World of Goo Creators Try Pick-Your-Price Experiment 216
2D Boy, the independent game studio behind World of Goo, recently celebrated the game's one-year anniversary by offering it at whatever price buyers cared to pay. They've now released some sales statistics about how people responded to the opportunity. The average price during the sale was $2.03; the game normally retails for $20. According to a survey of why people paid what they did, 22.4% said it was all they could afford at the time, and 12.4% said they already owned World of Goo and were buying it for a different platform. (Yes, there is a Linux version.) Over 57,000 people took advantage of the offer, which was enough for 2D Boy to term it "a huge success." Interestingly, they also saw a significant increase in sales through Steam, and a smaller increase through Wiiware. They've decided to extend the experiment until October 25th.
thanks (Score:3, Insightful)
Re:thanks (Score:5, Interesting)
I wonder if it would be improved by having an updating average price display showing the current average price, or if it would mean that the average would stay down low because seeing that other people are paying $2 or $1 makes it OK for anyone else to pay that low.
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For precisely that reason I think any information about its final resulting benefit should be held "secret" for a while.
On the other hand, the number of sales does seem interesting to publish. But, as soon as anyone sees "52012 sales! And counting!" he'll naturally ask about the average price.
So, I'd recommend not giving any information about the results of this last sale campaign until it's considered finished.
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Re:thanks (Score:5, Interesting)
An option would be to provide the customer with 3 figures at the pay point: Retail price ($20); Recommended price (say $10); Average price so far ($X).
I can't speak for everyone, but I certainly don't like to be perceived as stingy -- so I wouldn't want to pay below the average if the average is much less than the recommended price. By showing the average the buyer gets the sense of being watched, even though that isn't really the case. Result: the buyer is more inclined to pay above average.
Assuming everyone behaves similarly to me, the average price is slowly pushed up towards the recommended price limit. As it gets closer, buyers will start paying less than the average, and it will reach an equilibrium -- I'm guessing in the range $6-$8.
The key, I think, is to provide a reasonable discounted recommended price so that people are less inclined to think a low average price is "ok".
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Hmm..
Unless my math fails me then the average price would never drop below $10 if you only present the three options $20, $average and $10
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Recognition (Score:2)
Who's gonna know? In public, you have to deal with the cashier, your companions, and any other customers nearby. Online it'll all be handled by computers unless someone with permission specifically looks at your purchase. Otherwise they'll just track statistics of everybody's purchases.
It might be wise to post a scrolling list of recent purchases with real names. Pay the retail price and get the game anonymously. Or pay a lower
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I paid $1 and its a good game, I pirated it earlier and it was just sitting in a folder waiting to be extracted. I don't know why I never unzipped it to install, but as soon as I bought it I got into it. Although got bored after level 3.
You have to pay more than 30cents so that the company gets some of the money rather than Paypal getting it all.
So many others could benefit of similar methods (Score:2)
Rather than imagining an eternal life for their products, more developers could find ways (not necessarily this one) of selling their obsolete products to pay for the newer ones.
For example, l4d costs now about 15$ if bought together with the still unreleased l4d2. As they are almost equal and not very distant in time, the developers could wait another year or so and then release l4d for 2$. Make a little cash and go on.
Instead, they get so attached to IP they end up owning games that nobody wants to buy.
An
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And, as today's pointless bad analogy, it's like trying and failing to sell the last apples at half the original price after they've started rotting, when they could be sold as fertilizer and use the money to buy more land, even if just a little.
What, iPhones?
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IIRC it was 0.99, the same price for Opposing Force and Blue Shift. Since they have the technology in place this seems like an awesome way to make a few thousand out of games that don't sell anymore. They had Bioshock for $5 a while back, and Assassin's Creed is $5 right now. I just bought it :)
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GOG.com?
What about absolute sales? (Score:5, Insightful)
How does the absolute intake compare to what it was before the experiment though?
I'm reminded of a sale Valve had for L4D a few months after it was released; Jeff Atwood relayed the results [codinghorror.com]. In short, Valve cut the price of L4D in half, and the result brought in more money (not just more sales!) than the launch day.
So how did World of Goo's experiment do in absolute numbers? Did the revenue increase or decrease from before the experiment? Certainly sales increased, but that's a far cry from revenue increasing.
It's a sales tactic, not an experiment (Score:5, Insightful)
"Back in the day" the game ended up as a budget release (if it were lucky), maybe first at £10, then £5 - and you know only a teensy proportion of that shelf price ever made it back to the developer.
