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Author Topic: Indie Game Pricing  (Read 4849 times)

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JDigital

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Re: Indie Game Pricing
« Reply #60 on: February 26, 2010, 12:33:18 AM »

Theres almost always, with retrospect, a clear winner when it comes to price.

But how do you calculate that?
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Brentai

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Re: Indie Game Pricing
« Reply #61 on: February 26, 2010, 12:35:11 AM »

Practice!
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Saturn

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Re: Indie Game Pricing
« Reply #62 on: February 26, 2010, 03:05:57 AM »

I think Xbox Live Arcade's pricing has redefined the price point for download-sized games on the PC

Now if only they'd redefine the prices to be in NOT MICROSOFT FUNBUCKS

TIRED OF HAVING POINTS LEFT OVER.
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Phenwah

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Re: Indie Game Pricing
« Reply #63 on: February 26, 2010, 08:11:41 AM »

I think Xbox Live Arcade's pricing has redefined the price point for download-sized games on the PC

Now if only they'd redefine the prices to be in NOT MICROSOFT FUNBUCKS

TIRED OF HAVING POINTS LEFT OVER.

Currently I have 10 points in my Live account. HOW DOES THAT EVEN HAPPEN
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James Edward Smith

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Re: Indie Game Pricing
« Reply #64 on: February 26, 2010, 08:16:03 AM »

How much do you guys usually have left over at any given time?
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Brentai

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Re: Indie Game Pricing
« Reply #65 on: February 26, 2010, 07:42:46 PM »

Pretty sure I've got 300 Wii points just kinda hanging out, unloved.

So yeah everybody's guilty of the funbux nonsense.  I think it's just for some weird sort of tax structure thing though.
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Classic

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Re: Indie Game Pricing
« Reply #66 on: February 26, 2010, 08:07:25 PM »

Couldn't you buy some My Life as a King "upgrade" with that?
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Brentai

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Re: Indie Game Pricing
« Reply #67 on: February 26, 2010, 08:22:43 PM »

You mean one of the fucking standard Crystal Chronicles races?  Maybe, I dunno.
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Classic

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Re: Indie Game Pricing
« Reply #68 on: February 26, 2010, 08:27:23 PM »

Hey Brent, don't get so bent outta shape. You got Clavats included!
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Torgo

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Re: Indie Game Pricing
« Reply #69 on: February 26, 2010, 11:22:52 PM »

So yeah everybody's guilty of the funbux nonsense.  I think it's just for some weird sort of tax structure thing though.
Sony and Valve aren't guilty of it at all, and besides, Nintendo has a nice even exchange for Iwatabucks: $1.00 = 100 points.  The only kinda shitty part is that you have to buy in increments of 1k, 2k, 3k, or 5k.  I'm usually pretty okay with that though.  The only real offender in my book is Microsoft.
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Dooly

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Re: Indie Game Pricing
« Reply #70 on: February 27, 2010, 10:57:24 PM »

So yeah everybody's guilty of the funbux nonsense.  I think it's just for some weird sort of tax structure thing though.

Not me.  I got a 2000 point card in November, bought Mega Man 9, and was indecisive about what to spend the other 1000 points until Mega Man 10 was announced.

I think it's just for some weird sort of tax structure thing though.

No, it's pretty much only to get people to wind up having paid for little dollar-or-so amounts of fake money that they can't spend until they buy more fake money.
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Royal☭

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Re: Indie Game Pricing
« Reply #71 on: February 28, 2010, 12:23:16 PM »

I thought the FUNBOX pricing scheme was to cut down on credit card transaction fees.

ie if you buy lots of little $1-4 credit card purchases, that's a fee for each one, versus one fee for a $20 purchase.

Cthulhu-chan

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Re: Indie Game Pricing
« Reply #72 on: February 28, 2010, 12:48:42 PM »

While that is true, it doesn't prevent them from using a minimum amount rather than mystery credits.
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Brentai

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Re: Indie Game Pricing
« Reply #73 on: February 28, 2010, 12:52:55 PM »

Soup is probably most correct and I am okay with this.
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TA

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Re: Indie Game Pricing
« Reply #74 on: February 28, 2010, 12:54:14 PM »

Well, it kinda does.  If you're buying a $1 game and there's a $5 minimum amount, without either banking store credit in cash or banking it in FunBux, it wouldn't realy be possible to just buy that game by itself.
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NexAdruin

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Re: Indie Game Pricing
« Reply #75 on: February 28, 2010, 08:53:19 PM »

I always thought of the leftover points as incentive to buy more point cards. Like, buy so many games with the points and you'll have enough 'pocket change' to buy another game afterward. Or are you guys talking about something else? I can't tell because it's late and I'm drunk tired.
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Cthulhu-chan

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Re: Indie Game Pricing
« Reply #76 on: February 28, 2010, 08:53:56 PM »

The way Sony has it works fine.  If you never buy anything that is less that $5, you'll never have a floating balance.  If you do, you just have to end up buying something at a later date that is $5 or more greater than you floating balance, and it will be gone.  The problem is the arbitrary discrete amounts the xbox and wii use.  Well, I guess the interest MS and Nintendo are earning off the stored funds isn't a problem for them...
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Detonator

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Re: Indie Game Pricing
« Reply #77 on: March 03, 2010, 05:10:44 PM »

Interesting statistics from Minecraft, an indie game currently in alpha, developed by one guy.  Right now he is selling access to the alpha single player "indev" mode for 10 euros (about 13 USD).  Purchasing gives access to all future releases as well.  The online sandbox mode is still free.

Quote
130420 registered users, of which 7271 (5.57%) have bought the game.

In the last 24 hours, 1489 people registered, and 303 people bought the game.

So since this guy started selling premium accounts (less than a year, development started May 2009), he has made 72,710 euros which is almost ONE HUNDRED THOUSAND DOLLARS :over9000:

In the past 24 hours, he has made 3030 euros, which is over 4000 USD.

The game is still in alpha.
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Brentai

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Re: Indie Game Pricing
« Reply #78 on: March 03, 2010, 06:30:49 PM »

And not even all that interesting.

Still, how does that come out in dollars per hour worked?
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Detonator

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Re: Indie Game Pricing
« Reply #79 on: March 03, 2010, 06:51:07 PM »

And not even all that interesting.

Still, how does that come out in dollars per hour worked?

Even if you assume he literally worked 24/7 for the last 10 and a half months, he still makes more per hour than I do.
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