http://m.joystiq.com/2014/01/19/castle-doctrine-dev-says-sales-hurt-players-developers/?post=1&icid=joystiq_home_latest_art
Nice pricing scheme....but otherwise..... Really?
Nice pricing scheme....but otherwise..... Really?
I don't mean to single you out, because it seems like most people in this thread didn't really read the article close enough, but this comment makes me think you didn't read what he said. Because what you just said is basically what Rohrer said.Paying full price for anything you know will be cheaper in a few weeks is just stupid. It is as simple as that.
The problem with his plan lies in the fact that if the game fails to sell pre-launch it is doomed to fail because instead of dropping in price to meet market demand it would be doing the opposite. It's faulty logic by someone who doesn't understand how economics works.I don't mean to single you out, because it seems like most people in this thread didn't really read the article close enough, but this comment makes me think you didn't read what he said. Because what you just said is basically what Rohrer said.
If you read the article, he says that sales make people decide to wait and not buy a game at launch. His proposition is for games to go on sale pre-launch and then at launch for a slightly less good sale (and then go up to their full price after a week) so that early adopters don't feel burned later on and discouraged from buying things at release.
I personally like this scheme because I'd be willing to jump on more things at release this way. Sure, maybe you could combine this with the current way things work so that after a game has been out a while, it could go on sale again, but I do like the idea of rewarding early adopters with sales.
I don't understand why you think he doesn't understand how economics works. He clearly shows an understanding of the current industry business model, and he's purposely throwing that out the window. Not every game has to follow the current model to be successful. Just look at Minecraft. That more or less followed the model Rohrer is talking about.The problem with his plan lies in the fact that if the game fails to sell pre-launch it is doomed to fail because instead of dropping in price to meet market demand it would be doing the opposite. It's faulty logic by someone who doesn't understand how economics works.
more like i will wait, when it is free on playstation plus, or less than $10 on gameflyIn a market were sales are important for the first few weeks, yeah, it does hurt. All we hear about now is how many copies GTA V sold in 3 days, or how many xbox ones and ps4s were sold in the first month. You look around on here and every post is usually filled with "I'll wait/buy it when its $10/20 bucks". If a game doesn't do well right out of the gate, it's usually viewed as a weak IP or failure, and then no chance of sequels or continued stories. So yes, I agree with him.
since, you brought up minecraft, why is it so popular? i played it once, and was not really impressed, or drawn into it at all. just not my cup of tea.I don't understand why you think he doesn't understand how economics works. He clearly shows an understanding of the current industry business model, and he's purposely throwing that out the window. Not every game has to follow the current model to be successful. Just look at Minecraft. That more or less followed the model Rohrer is talking about.
If a game completely fails to sell at pre-launch and launch, it's hard to come back from that no matter what the pricing model is. Rohrer's model seeks to increase pre-launch and launch sales by drawing in not only the big fans who will buy at launch no matter what, but also regular fans who want a good deal. If a game tries this model and fails at launch, there's always room to readjust the pricing model to try to make the best of a bad situation. But if a game succeeds with this model, not only have you rewarded your loyal fans, but you've drawn in some of the sale-buying crowd. Then, if the game is good, this can lead to word-of-mouth advertising becoming a powerful tool for drawing in the people that didn't know about the game.
Now obviously this model isn't appropriate for every game, and in particular it seems like a better fit for non-AAA PC games, but I also don't think the current model is necessarily what's best for every game either.
Why are legos popular? Same principal applies.since, you brought up minecraft, why is it so popular? i played it once, and was not really impressed, or drawn into it at all. just not my cup of tea.
You're argument against this price structure is based around this idea that your game might not sell well initially. However, this pricing model is set up specifically to spur early sales. So if your game pulls a hardcore flop out of the gate, it's a failure of marketing and/or perceived quality, instead of being the result of the "culture of waiting" that Rohrer describes. And at that point, it may be best to give up on Rohrer's pricing model and try something else. Rohrer isn't saying that you can't change course if you've failed during the first steps. But honestly, even with the established pricing model, if you fail out of the gate, it's going to be extremely difficult to turn that around.Minecraft is an outlier. If you create models based on outliers you are bound to fail, hence the term outlier.
