What do you think of Indiependence Day ?
"...support their favorite developers by buying their games at full price."
HAHHAHAHHA
No.
Especially " The average indie developer makes less than $12,000 per year. " part makes me laugh.
Average indie developer is a lazy asshole who wants to make easy money by developing a shitty same-as-every-other platformer game and expects hundreds of thousands people to pay full 15$ for his 2 hour long, 3 months to make, shitty game.
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"2 hour long" where have you found so long indie game? "A bird Story" - it costs 4,29 for less than 1h of gameplay.
JK but 4,29 for 1h - seriously?
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I agree on that. I've started it and so far isn't hooking me up as I thought and paying 4,29€ for less than 1 hour of gameplay is bullshit.
The worse case of overpriced game i think is Metal gears solid: ground zeroes, 20 bucks for a demo -.- (but it's not indie)
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Even with that though, Bird Story actually offers a wellcrafted experience, more of a movie than a game, although still not on par with To the Moon. But there are numerous other games out there that don't have any of the cinematic or emotional level that Bird Story does but offer a similar length of mediocre gameplay, which is where the real problem lies.
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Plus I don't think the "average indie developer" is the guy that makes our favorite indie games.
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Ha, i did around 2.5 yearss ago when it was released. Still have yet to play it though, along with many other gamess i've paid full price for only to see them show up in bundle weeks to months of their release. Personally i don't really mind it, but I thinks I need to put more effort in trying to play them (@=
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Little Inferno is actually a really, really well-made game. The music, the sound, the lighting, the story told through the letters-- all of it combines to make a game that could just be a really mediocre mobile app actually a fantastic experience.
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I think Cat-Lateral Damage and Dog Sled look like the most fun.
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Though games tuned for tablets/phones can be annoying on PC, I never noticed when I played Little Inferno on PC. Still, you are correct that they are listing it too high at $10.
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or 20 for world of goo. its a decent game but not 20 decent. its too short.
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Everyone has already bent us over and stuck it too us. Now there's no-one left and we have to do it ourselves.
Is ity any wonder they can't make any money when for the most part they don't have a fucking clue.
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Dafuq? This only encourages me not to buy anything for full price ever again.
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How about you finish your game before asking full price? and then also try to adjust the price to what the game is worth, and not how much you want to earn?
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Want to see a great contrast--Trader Joe's supermarket. Except for seasonal items, virtually nothing ever goes on sale--EVER. Do you know why? Because their products are worth their price. They do not have ridiculously high prices, slashed, to lure you into the store, hoping that you might still pay full price for a few gouger prices? The only changes in price are UP, as over the years the cost of inflation slowly boosts the value of many food products.
Here is an idea--never put your game on sale. Ever. Put it out at an appropriate price for its level of development and polish and lure. Only drop the price slowly over the years as your game ages. Not selling many games? See my first suggestion--permanently drop the price where the market will bear the value of your game.
When many older AAA games sell for $3.75-5, and year-old AAA games sell for $7.50 at most, many indie game should be $2.50-3 at first release. You better have a damn good indie game if you want to push for $5-8 at release. I will continue to shug my shoulders at indie titles for $10-15.
Never throw your game in a bundle because your game proves its value from a good trailer of gameplay--not 25 seconds of developer/distributor name dropping--squeeze 2seconds in at the end. I can pause if I really want to read the name of your development team--did you ever notice that credit appear AFTER a movie/game. Do not show too much BS concept art that does not exist in the game--I see many that are guilty of showing 0% gameplay in the trailer.
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current steam-oriented business model is totally fine:
same goes for bundle business model: to sell games that had bad reception you bundle them with average-to-good quality or over-sold games.
with these business models stores sell a lot more (at least 5+ times more, probably far more) and both supportive buyers and cheap asses are happy.
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I know the concept of price differentiation--let the cheap asses wait for their moment, while the rich buy at convenience. I still contend that your model works better if you never drop your good game in a bundle. Why would you need to? This griping from developers comes because they allowed their good quality games to trade for ~$0.50-1 unbundled instead of letting a good game age from $15 down to $5 with age. Drop that 50% off sale on the $8 game that you are standing behind.
