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Rationally discussing the price of games - 1/15/2013 1:06:36 AM   
BletchleyGeek


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I just posted this on the forums of the upcoming Command naval wargame, where some people were lobbying for and 'affordable' price tag:

quote:


The regularity with the 'price discussion' arises never fails to surprise me. This guy lays out the discussion on solid rational basis

http://www.joshuakennon.com/video-games ... your-head/

His point regarding Zelda (or say, Harpoon II back in the day) stands. I spent the savings of my 1997 summer job into three magnificient wargames: TOAW, Harpoon II and Steel Panthers. Memory is foggy, but none of them costed me less than 60$. It was a massive investment for a teenager, but I never really regretted that. They kept me entertained for years. What would be the price of those if we adjusted for inflation? Running this data through this site here

http://www.usinflationcalculator.com/

it says those 60$ a piece would be 86$. Now let's look at Command and compare it with Harpoon II, feature-wise and content-wise. Does anybody here seriously think that the research and development work done by the Command team is any cheaper than those of the original Harpoon programmers?

Some in this thread have drawn a comparison with indie titles or basically the pricing scheme one usually sees in the Apple store. Why are those prices rational? Here's my take:

If one looks into the sales number of Apple store applications, it's striking to see that only a 10% of those applications sell more than 10,000 units. That pricing strategy is a bet at selling enormous numbers of units. The reality is that there are very few successes such as Angry Birds - with millions of units sold - and many games like the very fine Battle of The Bulge game by Shenandoah Studios, which will - with luck - sell anything over 10,000 units. Both Angry Birds and Bulge sell for 10$. From those 10 bucks, remove Apple's cut (about a 30%). That means the devs get 7$ per unit sold. If you sell several million units, you're rich. If you sell as few as 10,000 units, you're broke. Why did then Shenandoah Studios risk it? They didn't, since they first went through a crowd funding scheme which allowed them to mitigate the risk of low sales: any sale on the store is a "bonus" sale.

Given the realities of the above, there are three rational alternatives for somebody wanting to sell a game/app, ordered by the risk they entail (from less risky to more risky):

1) Drastically slash down development costs by hiring developers and artists in countries where the cost of living is much lower than that of the parts of the world you think the vast majority of people purchasing your thing will come. Just do some research and find out how many of these apps and games are actually developed in Bangladesh, Vietnam or Thailand.

2) Use crowd-funding to make sure you'll at least cover enough to not go broke and get a hold on the demographics of the people who might be interested in the stuff you're doing. This allows you also to create a 'community' around a 'brand' for free. Your customers/backers will become stakeholders in the success of your project, which usually can only help in increasing the reach of your product in the future and actual sales, since usually these backers will be receiving a 'free' copy of your product.

3) Sell each unit at a price that allows to get ahead of costs of living vs. expected number of sales curve.

The Command project has been accepting donations for a long time, but my impression is that they never relied on that to decide whether the project was viable or not (which is the reason why people put their projects on IndieGoGo or Kickstarter). They were doing it because they wanted to do it since they genuinely love the subject matter. No more, no less.


I've seen this discussion going on these forums again and again. It has always surprised me that I don't see any rational argument about why games - and specifically, computer war games - should be cheap.

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RE: Rationally discussing the price of games - 1/15/2013 1:54:29 AM   
BletchleyGeek


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Just to complement the above, an old - yet I think still valid - article on the economics of the Apple store

http://communities-dominate.blogs.com/brands/2010/06/full-analysis-of-iphone-economics-its-bad-news-and-then-it-gets-worse.html

and a link to the Kickstarter page of John Butterfield's Battle of the Bulge

http://www.kickstarter.com/projects/ericleesmith/battle-of-the-bulge-the-simulation-game-for-the-ip?ref=live

The numbers of backers (1,098) are quite informative about how risky is the bet of going for a low price.

< Message edited by Bletchley_Geek -- 1/15/2013 1:55:29 AM >


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RE: Rationally discussing the price of games - 1/15/2013 9:45:25 AM   
wodin


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Hmm...not sure what I can say..I don't really go along with the niche market thing why prices are so high with some games..it's more a case of no competition. Everyone knows making wargames wont make you rich..unless your lucky and have a crossover title like Panzer Corps.

I think wargames should be priced at the same level as any other games to be honest..if you want to make shed loads of money make a different type of game..also remember many who make wargames and make good wargames have Military contracts where they make their money.

Think of War boardgames..far higher cost of production same sort of market yet sell for in some cases less than a PC wargame.

