use that price point. When it goes on sale for $10-15, you probably see more value in it than other games at that price.
Also, keep in mind it's not a graph of demand. For most people, demand drops off as price goes up.
maybe like 10€ for indie shit. Very rarely pay above ~20 for any game.
Whatever happened to demos anyway, they've started reappearing especially on nintendo store but
Yeah like I said, that piece of psychology works marvelously on me
I also rarely spend a lot on one title but I'm stingy heh
It honestly depends on what kind of game it is. I'm okay paying more then 20 for stuff like a Hat in Time and Dead Cells or the entire Banner Saga trilogy. So long they were games I'm interested in or looked good from my view, I don't mind putting extra for the developers. PC gaming in general is much more cheaper then console gaming so at least I don't need to pay for online.
For sure it's a per game type of deal, but it seems the general trend is somewhere around 15 dols for a "good" indie game, which seems about right considering that's what they usually cost
If you enjoy it at the price you bought it it's the right price.
Mister wisedome, teach me ur ways
For all the insights and answers..
Thaaaaaankyouuuuu!
Triple A = $60
Each A = $20 worth.