We wanna know whats been going on in that little farbs cave of yours :p
When will we get to play?
A small number of people can provide a large amount of revenue if you design a model that lets the ‘die hards’ choose to pay extra… If you’re able to let people self ‘price select’, effectively, picking the Mochachino Frappa-wappa Soya for $8 instead of the $1 Coffee, while still having the $1 option available for the more frugal or poorer or less ‘into it’ folks, you get more money overall, :)
[As an example (which I know you’ve moved away from, but it serves), a basic subscription model don’t let people pay more than that, so you miss out on ‘extra’ money from those that would pay it.]
In my industry, PBBG’s (www.pbbg.org), subscription based games seem to not do so well for this reason.
The important thing to aim for in that setup is to keep those paying a small amount happy, and still feel like they are getting a quality game. I second otehrs comments in regards to making sure that people don’t _have_ to upgrade to feel they had the game they had to start with. Peer-envy is hard to avoid though, the balance can be hard to get right!
Make sure to research case studies of other games and see what’s worked and what hasn’t and why, for inspiration for your own ideas, :)
Best Wishes,
-Ben
I’m intrigued with your thoughts about alternate payment schemes. I don’t know that I have any solid facts to contribute, but am very interested in the discussion.
I’ve noticed that one downside of buying low cost PC games online is that the process of authorizing online payment is a bit of a deterrent. People don’t seem to care as much about the actual cost of the game as the hassle of buying it. There’s also the issue of needing a recognized credit card, which affects minors and people in certain countries. If I could just plunk two dollars in your hand I’d do it without hesitation, but I might think twice if I had to fill out a couple of forms and enter in my payment information.
I could see that being a bit of an issue with a more fragemented model (for instance multiple installments, but no subscription). My hunch is that the impulse buy urge isn’t quite as powerful outside of a streamlined service like the app store or XBox Live Arcade.
]]>The problem with single payments at the outset for the entire package is you may lose constructive feedback along the development cycle (replaced by angry demands) as well as forcing yourself to complete the project if you decide at some point to end the product for whatever reason it may be.
Although I have no idea how the game actually plays I would suggest a free initial demo for establishing a larger audience (e.g. limit the game as it is now). Market this aggressively as I am guessing you have already had some considerable positive feedback on the product.
I would then make a slightly larger than originally intended micro package for, not $2, but $5 that makes it a “complete” game and not the demo (so the current or slightly more updated current game). Then plan a rehaul/sequel/major package for the $10-$20 that can be purchased in parts or as a complete package (for the dedicated fanbase).
Without further knowledge of the game, what your development costs are, how many sales you are likely to make and whether the packages are extra story-lines, in-game items etc. to the initial product I cant suggest anything more specific.
I for one had never heard of this game before tonight but am intrigued by the concept and think there is a lot of potential if approached in the right manner.
Anyway good luck, I hope this all pans out for you.
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