Also it depends on the game, the game you mention the developers have said many times features will be left out of the initial release and in away it will be the core game..so I think in that case some will have problems if it comes out with a hefty price tag. Now if it was feature complete on release fair enough. No doubt they've changed tact and backdown from the core game idea now it's been mentioned it's coming out at a premium price, but hey they mentioned it enough before they got the publisher. Overtime the game will get all the features they want in it, but they need it out to make some money so they can continue, which to me says your getting a cut down game to strat with, but bear with us we will expand it. Now OK if they charge premium price then you'd want the future features to be put in in a free patch..if they then sell them as DLC or expansion packs I'd again have an issue, however if they charged a fair price for the core game then they could then say we will sell the later features as expansions.

Finally mentioning how expensive games used to be isn't a valid argument, as it's not the case anymore. Again I don't know how I could get Bloody April boardgame in a box FULL of counters and rules and maps for around £35...yet a PC game consisting on no actual production fees as such will or could cost double the amount.

A reasonable price for a PC wargame in my eyes is £40. More than that I think you loose more customers than the extra money you whacked on top and if it turns out it evens it self out, then are you taking into account your customers?

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RE: Rationally discussing the price of games - 1/15/2013 2:51:31 PM   
heyhellowhatsnew


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I still argue that higher exposure (to Steam) would make them more money than anything. Look at the indie games on Steam, or look at Paradox now. They make a lot of cash.

IMHO this is what would make this genre more profitable (and more popular):

1) Steam or a major online distributor (even gamersgate), that would allow you to lower the price just a tad because of the large amount of new customers you'll be adding. I understand Steam takes a cut, but there are like 10 million gamers or more that will see your game and go hmmm what about this one?

Even the Spidersoft guy who made the Exile series gave in and he made lots of cash on Steam.

2) TUTORIALS. Real Tutorials. For the love of God and Allah, TUTORIALS. Grognard games can be overwhelming, but even if you include your game with a small scenario or two with a great tutorial, you won't scare away people who are thinking about dipping their foot in the water. Crusader Kings 2 had a great tutorial, a great tutorial AAR by one of its employee's and now its one of the most popular games on Steam.

I forgot the third, but it was a good idea too I promise.

Honestly though, if the community could write up AAR tutorials like this one: http://lparchive.org/War-in-the-East/ for example, people wouldn't be so scared. He's even doing War in the Pacific AE and brought in a lot of customers on the SomethingAwful website he posts them on. (PS, hire Grey Hunter to do these, he is amazing and the main reason why I got into games like this. He does tutorial AARs for matrix produced games only. He's done Distant Worlds, the Civil War matrix games though the civil war ones aren't in the lparchive unfortunately)

If you look on that lparchive.org site, look up Crusader Kings 2 and Europa Universalis 3. A poster named Kersch did tutorial AARs and they brought in lots of new customers for Paradox. If I was in the business, I would hire the best AAR people to make a tutorial AAR for my game(s).

< Message edited by heyhellowhatsnew -- 1/15/2013 2:58:48 PM >

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RE: Rationally discussing the price of games - 1/15/2013 4:06:11 PM   
doomtrader


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1) answering the first one
Steam has got about 75-85% of the DD market.
You think it's easy to get a wargame there? Not, if you don't have a major publisher who is already cooperating with them.

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RE: Rationally discussing the price of games - 1/15/2013 5:21:31 PM   
Perturabo


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We need more potatoes in wargaming business.

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RE: Rationally discussing the price of games - 1/15/2013 6:21:57 PM   
heyhellowhatsnew


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quote:

ORIGINAL: doomtrader

1) answering the first one
Steam has got about 75-85% of the DD market.
You think it's easy to get a wargame there? Not, if you don't have a major publisher who is already cooperating with them.


I don't know the background of how steam works with developers (I know you have the info), but with greenlight it really is possible. The grognard community is really tight and loyal. Point us to the greenlight link and we'll go enmasse. Using solid and bold communication to the grognard community (even on different sites) to tell them to greenlight grognard games will have a major impact. Steam Greenlight is your way in if you feel like there has to be a major publisher.

But Paradox isn't a major publisher but they get their games there. Even the massively bugged stinkers. Hell, Kalypso is on there and they recently released a 4x space game that was greatly bugged. Look at the publisher for Infinite Space, they aren't major, they are an upstart.

If you have tried to get on Steam, is it possible for you to share details on what happened?

