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	<title>Comments on: Reason Why Lowering the Price is a Poor Strategy</title>
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	<link>http://www.gameproducer.net/2006/09/07/reason-why-lowering-the-price-is-a-poor-strategy/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: GameProducer.Net &#187; Archive &#187; Refer to This Rule When You Are About to Reduce Your Product Price</title>
		<link>http://www.gameproducer.net/2006/09/07/reason-why-lowering-the-price-is-a-poor-strategy/comment-page-1/#comment-26496</link>
		<dc:creator>GameProducer.Net &#187; Archive &#187; Refer to This Rule When You Are About to Reduce Your Product Price</dc:creator>
		<pubDate>Tue, 19 Dec 2006 14:59:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/06/reason-why-lowering-the-price-is-a-poor-strategy/#comment-26496</guid>
		<description>[...] Many developers think that reducing the game price will increase the sales. While this might be true sometimes, I generally believe that people won&#8217;t buy your game because it&#8217;s cheap - they are looking for fun, and when looking for something fun price is only one element. If people say that your product price is too high, do this. [...]</description>
		<content:encoded><![CDATA[<p>[...] Many developers think that reducing the game price will increase the sales. While this might be true sometimes, I generally believe that people won&#8217;t buy your game because it&#8217;s cheap &#8211; they are looking for fun, and when looking for something fun price is only one element. If people say that your product price is too high, do this. [...]</p>
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		<title>By: My Money Forest - Personal Finance, Investing, Business and more!</title>
		<link>http://www.gameproducer.net/2006/09/07/reason-why-lowering-the-price-is-a-poor-strategy/comment-page-1/#comment-12389</link>
		<dc:creator>My Money Forest - Personal Finance, Investing, Business and more!</dc:creator>
		<pubDate>Mon, 18 Sep 2006 16:10:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/06/reason-why-lowering-the-price-is-a-poor-strategy/#comment-12389</guid>
		<description>[...] Why Lowering The Price Is A Poor Strategy [...]</description>
		<content:encoded><![CDATA[<p>[...] Why Lowering The Price Is A Poor Strategy [...]</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2006/09/07/reason-why-lowering-the-price-is-a-poor-strategy/comment-page-1/#comment-11284</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Sat, 09 Sep 2006 00:00:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/06/reason-why-lowering-the-price-is-a-poor-strategy/#comment-11284</guid>
		<description>&quot;Yesâ€¦ or perhaps skin the game, change the graphics totally and stick $29 price tag ;)&quot;

well they were made in an older language so even with new graphics the overal polish would not be enough/possible.  Also I&#039;m not sure I like the idea of looking back, as I ought to be moving on an improving. Perhaps I should even forget selling them myself at a lower price at all...?</description>
		<content:encoded><![CDATA[<p>&#8220;Yesâ€¦ or perhaps skin the game, change the graphics totally and stick $29 price tag ;)&#8221;</p>
<p>well they were made in an older language so even with new graphics the overal polish would not be enough/possible.  Also I&#8217;m not sure I like the idea of looking back, as I ought to be moving on an improving. Perhaps I should even forget selling them myself at a lower price at all&#8230;?</p>
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		<title>By: Juuso Hietalahti</title>
		<link>http://www.gameproducer.net/2006/09/07/reason-why-lowering-the-price-is-a-poor-strategy/comment-page-1/#comment-11114</link>
		<dc:creator>Juuso Hietalahti</dc:creator>
		<pubDate>Thu, 07 Sep 2006 14:32:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/06/reason-why-lowering-the-price-is-a-poor-strategy/#comment-11114</guid>
		<description>Great post Dan. Now... are you ready to share some numbers with us? Shall we make a sales stats post? :)</description>
		<content:encoded><![CDATA[<p>Great post Dan. Now&#8230; are you ready to share some numbers with us? Shall we make a sales stats post? :)</p>
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		<title>By: DanMarshall</title>
		<link>http://www.gameproducer.net/2006/09/07/reason-why-lowering-the-price-is-a-poor-strategy/comment-page-1/#comment-11109</link>
		<dc:creator>DanMarshall</dc:creator>
		<pubDate>Thu, 07 Sep 2006 14:06:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/06/reason-why-lowering-the-price-is-a-poor-strategy/#comment-11109</guid>
		<description>I did reply to this with regards to Gibbage&#039;s pricing, but it was waaaaaaay too long, so I turned it into a blog post.