The "name your own price" strategy seems designed to mop up anybody who had an interest in the game, yet never got around to buying it for whatever reason.
Basically if somebody doesn't buy it - they were NEVER going to buy it under any circumstance at all.
So - nice idea for games in the 'tail' of their lives.
What I'd like to see a publisher try (just to satisfy my idle curiosity
i.e. We are going to sell this game for $25. We are launching it at $10 and every day for the next 2 weeks, we're adding a dollar to the price - seems an ideal way to get your headlines, and convert those waverers (the vast majority who will never buy) into purchasers.
I guess in summary, the general rule is that when you get somebody looking at the purchase page, there should always be a reason for them to buy now, rather than next week.
I for one have been hearing about WOG for aages - have I got around to even playing it - no - I had something 'else' to do. I now see the name your own price is about to finish so in my head I can heat "It's now or never time for me to buy it." *wanders off to purchase*
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It's a sales tactic, to be sure, but enough people claim it doesn't work that actually implementing it is also an experiment.
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I doubt very much they made more with this experiment than before.
Based on the charts / average price paid from the article, they made about $115,129 (probably about a hundred more, I skipped really low data points) on 56,714 sales. They admitted that they lost money on every sale below $0.30, and they had to pay up to 13% to PayPal in fees even when they made money.
I think for any game to have made 56,000 sales (which implies as many as 56,000 new customers to support), but only bring in a little over $10
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It wouldn't have made 56,000 sales in a week without this experiment, though, so comparing to what revenue a game could've made on 56,000 sales at a higher price point is kind of irrelevant. A better question might be: is $100,000 in a week (implying $5.2 million/year) rate of revenues a good one, or could they do better with another model?
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although you can't extrapolate to 5.2 million/year because its unlikely that they could achieve this level of publicity for more than a week or two
My own experience (Score:4, Interesting)
Re:My own experience (Score:4, Interesting)
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Back when I was in college some 20-some years ago, one of the organisations I was in occasionally had bake sales to raise funds. We invariably collected much more money when the items were left unpriced and the buyer just donated some amount. It's interesting to see this model being experimented with in the real world.
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I also have been offering software at "choose your price" for quite a while. Interestingly, a good number of people pay twice as much as the 'recommended' price. I suppose it depends on the market.
one purchase - multiple platforms (Score:2, Interesting)
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Ubuntu Software Store... (Score:3, Interesting)
This is a game that should *definitely* be available in Ubuntu Software Store for next release.
Worth the $20 (Score:2)
I downloaded the demo a couple of weeks ago and when I went back to buy the full game, the sale had started. I still paid full price though, because it's quite easily $20 worth of fun.
I bought it (Score:2)
Sure, I could have got it for $1 or $0.10 or $0.01, but the site says "Pay whatever you think it is worth" which isn't quite the same as "name the amount you want to spend". Considering the game is fairly simple but a lot of fun, Linux native, and DRM free; I think it's definitely worth what I paid.
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Before this sale, the cheapest I'd seen World of Goo was when it was a Steam Weekend Deal for $5. Incidentally, that's when I bought it.
same experiment (Score:4, Interesting)
I did the same experiment with some Unity3D tools/scripts [lemuria.org] of my own, offering them at four different prices with a suggestion as to what I think they equate to, but a very obvious statement that no matter which price you pay, the download will be the same.
Interestingly, the distribution is 6-2-1-1 over the prices, showing that people do not always pick the lowest price, even if they can. Like the World of Goo makers, I consider the experiment a success and may use the model in the future.
It even checks out economically. I made ~180 US$ this way. If I had offered the scripts for $20 (2nd price), even assuming that half of the $10 buyers would have bought it at that higher price, I would've made only $140.
Who bought this... (Score:2, Interesting)
*slowly raises hand*
Legal pirates made me a annoyed panda (Score:2, Interesting)
what bugs me is that 16,852 people paid $0.01 for the game. Which is nothing but legally pirating the game.
If you were doing it for an OS port of the game thats fine, but otherwise at least throw in a dollar.
The bandwidth and credit processing would cost them more then the cent provided.
At least they got the marketing, and my business, which is some good from the cheapskates
Thats my $2.00 cents.
Re:Legal pirates made me a annoyed panda (Score:5, Insightful)
Why is that at all surprising?