I am saying this because I am passionate about these games, matrix/slitherine and the developers who make these games. I believe that these games are incredibly fun, educational and with the right publicity (and tutorials :P) they can really become popular again.

I am a communications director for a non-profit, i'll work for free to get this done. Thats how passionate I am about this.

I want the developers of these games to succeed. I believe it can be done. Currently, what the plan is now isn't working, so we need a new strategy, and I know the community will help!

< Message edited by heyhellowhatsnew -- 1/15/2013 6:25:12 PM >

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RE: Rationally discussing the price of games - 1/15/2013 6:39:05 PM   
Chickenboy


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My opinion? Pricing should take into account value per unit time played. A really snappy game that you can plunge through in 1.5 hours is not comparable to one that is engrossing that you're playing a decade (yes, a decade) later. Cost / gameplay hour should be part of the equation, IMO.

By that context, WiTP:AE would be a grand bargain at three times the expense. And I'd pay it too.

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RE: Rationally discussing the price of games - 1/15/2013 6:42:24 PM   
Jim D Burns


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quote:

ORIGINAL: heyhellowhatsnew

Point us to the greenlight link and we'll go enmasse.


Not a chance. Steam is the worst DRM out there, you can't even play your game unless steam is running and it tracks you and your online activity and who knows what else... The day a wargame company goes to Steam is the day I never buy their products again.

Jim

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RE: Rationally discussing the price of games - 1/15/2013 6:46:09 PM   
parusski


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quote:

ORIGINAL: Jim D Burns


quote:

ORIGINAL: heyhellowhatsnew

Point us to the greenlight link and we'll go enmasse.


Not a chance. Steam is the worst DRM out there, you can't even play your game unless steam is running and it tracks you and your online activity and who knows what else... The day a wargame company goes to Steam is the day I never buy their products again.

Jim


Oh BOY, here we go with Steam again.

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RE: Rationally discussing the price of games - 1/15/2013 8:23:37 PM   
Perturabo


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quote:

ORIGINAL: Chickenboy

My opinion? Pricing should take into account value per unit time played. A really snappy game that you can plunge through in 1.5 hours is not comparable to one that is engrossing that you're playing a decade (yes, a decade) later. Cost / gameplay hour should be part of the equation, IMO.

By that context, WiTP:AE would be a grand bargain at three times the expense. And I'd pay it too.

I think that the problem with it would be that a lot of customers actually don't play these games to their full potential. Or at all while we're at it.
With prices based on length you may lose customers who buy these games but don't play them a lot.

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RE: Rationally discussing the price of games - 1/15/2013 9:36:00 PM   
heyhellowhatsnew


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quote:

ORIGINAL: Jim D Burns


quote:

ORIGINAL: heyhellowhatsnew

Point us to the greenlight link and we'll go enmasse.


Not a chance. Steam is the worst DRM out there, you can't even play your game unless steam is running and it tracks you and your online activity and who knows what else... The day a wargame company goes to Steam is the day I never buy their products again.

Jim


There's an offline mode and you can check off stat tracking. Not that they're planning on attacking you or anything with the information they gather (it's computer specs)

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RE: Rationally discussing the price of games - 1/16/2013 4:04:45 PM   
Lecivius


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I have a Steam account. I hate it. 'nuff said.

I also have Gamersgate. Not a lot there, but I do use them. Some nice things there.

I have an account here. Matrix has a lot of games of the genre I am interested in.

Point is, in this day & age, it's pointless to subscribe to one publisher. There are many venues out there, and it changes. If you like Steam, good for you! But in the end it makes little difference in sales. Niche games cost more to make, as the market is smaller. And that's just a fact we live with.

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RE: Rationally discussing the price of games - 1/16/2013 4:42:35 PM   
Chickenboy


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quote:

ORIGINAL: Perturabo


quote:

ORIGINAL: Chickenboy

My opinion? Pricing should take into account value per unit time played. A really snappy game that you can plunge through in 1.5 hours is not comparable to one that is engrossing that you're playing a decade (yes, a decade) later. Cost / gameplay hour should be part of the equation, IMO.

By that context, WiTP:AE would be a grand bargain at three times the expense. And I'd pay it too.

I think that the problem with it would be that a lot of customers actually don't play these games to their full potential. Or at all while we're at it.
With prices based on length you may lose customers who buy these games but don't play them a lot.


Hi Perturabo,

I totally get what you're describing-no 'bang for the buck' if customers don't play the game. Makes sense.