www.gibbage.co.uk</description>
		<content:encoded><![CDATA[<p>I did reply to this with regards to Gibbage&#8217;s pricing, but it was waaaaaaay too long, so I turned it into a blog post.</p>
<p><a href="http://www.gibbage.co.uk" rel="nofollow">http://www.gibbage.co.uk</a></p>
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		<title>By: Juuso Hietalahti</title>
		<link>http://www.gameproducer.net/2006/09/07/reason-why-lowering-the-price-is-a-poor-strategy/comment-page-1/#comment-11087</link>
		<dc:creator>Juuso Hietalahti</dc:creator>
		<pubDate>Thu, 07 Sep 2006 10:36:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/06/reason-why-lowering-the-price-is-a-poor-strategy/#comment-11087</guid>
		<description>&lt;blockquote&gt;I&#039;d be interested to know what the Author of Gibbage thinks of this strategy, since he appears to have done well selling at the $10 mark?&lt;/blockquote&gt;
I don&#039;t have any sales stats or idea how much he is selling, so it would be hard to know. Maybe he would be willing to share...? As I said, it can be successful sometimes, but I&#039;d rather test what works best rather than listening to what others (like me ;) tell. Industry average for shareware games is $20, so I&#039;d stick with that. Maybe give discounts for kids or something... but still I&#039;d concentrate on getting the quality to meet (and go above) $20 price tag rather than keeping the $10 price. The cell phone example is to point out that price is not ALL that matters... I&#039;m quite sure that you all can find similar experiences from your lives: situations where you bought something unnecessary whether you needed it or not.

&lt;blockquote&gt;I find myself to be too obsessed with new projects to add more value to older ones that might make them worth the $20 i charge. - I know this is a fault of mine though ;)&lt;/blockquote&gt;
Perhaps you could make an add-on for some existing... and charge additional $20 for the add-on/sequel?

&lt;blockquote&gt;Im actually trying a slightly different strategy with my current project (its a music based game) where we plan to give the core program away for free and sell expansion packs - however i have no idea how much to sell these for!&lt;/blockquote&gt;
That sounds bit like &#039;episodic content&#039;. I&#039;m not sure... but Half-life 2 episodes were sold somewhere around $20-30, and they were named as &#039;episodes&#039;. 

&lt;blockquote&gt;Yeah also Titan Attacks of course was half price. There could be a new market for $10 non-portal games which are sorta throw away action games or some such thing?&lt;/blockquote&gt;
Well... maybe - but you have to sell 2 times more of those to get the money.

