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	<title>Comments on: What to Do When Customers Tell You &#8220;Price is Too High&#8221;</title>
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	<link>http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/comment-page-1/#comment-30159</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Tue, 02 Jan 2007 14:26:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/#comment-30159</guid>
		<description>@none: Well, not everybody carries a credit card that can be paid in small payments (for example here in Finland major credits cards give you 30-60 days time to pay the full amount)... so it&#039;s not always there. And even then, some people might prefer paying small amounts monthly using paypal or something.</description>
		<content:encoded><![CDATA[<p>@none: Well, not everybody carries a credit card that can be paid in small payments (for example here in Finland major credits cards give you 30-60 days time to pay the full amount)&#8230; so it&#8217;s not always there. And even then, some people might prefer paying small amounts monthly using paypal or something.</p>
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		<title>By: GameProducer.Net &#187; Archive &#187; What Game Producers Can Learn From Florists</title>
		<link>http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/comment-page-1/#comment-28808</link>
		<dc:creator>GameProducer.Net &#187; Archive &#187; What Game Producers Can Learn From Florists</dc:creator>
		<pubDate>Fri, 29 Dec 2006 14:09:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/#comment-28808</guid>
		<description>[...] This same attitude will help you as well. For example, if your players want you to create certain type of game and you have no plans to do that type of game, you can recommend games by some other developers. In this case you lose absolutely no customer, but make them happy as you&#8217;ve found a solution for him. If you have a potential customer who cannot pay the price of your product (after you&#8217;ve tried to close the deal by making some special arrangements, like split payments) then you could recommend him to try some free software which might help solve his problem to some extent. [...]</description>
		<content:encoded><![CDATA[<p>[...] This same attitude will help you as well. For example, if your players want you to create certain type of game and you have no plans to do that type of game, you can recommend games by some other developers. In this case you lose absolutely no customer, but make them happy as you&#8217;ve found a solution for him. If you have a potential customer who cannot pay the price of your product (after you&#8217;ve tried to close the deal by making some special arrangements, like split payments) then you could recommend him to try some free software which might help solve his problem to some extent. [...]</p>
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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/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/comment-page-1/#comment-26497</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 14:59:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/#comment-26497</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: What to Do When Customers Tell You Â“Price is Too HighÂ” :: Newstack</title>
		<link>http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/comment-page-1/#comment-24073</link>
		<dc:creator>What to Do When Customers Tell You Â“Price is Too HighÂ” :: Newstack</dc:creator>
		<pubDate>Thu, 07 Dec 2006 13:49:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/#comment-24073</guid>
		<description>[...] Read more: here [...]</description>
		<content:encoded><![CDATA[<p>[...] Read more: here [...]</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/comment-page-1/#comment-22603</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Wed, 29 Nov 2006 12:14:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/#comment-22603</guid>
		<description>Thanks for reminding me, I may try this with my game framework.

When I worked for www.merlio.com we offered finance to some customers.  Here&#039;s how it worked: when demoing the system to them (price range Â£2000 to Â£40000) I would gauge how capable they were about paying and if they just agreed to the price or haggled a bit I wouldn&#039;t mention finance.  If they were on the brink of buying but not quite and I could find the right deal (or they mentioned finance themselves) then I would talk to them about finance.  We got around 25-30% up front (which covered our costs) and then the rest over the year.  Quite a few people took us up on this.  A few people were a bit tricky to get the money off but we at least knew we had covered our costs, increased our customer base and word of mouth advertising potential.</description>
		<content:encoded><![CDATA[<p>Thanks for reminding me, I may try this with my game framework.</p>
<p>When I worked for <a href="http://www.merlio.com" rel="nofollow">http://www.merlio.com</a> we offered finance to some customers.  Here&#8217;s how it worked: when demoing the system to them (price range Â£2000 to Â£40000) I would gauge how capable they were about paying and if they just agreed to the price or haggled a bit I wouldn&#8217;t mention finance.  If they were on the brink of buying but not quite and I could find the right deal (or they mentioned finance themselves) then I would talk to them about finance.  We got around 25-30% up front (which covered our costs) and then the rest over the year.  Quite a few people took us up on this.  A few people were a bit tricky to get the money off but we at least knew we had covered our costs, increased our customer base and word of mouth advertising potential.</p>
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		<title>By: Hampa</title>
		<link>http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/comment-page-1/#comment-22530</link>
		<dc:creator>Hampa</dc:creator>
		<pubDate>Tue, 28 Nov 2006 17:11:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/#comment-22530</guid>
		<description>To offer a lower price we added bundles to Toribash, it has worked out really well. Now 1/4 of every purchase is in some sort of bundle.</description>
		<content:encoded><![CDATA[<p>To offer a lower price we added bundles to Toribash, it has worked out really well. Now 1/4 of every purchase is in some sort of bundle.</p>
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		<title>By: none</title>
		<link>http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/comment-page-1/#comment-22525</link>
		<dc:creator>none</dc:creator>
		<pubDate>Tue, 28 Nov 2006 15:53:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/28/what-to-do-when-customers-tell-you-price-is-too-high/#comment-22525</guid>
		<description>When people buy online they use their credit cards and can pay their debt in small monthly payments, so that&#039;s already there.

I thought of something called FAIRWARE, where you get to choose how much you think is fair to pay for the product, of course you have options, you don&#039;t let people freely choose, you can have $10 $15 $20 $25 $40 the ones choosing the lower than $20 prices must explain why they are paying less that the desirable $20 tag, either they are poor (like me ;)) or they think the game&#039;s not worthy, etc. 

I dunno if that would work but it&#039;s worth giving it a try, I have seen indie games where people is even donating money to free games, why wouldn&#039;t they pay a fair price? The indie comunity is different from the commercial one, people know how hard is to get a game out there and they appreciate your work more... So it may work, but who knows...

I&#039;m talking about indie games but not casual portal match-3 puzzle games, of course...</description>
		<content:encoded><![CDATA[<p>When people buy online they use their credit cards and can pay their debt in small monthly payments, so that&#8217;s already there.</p>
<p>I thought of something called FAIRWARE, where you get to choose how much you think is fair to pay for the product, of course you have options, you don&#8217;t let people freely choose, you can have $10 $15 $20 $25 $40 the ones choosing the lower than $20 prices must explain why they are paying less that the desirable $20 tag, either they are poor (like me ;)) or they think the game&#8217;s not worthy, etc. </p>
<p>I dunno if that would work but it&#8217;s worth giving it a try, I have seen indie games where people is even donating money to free games, why wouldn&#8217;t they pay a fair price? The indie comunity is different from the commercial one, people know how hard is to get a game out there and they appreciate your work more&#8230; So it may work, but who knows&#8230;</p>
<p>I&#8217;m talking about indie games but not casual portal match-3 puzzle games, of course&#8230;</p>
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