You get just as much customer goodwill if you declare that 2% of revenues go to a specific charity of the week (declared).
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It's because of notoriety, if you get a game in a bundle you may play it, if you like it you recommend it to your friends but since the bundle is now over (supposedly) they are going to buy (or you're going to gift) that game at full or anyway non-bundle discounted price.
I have to say this happened to me probably 5-6 times, usually being me the gifter.
So, yeah, it's not only because of price, it's also about advertising unknown indie games.
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I understand where you're coming from, and I sympathize with it, but I'm the type of cheap gamer who waits for games to go on sale, preferably at -75% or greater. The model you're describing would be fine, but it would be incompatible with the norms already present on Steam and elsewhere. Since I couldn't determine which model the developers of a particular game endorse, or whether their price is fair, or whether they'll ever put their game on sale, I would rely on my experiences and the norm of pricing and sales on Steam games. That means waiting until the sale fits my limited budget.
If an Indie development team were to follow the model you proposed, I may delay purchasing their games indefinitely, waiting for a sale to occur and unaware that it never will. Heck, I even waited for a big sale on excellent Indie titles like Bastion, Torchlight I & II, the Trine series, and many others. I would have no problem doing so with any other.
Then again, "really poor, stingy tightwads" is probably not the target demographic for any business model.
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good thing this isn't as well known (for them) as it'd likely give tem a black eye and most of these games have bundle keys floating around so if one wanted they could just trade for them and not really spend anything. From the list I see there's only about up to 10 games I would pay full price for IF I actually had the money (a rarity)
And like someone said basically, for every one good indie game, there's 4+ bleh ones made by potental Phil Fishes.
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Just to clear it up:
"there's 4+ bleh ones made by potental Phil Fishes." This is wrong. A LOT.
FEZ is top-notch game. Phil is the bleh :P But you're quite right with the ratios. For one succesful, creative indie title there are dozens of games that are obvious copies of something, for example Plants vs Zombies variants on Steam Greenlight.
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more personality (RAEGQUIT) than talent (and even then it's rumored that he stole other people's work in making that). The whole Puppygames incident comes to mind with a guy raging on his blog.
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While it's true that they (or at least some of these) deserve full price, there are a lot of game that I would have never bought at all (or even never heard of) if it wasn't for big discounts or bundles. So I'm really not convinced that they would make more benefits if big discounts and bundles weren't what we're used to, because there would be a lot less people buying them.
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For most of the games listed, I'd say the full price is too high by about a third to a half. Fix that and I wouldn't need to wait for sales to get the price I think is right.
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It's undoubtedly true that stuff like Steam and their sales have changed forever the perception of a game's monetary value. I don't know you, but whenever I look at Blizzard's "sales" it's like they're coming from a parallel universe. There's no chance in hell I'm going to ever try Diablo 3 when on sale I'm looking at a $40 price point (everybody and their cats keep saying the expansion is pretty much a must). So many other games I could buy with that sum.
At the end of the day, however, it's a matter of picking a price point that feels appropriate to the nature of the product. Many newer, smaller games seem to have adjusted and we're seeing many titles approaching impulse buy territory even at full price.
It helps to reason in terms of revenue rather a price point: if a $4.99 price point sells ten times as many copies as $19.99, there really is very little to argue. But many devs are risk averse, and that's understandable especially for new indies who can only base their choices on information shared by other devs and, if they're lucky, the input provided by Steam.
There would be something to be said, however, about seeing massive indie hits like World of Goo sitting at $20 in that bunch, but I'll just stop at:
Best of luck to them all.
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Path of Exile is more or less the same, F2P. Not saying this is better than that, but if they could afford to publish and maintain that game with one of the fairest F2P model out there, Blizzard rips off your money pretty damn good (WoW too if this means anything).
I'm a huge Valve and Steam fan because I love their business model and I really hope it becomes a standard in movies/series too (discounts on older stuff, being able to play something you bought, without monthly fees, etc)
Still I have to say I miss the word "expansion", DLC just sucks hard.
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Did you see Heroes of the Storm? Pretty much 100 skin dlcs, including this gem:
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But HotS is free isn't it?