&lt;blockquote&gt;My current game should contain enough value/bling to be worth $20, and whereas I totally agree with the post (in business generally your absolute last resort should be to drop your price) I was considering selling my old Xmas and Easter Bonus games myself this Xmas/Easter for $9.99 (maybe via download.com and similar places) and seeing if that generated any interest â€¦ basically treating them as good, but throwaway match-3 games.&lt;/blockquote&gt;&lt;blockquote&gt;
Yes... or perhaps skin the game, change the graphics totally and stick $29 price tag ;)&lt;/blockquote&gt;</description>
		<content:encoded><![CDATA[<blockquote><p>I&#8217;d be interested to know what the Author of Gibbage thinks of this strategy, since he appears to have done well selling at the $10 mark?</p></blockquote>
<p>I don&#8217;t have any sales stats or idea how much he is selling, so it would be hard to know. Maybe he would be willing to share&#8230;? As I said, it can be successful sometimes, but I&#8217;d rather test what works best rather than listening to what others (like me ;) tell. Industry average for shareware games is $20, so I&#8217;d stick with that. Maybe give discounts for kids or something&#8230; but still I&#8217;d concentrate on getting the quality to meet (and go above) $20 price tag rather than keeping the $10 price. The cell phone example is to point out that price is not ALL that matters&#8230; I&#8217;m quite sure that you all can find similar experiences from your lives: situations where you bought something unnecessary whether you needed it or not.</p>
<blockquote><p>I find myself to be too obsessed with new projects to add more value to older ones that might make them worth the $20 i charge. &#8211; I know this is a fault of mine though ;)</p></blockquote>
<p>Perhaps you could make an add-on for some existing&#8230; and charge additional $20 for the add-on/sequel?</p>
<blockquote><p>Im actually trying a slightly different strategy with my current project (its a music based game) where we plan to give the core program away for free and sell expansion packs &#8211; however i have no idea how much to sell these for!</p></blockquote>
<p>That sounds bit like &#8216;episodic content&#8217;. I&#8217;m not sure&#8230; but Half-life 2 episodes were sold somewhere around $20-30, and they were named as &#8216;episodes&#8217;. </p>
<blockquote><p>Yeah also Titan Attacks of course was half price. There could be a new market for $10 non-portal games which are sorta throw away action games or some such thing?</p></blockquote>
<p>Well&#8230; maybe &#8211; but you have to sell 2 times more of those to get the money.</p>
<blockquote><p>My current game should contain enough value/bling to be worth $20, and whereas I totally agree with the post (in business generally your absolute last resort should be to drop your price) I was considering selling my old Xmas and Easter Bonus games myself this Xmas/Easter for $9.99 (maybe via download.com and similar places) and seeing if that generated any interest â€¦ basically treating them as good, but throwaway match-3 games.</p></blockquote>
<blockquote><p>
Yes&#8230; or perhaps skin the game, change the graphics totally and stick $29 price tag ;)</p></blockquote>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2006/09/07/reason-why-lowering-the-price-is-a-poor-strategy/comment-page-1/#comment-11075</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Thu, 07 Sep 2006 08:26:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/06/reason-why-lowering-the-price-is-a-poor-strategy/#comment-11075</guid>
		<description>Yeah also Titan Attacks of course was half price.  There could be a new market for $10 non-portal games which are sorta throw away action games or some such thing?

My current game should contain enough value/bling to be worth $20, and whereas I totally agree with the post (in business generally your absolute last resort should be to drop your price) I was considering selling my old Xmas and Easter Bonus games myself this Xmas/Easter for $9.99 (maybe via download.com and similar places) and seeing if that generated any interest ... basically treating them as good, but throwaway match-3 games.</description>
		<content:encoded><![CDATA[<p>Yeah also Titan Attacks of course was half price.  There could be a new market for $10 non-portal games which are sorta throw away action games or some such thing?</p>
<p>My current game should contain enough value/bling to be worth $20, and whereas I totally agree with the post (in business generally your absolute last resort should be to drop your price) I was considering selling my old Xmas and Easter Bonus games myself this Xmas/Easter for $9.99 (maybe via download.com and similar places) and seeing if that generated any interest &#8230; basically treating them as good, but throwaway match-3 games.</p>
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		<title>By: Aymes</title>
		<link>http://www.gameproducer.net/2006/09/07/reason-why-lowering-the-price-is-a-poor-strategy/comment-page-1/#comment-11073</link>
		<dc:creator>Aymes</dc:creator>
		<pubDate>Thu, 07 Sep 2006 08:08:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/06/reason-why-lowering-the-price-is-a-poor-strategy/#comment-11073</guid>
		<description>I&#039;d be interested to know what the Author of Gibbage thinks of this strategy, since he appears to have done well selling at the $10 mark?

Pricing something is always something that worries me. I find myself to be too obsessed with new projects to add more value to older ones that might make them worth the $20 i charge. - I know this is a fault of mine though ;)

Im actually trying a slightly different strategy with my current project (its a music based game) where we plan to give the core program away for free and sell expansion packs - however i have no idea how much to sell these for!

Anyway, enough hi-jacking, good stuff there Juuso ;)</description>
		<content:encoded><![CDATA[<p>I&#8217;d be interested to know what the Author of Gibbage thinks of this strategy, since he appears to have done well selling at the $10 mark?</p>
<p>Pricing something is always something that worries me. I find myself to be too obsessed with new projects to add more value to older ones that might make them worth the $20 i charge. &#8211; I know this is a fault of mine though ;)</p>
<p>Im actually trying a slightly different strategy with my current project (its a music based game) where we plan to give the core program away for free and sell expansion packs &#8211; however i have no idea how much to sell these for!</p>
<p>Anyway, enough hi-jacking, good stuff there Juuso ;)</p>
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