Downloadable Games Under-priced, Says 360 Dev
by Nick Breckon, Nov 25, 2008 11:45am PSTFormer Insomniac Games developer Nathan Fouts recently turned his hand to downloadable titles, creating the Contra-style shooter Weapon of Choice for the launch of Xbox Live's Community Games.
But as Fouts struggles with the pricing of his own title, he now says that most Xbox Live Arcade titles are selling for less than they should be.
"I want to go on the record and say I feel like most downloadable games are under-priced," said Fouts to MTV.
"As a collector, I can relate to people who enjoy buying a game and having the game box, and manual. However, paying only 800 points ($10) for a game as nice as 'Bionic Commando: Rearmed' or 1200 points ($15) for a game as big as 'Castle Crashers' seems ridiculous to me."
Fouts also noted that the lack of incremental pricing for downloadable Xbox 360 titles can present developers with a tough decision: price the game high and risk consumer disinterest, or miss out on serious revenue.
"Microsoft does not allow for user-defined price points like 799 points or even 100 point increments like 500, 600, 700, etc. For a bigger game like 'Weapon of Choice,' only having two options, one of which is double the first option, makes the decision difficult. I felt like we could have priced the game at 600 points and received no backlash from consumers as they compare our game to other downloadables."
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Comments
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$10 is impulse purchase range for me. $20 is not.
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Also I am really, really glad there are no games for x99 points or 467 points or whatever random psychological comforting numbers they come up with.
Anyway, look back to all the shitty shareware that were out in the late 80s/early 90's and then look at how some of those games branched off into prominent developers still around today, all that is possible from the creators club, sure we've had game portal sites spewing casual game match 3 clones for a while now, but all that is PC/Mac and your selection of potential customers is all over the place.. with it on Xbox at least you've got a healthy mix, most probably leaning towards hardcore gamers, so take advantage of that, I'm rambling, I'm gonna go play some L4D. HRRRRRRrrrggggknnnnn make games, hrRRrrrgkkkfsdnfsjdfn stop bitching about the prices, have fun ggz
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Because honestly, I wouldn't pay more than $15 for anything on XBL arcade.
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Microsoft's price points are were clear from the start, and so games should be built with that in mind; don't build a 600 point game when no such price point exists.
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lose/lose imho
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http://en.wikipedia.org/wiki/Microsoft_Points#Pricing_differences_between_regions
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Some guy for the iPhone made a clone Tetris like application and at 5 bucks a DL made $250,000 in less than 2 months. That puts him above the highest middle class salary for a year. I think even after the money you put into a game you are going to make plenty of cash as a small DLC game developer.
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There have been so many great games coming out recently I have had to make the choice of which ones I would buy first and those that will just have to wait. If games were cheaper I would own more of them... but they aren't so I don't, and some games I held off on buying I never bought in the end anyways because something better came out later.
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The developer gets a MUCH larger chunk out of that $10 dollars than he would going the brick and mortar method.
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I think this is where the "episodic" thing should come into play. Say $5-10 for the base game to get people hooked, then $5 level packs or something. Then the people who didn't like it won't feel too ripped off, and the people who did like it can continue to support the developer.
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Or, take your game, which in this case is a good one, put it into a system that will put it in front of literally millions of gamers, get a name for yourself as your repution (deservedly) grows, and perhaps you will be able to carry your next game through traditional retail channels.
If you noticed, most of the big successes on Xbox Marketplace are games that would never have been picked up by a publisher, because it didn't fit into the cookie cutter approach they currently have (Shooters, RTS, MMO, Sports Sim, Fighting Sim and that's about it).
Be happy that there was a low barrier to entry for your game. You can charge more for the sequel.
As a corrolary, remember who you're selling to. Most young gamers have only experienced the above genres. They wouldn't know Zork if it bit them on the ass. They certainly don't remember Maniac Mansion, and they never saw Out of This World. Half the value of the Marketplace is that you can get new game models out to these people at low cost, both for the publisher and the customer.
Isn't that win/win?
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