4 ms·
Some thoughts about the economics (and ethics) of games: * if a game isn't fun (to me), I shouldn't have to pay for it * if a game is fun, I should pay for
by jholman 13y ago
Some thoughts about the economics (and ethics) of games:
* if a game isn't fun (to me), I shouldn't have to pay for it
* if a game is fun, I should pay for it
* generally, "better" games deserve more money (non-linear)
* ... but I'm skeptical that $500 is ever the right price (e.g. for every LoL champ)
* "time spent playing" is a half-assed proxy for "better"...
* ... but not if you rig your game mechanics around this proxy metric
* pay-to-win games are "bad" (personal subjective perspective)
* if I don't have to pay for a game, I probably won't (sorry!)
* if I'm paying per-month for the game, I feel artificial pressure to play it...
* ... and if I stop playing, I'll cancel
* ... so I can't casually pick it up 3 months later
* ... and I think maybe most people have a limited monthly-subscription budget
* games that have free options have better word-of-mouth marketing
And a few observations derived from these:
* gotta have a demo
* the demo needs to demonstrate the actual gameplay
* getting demo-length right is really hard
* if you have the infrastructure to charge $2/month, you've got options
With all that in mind, here's what I would do (hopefully will do, one day):
* lots of gameplay should be free
* where it makes sense, put roadblocks that players will hit after a while
* .... and then some more after some more while
* charge say $5 to get past each roadblock
* have say 5 total roadblocks
* to assuage cheapskates (5-years-ago me!), give alternatives to paying real money
* maybe crazy grinding?
* even better would be if you could find a way to give players credit-towards-roadblocks if they are helpful to the game community, or to game development
Be up-front about all of this: "Early parts of the game are free! To feed my family I'll be charging progressively for access to the later parts of the game, but I'll never charge a given player more than $25" (or some other promise you are willing to keep)
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By the way, $20 is a lot for an indie game, especially up-front. The humblebundle this week includes ELEVEN games, including several great ones, and the "average price" (unlocks all 11 games) is around $6. So no, I will not pay $20 for your game, are you crazy? Instead I'll go buy the humblebundle for $10, give half of that to charity so I feel like a social justice crusader, throw away 54% of the games in the bundle, and STILL have dozens of hours of gameplay, and $10 in my pocket for the next humblebundle.
Yes, I'm a cheapskate. But this is the reality of the market at work. I'm not saying your game isn't "worth" $20. I bet your game is more fun than a movie-plus-snacks, and people pay $20 for that, right? But your game will be compared to games selling for $10 or less.
Man, I just realized I sound like I'm trying to talk you out of a career in game-dev, and that's not what I want (as a gamer).
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One more thought:
You said "(not necessarily more powerful, but rather more diverse)". Yeah, listen, when you play my Rock Paper Scissors online game, you get Rock for free, and pay for Paper and Scissors. They're not necessarily more powerful, just more diverse.
- babuskov 13y agoThanks for this comment, it was really useful to me, at least, it gives a better perspective what players want. And it also confirms that people would not pay $20 in advance for a game. But roadblocks seem like a good idea. Maybe I'll try that. And the last paragraph is hilarious ;) Well put.
- grayrest 13y agoPay gated content has been tried in the MMO space to varying degrees of success. The main problem with it is that the gates split your community, effectively reducing the userbase of your game. As a non-pay example, take WoW (I did Vanilla->WotLK) where Blizzard continuously reduced barriers to entry for content so that a larger portion of the playerbase could experience it. I honestly haven't seen a gated solution where everybody is happy but I haven't surveyed every game out there and gating works well for single player games. The other issue is that studios generally feel a need to put a carrot on the other side of the gate. At the moment, I'm tracking Warframe and the current update has (essentially) pay gated zones with a reagent drop that drives both additional character progression and player housing. Neither is necessary to complete any of the other content in the game–the game has a mechanics problem where weapon damage scaling is excessive, the relative ease of content clearing is one–and the playerbase is whining about P2W. My inclination would be something like: * Subscription based * Sub payment produces in-game tradeable item, time added on use * Subscription use suspends X days after not logging in * Payment auto-renewal only triggers when 2 days left * You start off with X weeks of playtime This covers revenue, pay to win, real money trading, free players and (IMO) is both transparent and fair to players. It's basically a F2Pish variant of EVE's PLEX system. The challenge then becomes maintaining engagement and having the economy under control meaning that currency remains useful and inflation remains reasonable. I haven't actually seen it done, probably because it's not a reliable recurring revenue stream like traditional subscriptions and isn't that strong of an impulse buy. I have seen somewhat similar ideas in a game with limited moves per day but from memory (been a while, blanking on the name) they also used the time item as a catalyst for weapon upgrades which for me veered too far into P2W so I dropped.