3 ms·
Charging per-year seems like a pretty risky move in the game-dev world. I understand WHY you'd want to, but think game-devs tend not to be big fans of this appr
by mrspeaker 10y ago
Charging per-year seems like a pretty risky move in the game-dev world. I understand WHY you'd want to, but think game-devs tend not to be big fans of this approach. Was it tough to decide to go with this model? How has the feedback been from Construct 2 users?
- dmix 10y agoWhere do you see the pricing? https://www.construct.net/ca/make-games/buy-construct-3 https://www.construct.net/ca/make-games/buy-construct-3 It's telling me it's in beta.
- Scirra_Tom 10y agoPricing is over here: https://www.scirra.com/forum/construct-3-pricing_t187766 https://www.scirra.com/forum/construct-3-pricing_t187766 Won't be available to buy until beta is over.
- deleted 10y ago[deleted]
- Scirra_Tom 10y agoYes it was tough, and yes we did get a lot of negative feedback. We also got a lot of feedback from people who seem to not care about this change and who understand why we're making this change. We're going to be making a couple of small adjustments, but so far everything is how we expected it to be.
- dmix 10y agoHaving done a lot of A/B testing on pricing, don't be worried about playing around with the price via experimentation. As long as you grandfather existing customers. You should consider doing what newspapers always do, offer an expensive high-end package that you don't expect anyone to buy, then offer a reasonably priced primary version which comes with a big (seeming) yearly discount. Then include a more expensive monthly option. There's some great books on the subject of pricing. I recommend this one: https://www.amazon.com/Smart-Pricing-Businesses-Innovation-Profitability/dp/013149418X/ https://www.amazon.com/Smart-Pricing-Businesses-Innovation-P...