4 ms·
> there is no way to downvote a game producer after you have paid for something you didn't know in advance that you would like. A 30-day money back, no questio
by Isofarro 13y ago
> there is no way to downvote a game producer after you have paid for something you didn't know in advance that you would like.
A 30-day money back, no questions asked, guarantee would offer this. Then you can take a risk on a game, evaluate it to your heart's content, and if you didn't like it then request a refund. That would be a useful downvote indicator.
For the recent SimCity, a stream of refunds would show as the product not being fit for purpose at launch, and as the refunds taper off and the sales continue to grow, that's a confidence indicator that the game has reached an acceptable playable standard.
Though, it would be more useful for unsolicited/open-ended feedback as to why the refund, so a company could do something to improve their games.
Granted, that system can be initially gamed by serial refund-requestors - but those people are further along the spectrum of "will not pay" anyway, but at least they've taken the step of purchasing, that's one step closer to making inroads into the pirate instead of purchase segment.
By making the refund rates public, and some sort of identifier, it should be easier to target the non-regular refund-requestor with special offers and promotions. A company should have the ability to reward loyal customers too.
From the company's perspective, people will be less inclined to ask for a refund after they've purchased a game that works and provides a decent gaming experience. That's just the nature of people who believe that they have received value on their purchase. That is one improved step beyond the "need to evaluate before purchase" mindset.
I guess this will mostly prove that the "evaluate before buying" mindset is a self-rationalisation for piracy. The Radiohead "name your own price" album is unsurprising in that it was heavily slanted to as close to free as possible, rather than reflecting a demand versus supply equilibrium.
- vy8vWJlco 13y ago"A 30-day money back, no questions asked, guarantee would offer this." That sounds a lot like the "copy-first, pay later - or receive a public shaming" de facto standard used by cautious patrons today (only ATM people receive their shame from other pro-copyright HN readers).
- admax88q 13y agoThis is actually a technique that retail stores discovered a while ago. They used to make it very difficult to return products, and rarely would you get your money back. But then they realized that if you make returns simple and painless people stop second guessing their purchase since there's less risk if the product doesn't work out later. So more people are buying the product and those that do return it are not left feeling burned, making them more likely to purchase again from the same store. Nobody wants to feel ripped off, and taking that risk away from customers helps remove that mental hurdle they face thinking "but what if it sucks?" Game developers on the other hand have a bad track record. Returns are basically impossible, even with everyone's favourite Steam. With paid reviews, gaming social media and relentless hyping. People are tricked into buying a game that's not as good as its made out to be and are left feeling scammed. Not a great way to treat your customers.
- danielweber 13y agoRetail moves in cycles over how easy to make returns. They make returns easy, and their customers are happy, but so are scam artists, ranging from people who "bought" the TV for the super bowl or the dress for the party and now are returning it, to people who bought the item somewhere else and are trying to return it to your store where they insist they bought it. So then stores start making returns harder, dissatisfying the scam artists and their real customers. And then someone starts the cycle again, thinking they have a better handle on it.