Rohrer thinks he can entice gamers/early adopters with a low price point then reap the benefits of their word of mouth advertising. The problem with this proposed model is that it limits your options in the sense that if the game doesn't sell well out of the gate then you have no way of changing course since you are refusing to reduce the price. This shows a lack of good economic understanding.
The market will ultimately determine the price. IMO, he would be better off letting people pay what they want for it rather than applying his pricing structure.
There are many pricing strategies out there but my response to Rohrer and you.... is to read up on PED (price elasticity of demand). That answers the question why his proposed "penetration pricing" model is flawed. He is assuming that by pricing his game at 50%off he will drive up sales and eradicate the "culture of waiting". This is fallacy since the low entry price does not assure one of anything more than possible greater sales at a lower price. Keep in mind that we are talking about an industry where the bulk of your sales occurs in the first 30 days after release. I would challenge Rohrer to implement the following model. He can release his game at full price for the first month or two and drop the price by 75% or more for a weekend. I can almost assure him that his sales figures would be better than starting out at low price point.You're argument against this price structure is based around this idea that your game might not sell well initially. However, this pricing model is set up specifically to spur early sales. So if your game pulls a hardcore flop out of the gate, it's a failure of marketing and/or perceived quality, instead of being the result of the "culture of waiting" that Rohrer describes. And at that point, it may be best to give up on Rohrer's pricing model and try something else. Rohrer isn't saying that you can't change course if you've failed during the first steps. But honestly, even with the established pricing model, if you fail out of the gate, it's going to be extremely difficult to turn that around.
Well one thing you have to take into account for Rohrer's pricing model is that he isn't claiming that his model will outdo the traditional model in terms of lifetime sales. His reason for this model is that he wants a financially sustainable model that reward the fans that buy a game early, instead of spurning them by putting the game on sale shortly after they buy it. He also wants to maximize the amount of people that play the game once they buy it. So his strategy is to try to maximize sales early on among the people that are already fans of his. This way, the initial community for the game is strong (which is rewarding for those early adopters), and those loyal fans don't have to feel conflicted about buying the game instead of waiting for a sale because they are getting a sale. Then, after the price has increased, people aren't being psychologically pushed into buying the game because of a sale. Instead, the only people buying the game are one's that actually want to play it. And people that do want to play it at that point won't be waiting for a sale because a sale isn't coming. So this model isn't designed to get the most profit overall (although I do think it could do that for certain games that are aiming to grow a community over time), but it is designed to discourage people from waiting to purchase the game if they are interested. And most importantly to Rohrer, it doesn't involve the moral issues of 1. making early adopters feel stupid for not waiting and 2. luring in sales from people who only bought it because it was on sale and will never actually get around to playing it.There are many pricing strategies out there but my response to Rohrer and you.... is to read up on PED (price elasticity of demand). That answers the question why his proposed "penetration pricing" model is flawed. He is assuming that by pricing his game at 50%off he will drive up sales and eradicate the "culture of waiting". This is fallacy since the low entry price does not assure one of anything more than possible greater sales at a lower price. Keep in mind that we are talking about an industry where the bulk of your sales occurs in the first 30 days after release. I would challenge Rohrer to implement the following model. He can release his game at full price for the first month or two and drop the price to $1 after that for a couple of weeks. I can almost assure him that his sales figures would be better than starting out at low price point.
I'm basing this assertion on what happen with Random House and Rob Reid's Year Zero ebook when it dropped in price to $1 fifteen months after the initial release and it ended back up on the NYT bestsellers list and has continued to sell strongly after that. You can cause sales spikes by manipulating the price but one must understand the nature of the their industry as well as human nature. At the end of the day the market will pay for the perceived value of the product. The fact that Apple sits on $150 billion cash is proof that a luxury price model can work as long as the market sees value in your product.