I would expect more, to be honest, out of 57,000 and you have to take account of that when you run any such event. Personally, I'd have said any *dollar* amount, so it would have gone for at least $1 and made the maths a little easier but if it was *possible* to buy at 1c, I quite expect to see a hefty percentage of people pay that.
The so-called "honesty box" system works on the basis that *enough* people are honest (not that all of them are, or even most of them), whether you've put bunches of flowers in a tub by the side of the road, with a tin for collecting payment, or you're selling a game on the Internet. (The flowers thing is quite common the rural UK - a few pennies and you can take as many flowers as you like because they are effectively surplus, and very few people run off with the tin full of change, either).
I've personally purchased two World of Goo's, one for me, one for a friend, and think it's a great game. On reading this article, I emailled a couple of friends that might be interested. I don't really care if they pay $10, or $1, or 1c, so long as they get the game - it's not "costing" the authors anything that they aren't already paying, and it is with their blessing, and the publicity etc. they are getting more than makes up for it.
The fact is that most games are too expensive, and I've often thought "If that was a little cheaper, I'd buy it" but rarely tell the author. The feedback from knowing what/why people are spending what they do if a phenomenal statistic to have. And I don't think they did bad out of a game that most people already have and most people already paid full-price for, and for which sales are sloping:
(57,000 times $2.03) - 13% (Paypal small-transaction fees) = just over $100,000, before they even make the front page of Slashdot. IN A WEEK. I don't think the authors have suffered. I think a lot of people who couldn't justify the expense now get a great piece of entertainment. The authors get a shedload of easy money from an "old" game, tons of free advertising and lots of useful feedback, a few pirates make themselves legit, some people get that warm glow of supporting and author, some cheapskate people get a "free" game and Paypal make a shedload of money too. I think that's pretty much win-win.
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(accidentally posted anonymously)
and I’ve often thought...but rarely tell the author.
As if you could.
I mean, there are notable exceptions, but for a lot of games, getting somebody's email address will generally involve more than creative Google-ing.
Like I played that Plants Vs. Zombies game and I wanted to email the lead dev. and say, "Hey man, your bonus rewards are far too time-expensive. Your game is good, but not 100 hours after I finished it already good."
And I couldn't find anything resembling a contact that would go anywhere near where I wanted it to.
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Currently digital publishers are pushi
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No, they actually got no money at all from those people. From their site -
"For all purchases of around 30 cents and under, we actually saw no money, PayPal took it all, but they probably ended up losing money on most of those transactions ($0.01) as well, they’re not the bad guy."
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Because it was an experiment. While I'm sure they hoped to make money by it, it's pretty clear that they decided to throw caution to the wind and just see what happened.
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Fuck off. They permitted it, it was a huge success, and you're bitching just because some people (essentially) got their way paid by the folks who paid more.
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Legal pirating? I don't believe that's possible.
Arrr, as per the EULA that you agreed to by running this program, I now commandeer this computer.
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Yes its an oxymoron, i chose it for that purpose.
It doesn't change the fact that people are copying it without paying the agreed amount.
The publisher/developer is allowing anyone to buy it with whatever they think its WORTH. They didn't say pay what you want.
You ask anyone who "purchased" the game at 1 cent, and ask them if they got a bargin, and they'll say hell yes. Its because they just got something vaulable for dirt cheap.
Anyone who actually thought the game was only worth $0.01 cents wouldn't even bot
Nope, you aren't a pirate (Score:3, Funny)
So "pretty enjoyable" is worth 1 cent? So I take it to get you to part with $10 the developer would have to give you a hand job.
So no, you aren't a pirate. You are, however, a cheapskate.
Pricing Models (Score:4, Interesting)
There's all sorts of interesting pricing models an indie developer with zero retail distribution could try if they're controlling the sales.
I think an interesting experiment would be to auction say X copies a day, with the price being set at the lowest winning bid. Folks who MUST have the product on day one can pay more, those who wait can pay less. Obviously there are some challenges, but it's at least an interesting intellectual exercise.
It would be fascinating to see what folks would pay for, say, a week of exclusive access to WoW: Cataclysm. Sort of ruins the spirit of the game, but interesting nonetheless.
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There's all sorts of interesting pricing models an indie developer with zero retail distribution [costs] could try if they're controlling the sales.
Running a server that is reliable and can handle ./ is not free. Its not even a close approximation of free. Its real money and its an expense that is incurred every single month. Decent bandwidth for a larger game is also a long way from free, and even if you don't get many sales you still have to pay.
