What can a game developer do? Gamers
look beyond the game itself, considering not just the genre/type of
game or how it looks, but also how it stacks up against other games
being released, how many hours of content it boasts, how large of a
file size it is, and of course, price. As a consumer, I end up
mentally assigning a price to a game I'm looking at based on how it
appears to compare with other games I've seen and/or played. Even if
the game is something I'm interested in, if my mental price-tag says
the game is only worth X-amount of $, I'm not going to consider
buying it until it hits that price or lower. The crazy thing about
this is, sometimes we're only talking about a $5 game! It's
ridiculous that someone wouldn't be willing to shell out $5 to try
something new, but because there are so many other options available,
and because this stuff adds up, gamers exert a self-discipline that
emerges from the judgment of what they think the game is really
worth, and they won't budge until it hits that price.
As a game developer myself, I know the
difficulty of pricing, because to remain profitable--or at least
recoup the money originally invested in making the game--the product
sometimes needs to be priced out of range of what others might
ascribe as “fair.” The gaming community usually doesn't think
about the difference between small, independently produced games and
games produced by huge companies. For that matter, the gaming
community also doesn't consider the difference between crowd-funded
games (and the quality boost crowd-funded games enjoy) and those that
are independently funded. They bring their judgments of a “fair
price” from their total game purchasing experience, which includes
all of the above. Surviving in this industry is a precarious and
volatile existence. Next week, though, I'll talk about a few things
that are likely to give game developers a boost in their chances!
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