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Downloadable Games Under-priced, Says 360 Dev

by Nick Breckon, Nov 25, 2008 11:45am PST
Related Topics – Xbox Live Marketplace

Former 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."




Comments

42 Threads | 120 Comments





  • MS is reviving the ideals of the shareware days with the creators club thing, at least that is how it feels to me, 200, 400, 800 point pricings, seems fine to me. We are going to end up with thousands of games on there and I hope they get a user-rating system in place and all that. Seriously, downloading a free trial version (even with the 4 minute limit) and playing it reminds me of spending $2 at the bookstore to pick out some random shareware title and play the fuck out of it. All my games back in the day were shareware, and I think that the only other thing MS could do to sweeten creators club is by allowing members to submit special "trial versions" of their games which have just 1 level and aren't just a time-limited version... Actually, smart people submitting their games would streamline the Trial-mode so that it doesn't put the Player through any sort of menus, just give them a how to play screen and let them get into the action, and put a cap on how far they can go in that 4 minutes. You gotta sell it in those 4 minutes, and I hope that MS DOES NOT increase the time limit (people have been bitching about it on the creator club forums).
    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
































  • Well, a contract is a contract. If he thinks his game is of such value that it should cost more, then by all means, go with standard distribution. Factor in fabrication, advertisement, delivery, retail floor space, etc etc.

    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?