What about adding an extra category, donationware (Score:2)
Add another price category where you'd want half to go the indie developer's preferred charity? Now THAT would really make things quite interesting imo, in a social experiment kind of way.
Arrogant comments... (Score:2)
... I notice a lot of people complaining that people paid so little. But that is irrelevant.
World of goo is for all intent's and purposes a small indie game. It is competing against all other older AAA games with many million dollar budgets that have now hit the bargain bin, for the same or similar prices (5$-10$).
I think people forget that the value of a game is what people are prepared to pay for it against all other games. Let's not also forget that games are massively overly produced.
don't donate just to paypal (Score:4, Informative)
Anything less than around 33 or so cents goes to to paypal from fees. So just keep in mind that you are donating to paypal not the indy game developer if you do that. There's a lot of people who donated 1 cent to paypal. On the other hand, if you WANT to cost paypal money, donating 1 cent with visa card probably costs paypal money.
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Ah ha! So the best idea is to buy the game once for $20, then a whole bunch more times for $0.01 each! MUAH HA HA HA HA!!!
Thinking behind my price (Score:2)
I picked up WoG for US$2. I'd never played it before and had never been bothered enough to even download the demo. Effectively, I was happy to pay US$2 to take a chance on something which I might not like or play at all, or I might love and play relentlessly. I wouldn't have regretted that US$2 if I played it once and never bothered again.
I should add that I'm not a big gamer; I get all my games used for £1-4 for PSX, original XBox and PC and generally stick to recognised AAA titles. I pay similar pri
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Ye i also paid 2$ for it on the basis that I hadn't heard of the game and may or may not play it. I'd have probably paid more if i'd found out beforehand that they had a linux build.
But I thought pick-your-price didn't work... (Score:2)
Over 57,000 people took advantage of the offer, which was enough for 2D Boy to term it "a huge success."
Wut?!
But everyone knows pick-your-price is infeasible! The music industry proved it! Didn't they?
More seriously, though, let's do some straight math and see how this turned out.
57,000 x $2.03 = $115,710
Anybody care to guess how much they'd have made off the same 57,000 people if they hadn't held this promotion?
All in all, they netted over $115 grand in this. Not bad for their one-year anniversary promotion (in fact, I'd almost call it a "huge success" — oh wait, they already did).
Ahh... the Radiohead of gaming (Score:2)
Nah (Score:2)
How about a "Getting it running under Windows 7" experiment?
Downloaded it off of Steam, and it doesn't work. :P
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An OS that's been available for customers for a whole day (and that's special pre-orders for certain customers in certain countries)? Why should 2DBoy sign up on MSDN just to get advanced previews of whether their software will work? That's a serious question for a small business. Either give them time, wait for a patch, patch it yourself, try it in every compatibility mode or bitch about how a program that's never seen an operating system that's been out for one day doesn't work.
Lost Revenue? (Score:2)
Nothing quite says "you were never getting the money, anyway" better than offering them the chance to pay 2c, and having them pay the absolute minimum.
If you read this report and have trouble / get angry at the 17k, you're missed the point. The point is, some will NEVER pay for it. But hey, many will. They're the ones we're selling to. They're the ones suffering whe
It's this simple (Score:2, Insightful)
The game is well-made. It's fun and interesting to me. I have not found any bugginess so far. They produce a native Linux version. They don't harrass us with DRM.
I paid them US$20. That was my pick-a-price. Because, you know what?, the developers felt it was worth that much originally and I agree.
This isn't some contest where I have to make sure I win over the other tens of thousands of customers.
Re:That's very nice, but (Score:4, Informative)
You can pay $0.01. There's no minimum.
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Even though people mostly paid the $0.01, they still made a nice amount of money with a year old game
Re:That's very nice, but (Score:4, Informative)
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You can pay $0.01. There's no minimum.
So the minimum is 1 cent? No minimum would imply I can offer them zero cents, which though making me a cheapskate, lowlife, unnappreciative scumbag, would make a difference to my finances. If 1000 publishers let me save 1 cent I'd soon have enought to buy a bag of cheetos, some kool-aid and more blinds to block the sunlight coming through my parent's basement window...
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Sorry, I'm not going to read what you wrote in your reply. I'll assume it was something pro-Microsoft, so I'll simply call you an MS fanboi and put some exclamation marks aftewards!!!
Long-live /.