His model is way too complicated for its own good. I wish him the best of luck and I hope he proves all of us wrong but at the end of the day game development is work and people like to make money.Well one thing you have to take into account for Rohrer's pricing model is that he isn't claiming that his model will outdo the traditional model in terms of lifetime sales. His reason for this model is that he wants a financially sustainable model that reward the fans that buy a game early, instead of spurning them by putting the game on sale shortly after they buy it. He also wants to maximize the amount of people that play the game once they buy it. So his strategy is to try to maximize sales early on among the people that are already fans of his. This way, the initial community for the game is strong (which is rewarding for those early adopters), and those loyal fans don't have to feel conflicted about buying the game instead of waiting for a sale because they are getting a sale. Then, after the price has increased, people aren't being psychologically pushed into buying the game because of a sale. Instead, the only people buying the game are one's that actually want to play it. And people that do want to play it at that point won't be waiting for a sale because a sale isn't coming. So this model isn't designed to get the most profit overall (although I do think it could do that for certain games that are aiming to grow a community over time), but it is designed to discourage people from waiting to purchase the game if they are interested. And most importantly to Rohrer, it doesn't involve the moral issues of 1. making early adopters feel stupid for not waiting and 2. luring in sales from people who only bought it because it was on sale and will never actually get around to playing it.
There is no early adopter (EA) problem because these folks will be there day one regardless of your pricing scheme. You want to make sure that the advertising is there so they know and want your product. Also, you want to make sure that the product is priced correctly to maximize profits. EAs are going to be there day one no matter what. EAs don't care that Apple releases a new iPhone every year because they'll be in line to buy the next one. That's how MS and Sony sold 1 million PS4s and X1s on the first day of release. These are the folks who will put up with high failure rates and unfinished products. EAs are driven by three factors/motivations: information, novelty and status.I've actually considered this before. I'm planning on eventually experimenting with a possible sales model based around a similar concept.
I want to make a game that starts at a given price, let's say $10. (just as an example) Whenever I add some manner of new content or DLC, I don't charge separately for that content, I just increase the cost of the base game by $5. If you had already purchased the game, you get the new content for free, no additional charge. If you hadn't already bought the game, the base game now costs more.
This manner of system wouldn't really work with traditional retail titles. But it would work just fine with downloadable games. Modern technology makes this manner of approach possible. A system like this one actively encourages and rewards early purchasers with the lowest possible price, while gently punishing anyone who insisted on waiting.
It isn't necessarily an anti-CAG approach. The initial price is still quite low. And if the game continues to be in active development for several years, anyone who buys it day one could easily end up saving quite a bit of money. Instead of paying $60+ down the line, they get access to the game immediately, for the lowest price that the game is ever available for.
With the current retail model and DLC-scheme, early adopters often end up getting screwed over, and games tend to plummet in price quickly. Since games are beginning to be treated as more of a long-term service, it makes sense for their pricing models to also adapt.
Your sales projections are based on an obsolete market concept. The laws of supply and demand can't be used identically with digital goods. They have no finite supply. When a digital game is made available, as many people who want to buy it can. The physical restraints of the typical retail model have to be adapted when dealing with a digital storefront.IMO, you want to maximize your sales for the early and late majority. You can always get the laggards (most of CAG) a year after release.
The model that works is this: If you want me to pay full price, then thrill me. Knock my socks off and make me excited. I'll blow full price on something that really grabs my attention. If you don't make me have to have it right away, then I wait until the price is right. If you don't want me to buy it at all, then keep the price up high. So many games come out these days that aren't worth $60. Don't complain when you aren't making a product that demands my attention enough for me to buy it at full price. That's your fault, not mine.
I wanted to play Deadpool, Metal Gear Rising, DmC, etc. But not for $60. If they didn't drop in price, I would have just skipped them and then they get $0. As a result, I had to wait many months before getting to enjoy them.