I'm just saying that value per time unit played should be part of the discussion of pricing. It won't appeal to everyone, but makes a big difference to those of us that *do* play these games to their full potential.

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RE: Rationally discussing the price of games - 1/16/2013 7:44:53 PM   
doomtrader


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quote:

I don't know the background of how steam works with developers (I know you have the info), but with greenlight it really is possible. The grognard community is really tight and loyal. Point us to the greenlight link and we'll go enmasse. Using solid and bold communication to the grognard community (even on different sites) to tell them to greenlight grognard games will have a major impact. Steam Greenlight is your way in if you feel like there has to be a major publisher.

Strategic War in Europe is on Greenlight, and really after the initial pretty well startup it seems that there are no more wargamers around.

quote:

But Paradox isn't a major publisher but they get their games there.

They are not major in terms of EA or Activision, but AFAIK some of their games are sold in more than +500K, some reached million copies. If you add huuuge community, then there you are.



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RE: Rationally discussing the price of games - 1/16/2013 9:01:58 PM   
heyhellowhatsnew


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quote:

ORIGINAL: doomtrader

quote:

I don't know the background of how steam works with developers (I know you have the info), but with greenlight it really is possible. The grognard community is really tight and loyal. Point us to the greenlight link and we'll go enmasse. Using solid and bold communication to the grognard community (even on different sites) to tell them to greenlight grognard games will have a major impact. Steam Greenlight is your way in if you feel like there has to be a major publisher.

Strategic War in Europe is on Greenlight, and really after the initial pretty well startup it seems that there are no more wargamers around.



How well do you think you've publicized your greenlight? What are the steps you have taken?

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RE: Rationally discussing the price of games - 1/16/2013 10:58:11 PM   
Qwixt


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I don't know why you would have problems getting Strategic War in Europe on Steam. It's a far step above many games on there. I looked at one game that was on sale recently that literally took less than 10 minutes to complete, and it sold for $5 normally. I watched a youtube video of some guy play it, and there really wasn't much to do in those less than 10 minutes lol

I think Paradox is a fairly major publisher. They have quite a few games. Many of which seem to be a reskin of a base game, but that's a topic for another day

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RE: Rationally discussing the price of games - 1/16/2013 11:33:25 PM   
Rtwfreak

 

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The way I see it many years ago you could not get $5-$10 bargain bin priced games like you can off Steam and Gamersgate and most especially GOG. So the psychological mentality change comes from the ability to get just about all games in those $5-$10 price ranges if you just "wait" them out. But, then you have sites/publishers like Matrixgames and Slitherine and Shrapnel and HPS and Battlefront (our favorite wargame sites) who won't move to this type of sales patterns. They believe a 10-15 year old game is still worth $60 today as it was 10-15 years ago. Of course new games retail prices are inline with most games at the $30-$60 range with the occassional $80 game that only the diehard will buy anyways. Once a year they do have a chistmas sale (wish they would have these at least twice a year like another in July) where they grab a load of year old and older games and reduce them 30-35% and that is nice but hardly your $5-$10 game.

Matrixgames et all like them are not your mainstream games or even your well known publisher(s). They don't make the proficts of say the likes of Paradox because they aren't in the "retail" side of things anymore. That's why anything that Paradox publishes you can darn well bet you can get it for $5-$10 in a very short time. Using sites like Steam and Gamersgate I'm sure they are making a killing on revenue and profits. I read one report not long ago that showed they had like $5,000,000 in reserve. This is the part I don't understand about Matrixgames el al like them, why they don't branch out into full retail through Steam, Gamersgate and Gamefly and start making the big bucks? They seem to like keeping the wargamer group "small" by the standards of a Paradox or Creative Assembly and Sega. You aren't going to get most 12-13 year olds spending $50-$60 on a wargame, but, they will spend $5-$10 to check some out and then perhaps get into wargaming and then pay the full retail prices on some of the new stuff.

But really this topic is like beating a dead horse. It comes up usually at least once a year and of course everybody blows steam in one direction or another but nothing ever changes. So, it basically comes down to it if you want it you pay the price if you don't you walk away and keep your money in your pocketesssss.

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RE: Rationally discussing the price of games - 1/17/2013 1:55:33 AM   
heyhellowhatsnew


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quote:

ORIGINAL: Lecivius

I have a Steam account. I hate it. 'nuff said.

I also have Gamersgate. Not a lot there, but I do use them. Some nice things there.

I have an account here. Matrix has a lot of games of the genre I am interested in.