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I skimmed your post and saw "pro-Microsoft," so I'm going to assume you're a (Apple... no wait, this is games) Sony fanboi and diss the PS3!
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Would have given more if I thought everybody was going to stiff them. Come on, average price of $2.03?
I do take your point, but even though most people are giving very low amounts, I'll bet that it's all extra sales that wouldn't have happened if the price was $20. I'm not ashamed to admit that I donated $5, and some people might think that's cheap (but apparently not as cheap as the average customer) but I would never have paid anything over that amount for World of Goo. So yeah, people are being cheap about it, but it's all extra money in the developers' pockets which probably wouldn't have been there oth
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That's how much I spent, too, and it's actually more than I initially figured I'd pay ($1). I'm a firm believer in free stuff, and I'm willing to spend a few extra dollars (occasionally) to show my support for a business model that allows people to get free stuff. Especially after it's proven to be massively successful... I figured I'd spend more than the average, just to emphasize the point.
I would never have bought the game for $20, and probably wouldn't have bought it for $5 or even $1 from a bargain bin
Re:That's very nice, but (Score:4, Funny)
You can pay $0.01. There's no minimum.
Yes there is I tired using negative numbers and it wouldn't work.
I want them to pay me to buy it.
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Re:That's very nice, but (Score:5, Informative)
This is a pretty cool experiment. But...
Why would I have to purchase the game multiple times to be able to play it on different platforms in the first place?
Well, if you buy from them directly, you get all of the PC/Mac/Linux versions at once for $20 (before this experiment), which is quite reasonable. However, the WiiWare/Xbox Arcade versions are obviously separate; there's no way the console manufacturers are going to allow cross-platform buys, and the only recourse developers like 2D Boy have against this is to not put it on consoles, which would be pretty stupid for the developer.
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I paid $2 so I could get it outside of steam.
But I'm not sure their survey percentages are accurate. I never got a link in the email, and never got to vote. I heard about the sale quite late, so I suspect there's several days of buyers that haven't been included.
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He probably meant Steam. If you bought it on Steam there's no way to get the Mac or Linux versions. You have to buy it directly from 2DBoys if you want that.
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If you do buy it direct from 2D Boy you can register your copy within Steam with the CD-Key and then get all the benefits of having the Steam version.
Rob
Re:That's very nice, but (Score:4, Interesting)
Either I'm reading things wrong or people are doing it because they feel they should support the developer. Their World of Goo page [2dboy.com] says:
In a way it is good and bad that you get it for all platforms. I want it for Linux, so it'd have been nice to specifically say "look, I'm supporting your port to Linux", but at the same time it is good to get it on whatever platforms you want without having to pay multiple times.
Now, I had this on my Christmas list. Do I tell my family so that they can get it cheap and do the developers out of some money when a lack of DRM and an innovative game should be welcomed, or do I just let the "pay what you want" period go by and give them the money they deserve?
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Why wait?
You can still pay them full price during the trial period.
In fact, I think that choosing to pay full price when you could choose not to makes a stronger statement.
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Good point - its only fair to say "I like your game and I think it is worth the money you're charging for it" :)
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Parents or brother, probably, as they're the most technical one who might manage buying a game online. That's in a "25 year old planning Christmas presents rather than spending the mortgage/bills/looking-after-his-son money" way rather than the "some dumb teen living at home and getting stuff paid for him" way that your tone implied.
As for "pay what you want", your point falls down if I'm getting someone else to buy it for me. Some people have apparently paid $50 for it, according to their stats, but if I a
Re:That's very nice, but (Score:5, Insightful)
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> Why would I have to purchase the game multiple times to be able to play it on different platforms in the first place?
For all the obvious reasons... Why would Nintendo sell you the Xbox version? Why (and how!) would the Apple App Store send you the PC version? How would Steam send you the iPhone version? It's pretty obvious really and i'm not sure quite why you asked...
Re:That's very nice, but (Score:4, Insightful)
How do they know disappointing sales were caused by piracy? Perhaps disappointing sales were caused because, well, not every game is going to be a massive blockbuster.
Also wasting money on DRM isn't going to stop the game from being pirated, it'll be cracked within days (possibly hours). DRM has been a failure since the days of the ZX Spectrum. You'd have thought developers would have learned it's a waste of time by now.
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Perhaps disappointing sales were caused because, well, not every game is going to be a massive blockbuster.
After the devs allowed free online play with their game, they found that approx. 10% of the users online could have possible purchased the game, because there were WAY more people playing than copies sold.
