keeveek wrote:There are people willing to pay 30, and there are only people willing (or being able to) pay 5. The real question is when and how make sales not to hurt overall income, not IF make them.
But if you don't understand a basic principle of doing business, then well... There is nothing I can tell to convience you that demanding 20 EUR for an 5 year old game is not the best idea.
If wargaming is targeted only at wealthy men after their 40s, you shouldn't be surprised you are the underdog...
And if you think that people unable or unwilling to pay $30 will just save some money and buy it for the full price (because it never goes on sale), then you are a dreamer.
I quite agree with this.
The idea is to capture the willingness to pay of customers.
Suppose there is 1 customer ready to pay for every price from 1 € to 40 € for your game (so 1 for 40€, 1 for 39€ but the guy for 40 € would also buy, ...). The ideal would be each customer to pay to "full maximum" price he is ready to pay.
Unfortunately, you cannot do that, so the best proxy is to set a first price, catch everyone above it, and then slowly lessen the price.
Of course, there are 2 issues with this :
- Customers might increase their perceived value of the game, for instance if they play another AGEOD games. But then it means you have interest in bringing them to value your products by having at least 1 product with an entry price. Also note that as a time got older, the "perceived value" of a game tends to decrease (not as fast for a niche game like AGEOD than for a FPS, but still)
- Some customers might anticipate the lessening of the price and thus, even though they are ready to pay 30 €, wait for the price to drop because they know it will happen. But MOST of those are actually people that "really" value the game 20 €, not people who would pay 30 € in most cases, and as for the rest of them, you can just make sure they are only a complete minority by delaying significantely the time before the price lowers, and making sure you stick to that.
I don't see why AAA publishers with no problem of notoriety, a huge marketing department and no competition on their niche (say the Total War dudes, or Il-2, or Silent Hunter) actually lower their prices, while you could not. The economy, albeit smaller, is the same, + you have the advantage attracting newcomers who would not know your games.
Addendum : I am pretty sure I saw RoP at 2,49 € on Steam, so your 3,XX something might be inaccurate.