Point is, in this day & age, it's pointless to subscribe to one publisher. There are many venues out there, and it changes. If you like Steam, good for you! But in the end it makes little difference in sales. Niche games cost more to make, as the market is smaller. And that's just a fact we live with.



This all came about because some EA exec was mad that people hated Origin but still loved Steam and said that sales "devalue the IP" which isn't true. Here are some actual facts to refute this other than a gut feeling.

http://www.rockpapershotgun.com/2011/10/24/less-is-more-gabe-newell-on-game-pricing/

http://kotaku.com/5903922/gabe-newells-opinion-about-eas-steam-competitor-is-full-of-awkward-pauses

also the average age of gamers is 30

http://www.g4tv.com/thefeed/blog/post/726494/the-average-age-of-a-gamer-is-30-says-esa/ so please get out of that kiddie mindset.

Your next retort would probably be, okay, Gabe says that if sales devalues IPs, then why do new releases always (at full price) are number one on the list? You'll say, thats because they are triple A games.

Wrong again. There have been hundreds of times where indies were released at full price and were top 5 sales.

Now lets examine this: Say Matrix put their games on sale on Steam for 35% off like they did for the winter sale. Guess what? Those games still sold. Look at when RPG maker and You need a budget 4 were on sale for just 30% off? They were top 5 in sales.

Lastly, lets explore the idea of sales and the units purchased:

http://www.gamasutra.com/view/news/174587/Steam_sales_How_deep_discounts_really_affect_your_games.php#.UPdYUyc0V8E

quote:

Runic Games CEO Max Schaefer, for instance, tells us that while it's been almost three years since his studio launched Torchlight, Valve's Steam promotions have helped the game maintain healthy sales to this very day.

"We find that we get several thousand percent increases in units and revenue on the days of the Steam sales, and unit sales are usually about double the normal for a few weeks after the sales are over," he says.

This year's Summer Sale (which ended July 22) was particularly noteworthy for Runic, as it helped Torchlight hit its second biggest day ever in terms of overall unit sales -- not bad for a game that came out in October 2009.

And Runic's case doesn't seem to be an anomaly; Supergiant Games' Amir Rao tells us that these Steam sales have proven more lucrative than his game's initial debut.

"A lot of times we judge the success of a game -- and predict its sales -- by looking at its launch day numbers. Steam sales have made that delightfully impossible. Our launch day [for Bastion], which we viewed as very strong, is only our fifth best day of sales ever on Steam due to the power of the promotions we've had the opportunity to participate in," Rao says.


You can google other indie game developers and they've said the same thing. Now ask Matrix how many units they pushed during this sale. I almost bought the whole Matrix game catalog because of it. I'm sure they sold a lot of units for a larger profit based on full retail value. And guess what? The Matrix games sale doesn't devalue its IP either, because whenever they push out a new game, we buy it happily at full price and rightfully so because they and the devs deserve it.

You already have a defeatist attitude and accept that grognard gaming is dead, how is that plan working? Why not try another plan? I say get an accountant to do the numbers.

Paradox wasn't a major publisher until they got on steam. Getting Steam on EU3 made them what they were today. Because its word of mouth from diehard fans like us and having a large audience.

I just want people to fight for this genre again. I was recently introduced to it because of word of mouth and reading great AARs. These are great games. I love Matrix/Slitherine and I love the developers and I want you all to succeed beyond your wildest dreams. Seriously.

I may be new but I am a diehard fan and will support and help matrix/slitherine anyway i can


< Message edited by heyhellowhatsnew -- 1/17/2013 2:01:26 AM >

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RE: Rationally discussing the price of games - 1/17/2013 4:27:38 AM   
Rtwfreak

 

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quote:

also the average age of gamers is 30


That's subjective at most since most people don't give their age when buying games most especially children 12-13 since it's usually their parents buying those games for them.

Not to forget a lot of people put bogus information when registering games online especially children.

quote:

I'm sure they sold a lot of units for a larger profit based on full retail value.


Show me stats and I'll believe you otherwise it's just speculation.

quote:

Paradox wasn't a major publisher until they got on steam


Wrong again, they were major when they had GAMERSGATE. You should get your facts from facts and not just make things up.

quote:

There have been hundreds of times where indies were released at full price and were top 5 sales.


Please show me this list of 100 titles? Also top rated sales where? Steam? Gamersgate? Also, some of those top sales were because the games were under $10.