... it got amazing reviews and it's really quite a bit of fun. Make of that what you will, but my baseless opinion seems to have slightly more base than yours.
So, if that indicates a problem with piracy, *AND* they're unhappy with the sales, then normally I'd say the game was garbage. But
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Makes me wonder... how many of the folks who helped make this experiment a rousing success were former pirates who jumped at the opportunity to go legit and support the makers of a game they enjoyed playing to the tune of a price they thought was reasonable? (as opposed to the full price.) I'd be willing to bet the answer is a lot.
Piracy is, in essence, a way to try before you buy. (A lot of people are stingy and will "try" it forever, but that doesn't change the dynamic. It's an unrestricted trial, and the
Re:That's very nice, but (Score:4, Informative)
They're basing it off of the online play results indicating at least 10% of the people might have been using an infringed copy. The reality is- you're going to find people committing "piracy" on a given title.
However, the leap they make that the infringements were costing them sales is tenuous at best. And the further leap that DRM will somehow make the sales better is even more so.
In any group of infringers there will be a mix of population of people that can't afford the game and those that will never buy period (I called them "won't"s in an earlier post...)
The "can't' crowd is a prospective customer- they would buy if they had the ability to do so, because of lack of credit card in the case of online sales, or due to things like pure lack of funds. You may or may not get into a position to have them be their customer. 2DBoy did that with me and I paid them what I thought was a fair price and what I had to spare ($15...as much to reward them as to buy the game. They didn't have to do this or make the Linux version after all.). Had they lowered the price to $10 or even $5, the result would have been the same. I was a "can't" because of budget concerns- there's other reasons and they're all over the place on the spectrum of things. You want to try to convert those to sales if possible.
The "won't" crowd is not, nor will they ever be your customer. The people that paid one cent are really, if they're honest with themselves", part of the "won't" crowd. They didn't pay even remotely a fair price for the game. The "won't" crowd will almost always pirate the game, either because they don't believe in paying for any of it, don't believe your game is worth any real money (but yet they made an illegal copy thereof and are playing it...go figure...), or similar. No amount of DRM will preclude them taking what they feel they're due from you if they want the title bad enough. If it is barring them, there's a very, very good chance that your game is not fun enough to rate cracking it. If it's not that much fun, you might want to re-think your thinking on why it's not selling better as it's not infringements that are your problem.
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So I took a moment to look up the information available: http://2dboy.com/2008/11/13/90/ [2dboy.com]
Maybe it's accurate, maybe it's not, but I'd like to know where the "only 10% are pirates" guy got his information from. The game has good reviews, no DRM, and is fairly popular so it seems all the usual arguments for a high rate of piracy are out the window, leaving behind only "we're a bunch of che
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Every developer out there seems to think DRM will "get them more sales" at least at some point in time. Some then realize this fact: The people pirating aren't "lost sales"- they're people who either can't/won't buy your product for varying reasons.
You want to win the "can't" crowd back if possible- you're never going to convince the "won't" crowd ever. The former is a possible customer, the latter is not and will not be.
DRM might slow the infringers down (it's been proven that pretty much every DRM solut
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Doesn't matter, people will find a way around it, but I'm glad they're offering a way to pay for it because I, like many others, found other means of obtaining the game. Many times I've downloaded something and though "hey, this is pretty nice, but not worth the $$$$ they're charging but I wish I could give them something to show my appreciation." So I just donated, not $20 but not $2 either, can't believe most people think they only
Re:I see it coming (Score:4, Interesting)
There's plenty of $0.01 payments, yeah, but also a considerable number of higher payments. They say 57,000 total sales at an average of $2.03, minus 13% of the total in PayPal fees, which equals a take of $100,000. They're a two-man company, so that's $50k per person, from a single week of sales. Sounds like a success to me.
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(..) so that's $50k per person, from a single week (..)
Are they hiring?
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Not that it matters, but I have a vague memory of WoG already having generated massive amounts of money. Possibly $100k more is just for beers.
Or, more content in their next game.
Yes, I do believe in whan I just said.
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These two guys have made millions on the Wii version alone.
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First time buy it for 0.01.
After you play you buy it for whatever.
I'm surprised it's not obvious.
But since it isn't, I guess most of the 0.01 buyers didn't do that - otherwise it might explain the two peaks - people buying it for "free" and then buying it again.
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Well, they do have a demo available...