Free + Selling optional skins = OK business model by my standards. Let the whales buy expensive hats or whatever, keeps the game going for everyone else.
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It's all their fault. First they set the price too high, then within a month they give 75% off, then they put their game in a bundle to get a quick high quantity sale. And now they are wondering why don't we want to pay full price for their game. Sometimes the game is not even finished (early access)...
Look at Minecraft, first it was sold 75% off as Alpha, then 50% off as Beta and now they are selling for full price ever since and people still keep buying it.
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It's a success story that various indie devs would like to have happen to them; too bad most don't have the talent or trailblazing that Notch did. And with the market as crowded as it is today and with the big names (Issac, Meat boy, etc), in order to stand out, one needs to do more than say just another pixel platformer.
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+1 I've seen games out new and thought about getting it but didn't. And then a few weeks later it's in a bundle and I'm glad I didn't waste my money buying it before. Why are they so quick to bundle brand new games?! It just teaches us not to take a chance buying it right away.
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I think your money is enough devaluated to think that's a lot (wich frankly it kinda is), but in their currency is normal and I guess it's a little bit over the minimum but not by much.
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Nope, minimum wage an hour is 7,25. 30 hours a week makes for around 900 minumum a month. And I was converting it to brasilian pesos, why do you bring euros into the table?
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Maybe because he's from Portugal, which is part of the EU?
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It all comes down to value for money.
Some games represent value and others do not.
The sad part is that the majority of products on the market end up being inflated. They don't represent the value that is asked for them.
As a result people will resort more and more to sales, devalueing video games in its entirety making it harder for the good ones to keep coming.
Its a give and take. I agree, if its a good game - don't get it on sale. Support the dev.
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Space Pirates and Zombies (SPAZ) for me. 100 hours of solid gameplay for $10, well worth it.
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I'm not going to buy games at full price just because a few indie developers want to send a message. Price is not my only motivator and I'm 100% willing to pay full price for quality. Make a great game and let your passion show through. Cook, serve delicious, meat boy, binding of issac are some examples. All were successful too.
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I bet NotGTAV made more money this weekend than every single game on this page put together, just by launching at $.75 - and it is a stupidly shallow game revolving around a single joke (don't get me wrong, I think it was well timed and bought it myself). $5-$20 for an hour or three of entertainment when we have so very very many options just won't happen, especially when most indie titles just end up sitting in backlog for years.
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I don't even even buy AAA games full price, why would I do it for Indie games which will eventually (or already are) bundled? :P
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Neither am I. I just fail to see the point of buying full price now. I would have already done so if I wanted to. Right now, this just looks like sellers saying "Hey, look, full price games, please buy them because we want you to".
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Yeah, yeah, that was not my point, my point was, that some indie games deserve the full price they are asking for it (: Not gonna buy them at that price tho, but only cuz I can't.
Also don't lie about your loot, you just want to confuse Dragon Slayers.
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I'm going to try to remember those developers who tried to guilt-trap people into paying full price. You want to make a stand? Don't put your game into a bundle to begin with. You can't be part of the "problem" and the "solution" at the same time, it's too damn convenient.
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Description from website
"There are more games coming out than ever before, and games only seem to sell when they’re on sale. Players have been conditioned, through bundles and mega-sales, not to pay full price. None of this is a surprise. And although money isn’t the primary motivating factor for a lot of us, if the dynamics of the industry don’t change, indie games will become an unsustainable model. Indie games have been such a source of creativity and originality over the last 10 years, and we want to keep them going!
To bring some awareness of this to players, a group of indies have decided to come together on July 4 (Indiependence Day) and NOT put our games on sale. We encourage fans of indie games to support their favorite developers by buying their games at full price. If you bought a game on sale and wound up really loving it, perhaps buy a copy at full price and gift it to a friend. Or pick up that game that’s been on your wishlist for a long time. (Steam’s new refund policy makes that a lot less risky!) Whatever your platform of choice, we’d love your support."
http://indiependenceday.org/
The creator of Indiependence Day's views on indie pricing in (lengthy) blog post
http://dan-adelman.com/post/112239049886/on-indie-game-pricing
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