The one thing you seem to forget and are leaving out Matrixgames is not a Highly Advertised publisher. You don't see their banners or names spread over many other wargaming sites like you do a Paradox or a Creative Assemby or a Sega, etc. etc. Matrixgames gains most of their new members by "word of mouth" and I don't see a lot of that going around except at their old partner site the Wargamer. It's not defeatest it's just plain ole facts.

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RE: Rationally discussing the price of games - 1/17/2013 1:03:42 PM   
heyhellowhatsnew


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quote:

ORIGINAL: Rtwfreak

quote:

also the average age of gamers is 30


That's subjective at most since most people don't give their age when buying games most especially children 12-13 since it's usually their parents buying those games for them.

Not to forget a lot of people put bogus information when registering games online especially children.

quote:

I'm sure they sold a lot of units for a larger profit based on full retail value.


Show me stats and I'll believe you otherwise it's just speculation.

quote:

Paradox wasn't a major publisher until they got on steam


Wrong again, they were major when they had GAMERSGATE. You should get your facts from facts and not just make things up.

quote:

There have been hundreds of times where indies were released at full price and were top 5 sales.


Please show me this list of 100 titles? Also top rated sales where? Steam? Gamersgate? Also, some of those top sales were because the games were under $10.

The one thing you seem to forget and are leaving out Matrixgames is not a Highly Advertised publisher. You don't see their banners or names spread over many other wargaming sites like you do a Paradox or a Creative Assemby or a Sega, etc. etc. Matrixgames gains most of their new members by "word of mouth" and I don't see a lot of that going around except at their old partner site the Wargamer. It's not defeatest it's just plain ole facts.


Wait a second, you put up zero facts, zero links to back up your claims and ask me to produce more? and call your statement plain ole facts?

Really, how hard is to google to back up your "plain ole facts"

Here are some more actual facts backed by links http://www.coldbeamgames.com/3/post/2012/11/november-26th-2012.html

Average Gamer is 30, once again with something called Statistics! http://www.vg247.com/2012/08/01/esa-average-gamer-age-is-30-adult-women-more-lucrative-than-teenage-boys/

http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf

No offense, but i'm tired of playing fetch. When you start producing your own research-based evidence to back up your facts, then we can talk again.

Other than that, like I've said time and time again. I want to help Matrix, and stated it in my last post. It's a new age of digital gaming.

< Message edited by heyhellowhatsnew -- 1/17/2013 1:14:43 PM >

(in reply to Rtwfreak)
Post #: 21
RE: Rationally discussing the price of games - 1/17/2013 8:38:48 PM   
Rtwfreak

 

Posts: 381
Joined: 12/11/2011
Status: offline
Links are not facts. Information on those links aren't PROVEN facts. So they are nothing more than the last persons "but they said it was so!" lol They said, he said, she said. lol Like that commercial on tv now where the girl says I found it on the internet and everything is the truth on the internet and the guy asks her how she knows and she goes it "says so on the internet" lmao. Don't believe half of what you read and ignore the other half on the internet and you'll do just fine.

(in reply to heyhellowhatsnew)
Post #: 22
RE: Rationally discussing the price of games - 1/17/2013 9:50:48 PM   
heyhellowhatsnew


Posts: 306
Joined: 4/19/2012
From: New York
Status: offline
What a weak response. Even to statistical data and word of mouth directly from the developers themselves. Whatever you say, man. Guess this conversation between us is over.

(in reply to Rtwfreak)
Post #: 23
RE: Rationally discussing the price of games - 1/18/2013 10:05:55 AM   
doomtrader


Posts: 5321
Joined: 7/22/2008
From: Poland
Status: offline
There are many developers hanging around (including myself), so I'm pretty sure that all of you could create a thread called ask developer and post your questions there.
Of course I must warn you that our agreements with publishers and distributors do not allow us to say anything about sales numbers.

_____________________________


(in reply to heyhellowhatsnew)
Post #: 24
RE: Rationally discussing the price of games - 1/18/2013 1:12:53 PM   
SapperAstro_MatrixForum

 

Posts: 216
Joined: 10/28/2002
From: Penrith, Australia
Status: offline
quote:

Wrong again, they were major when they had GAMERSGATE. You should get your facts from facts and not just make things up.


Exactly.

Just as an aside, and everyone will no doubt think it is just another warry...I was actually the person that planted the first seed of gamersgate. Once upon a time, when the head dev there, Johannes, was having a hissy fit over publishers, fees, and so on, I asked him why he didn't just sell their games online, direct to the customer? The rest is history...

Of course, I never saw a cent for my great idea...

(in reply to doomtrader)
Post #: 25
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