<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: What Would a 2.99 Price Point Do To Casual Games?</title>
	<atom:link href="http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/</link>
	<description>I bake games. Indie style.</description>
	<lastBuildDate>Thu, 16 May 2013 13:23:44 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: Brian Meidell</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140759</link>
		<dc:creator>Brian Meidell</dc:creator>
		<pubDate>Fri, 11 Jun 2010 18:25:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140759</guid>
		<description>6.99 is already much, much too low. Going to 2.99 would mean something like 50 cents per game royalty to the developer (because of the disproportionately high payment processing costs and bad royalty share).

The portals simply can&#039;t move the numbers needed to make it a viable business for devs if they go that low. 

There may have been business sense in 6.99 for the portals (but certainly not for the devs), but I think even though would suffer with 2.99.

The daily deal program is a decent deal for devs, though - it brings a good lump of money in on an old game which had long since slid off the charts (Deep Blue Sea 1 ran as a Daily Deal, and it made a decent lump sum).</description>
		<content:encoded><![CDATA[<p>6.99 is already much, much too low. Going to 2.99 would mean something like 50 cents per game royalty to the developer (because of the disproportionately high payment processing costs and bad royalty share).</p>
<p>The portals simply can&#8217;t move the numbers needed to make it a viable business for devs if they go that low. </p>
<p>There may have been business sense in 6.99 for the portals (but certainly not for the devs), but I think even though would suffer with 2.99.</p>
<p>The daily deal program is a decent deal for devs, though &#8211; it brings a good lump of money in on an old game which had long since slid off the charts (Deep Blue Sea 1 ran as a Daily Deal, and it made a decent lump sum).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140733</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Wed, 09 Jun 2010 05:55:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140733</guid>
		<description>As more devs flee the casual download market for &quot;greener pastures&quot; like Facebook it&#039;ll leave more room for the better devs to succeed (providing that the customers don&#039;t flee too).</description>
		<content:encoded><![CDATA[<p>As more devs flee the casual download market for &#8220;greener pastures&#8221; like Facebook it&#8217;ll leave more room for the better devs to succeed (providing that the customers don&#8217;t flee too).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140732</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Wed, 09 Jun 2010 05:31:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140732</guid>
		<description>Ah, okay. Thanks for this.

Well... we&#039;ll see how it goes. First it was $20 then $10 then $7 and slowly coming to $6... soon it&#039;ll be $3, then $1-2 ;)</description>
		<content:encoded><![CDATA[<p>Ah, okay. Thanks for this.</p>
<p>Well&#8230; we&#8217;ll see how it goes. First it was $20 then $10 then $7 and slowly coming to $6&#8230; soon it&#8217;ll be $3, then $1-2 ;)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Katherine</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140731</link>
		<dc:creator>Katherine</dc:creator>
		<pubDate>Wed, 09 Jun 2010 04:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140731</guid>
		<description>There are plenty of good free games out, I don&#039;t believe that lowering the price necessarily &quot;shoots developers in the foot&quot; or whatever. And I have seen free flash games with microtransactions in them, which give me mixed feelings.</description>
		<content:encoded><![CDATA[<p>There are plenty of good free games out, I don&#8217;t believe that lowering the price necessarily &#8220;shoots developers in the foot&#8221; or whatever. And I have seen free flash games with microtransactions in them, which give me mixed feelings.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140728</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Tue, 08 Jun 2010 23:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140728</guid>
		<description>@Juuso: To answer you indirectly, the $2.99 thing only seems to happen for games one or more years old e.g. http://www.casualcharts.com/games/detail/spiritofwanderinglegend.html</description>
		<content:encoded><![CDATA[<p>@Juuso: To answer you indirectly, the $2.99 thing only seems to happen for games one or more years old e.g. <a href="http://www.casualcharts.com/games/detail/spiritofwanderinglegend.html" rel="nofollow">http://www.casualcharts.com/games/detail/spiritofwanderinglegend.html</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Fabiomoreiradasilva</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140726</link>
		<dc:creator>Fabiomoreiradasilva</dc:creator>
		<pubDate>Tue, 08 Jun 2010 17:32:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140726</guid>
		<description>I´m afraid about the &quot;zero-running-prices&quot;, as happening in AppStore .

Indiealliance appears to be a good move to get audience to indies (I did not send any games to them yet). 

Anyway, keep swiming.</description>
		<content:encoded><![CDATA[<p>I´m afraid about the &#8220;zero-running-prices&#8221;, as happening in AppStore .</p>
<p>Indiealliance appears to be a good move to get audience to indies (I did not send any games to them yet). </p>
<p>Anyway, keep swiming.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: incognito</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140725</link>
		<dc:creator>incognito</dc:creator>
		<pubDate>Tue, 08 Jun 2010 17:28:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140725</guid>
		<description>Sorry, wanted to stay anonymous.
I have been a casual download game dev for few years now. Let&#039;s face it: IT&#039;S DEAD NOW.
too much competition (almost 2 games released per day on BFG), too little exposure, too little revenue. There isn&#039;t any long tail anymore and the dev cost have skyrocketed. No need to be a math expert to see that the figure don&#039;t add up.

Yes, some very lucky dev with an EXCELENT game can make big money but for the most of us it doesn&#039;t make any senses anymore.</description>
		<content:encoded><![CDATA[<p>Sorry, wanted to stay anonymous.<br />
I have been a casual download game dev for few years now. Let&#8217;s face it: IT&#8217;S DEAD NOW.<br />
too much competition (almost 2 games released per day on BFG), too little exposure, too little revenue. There isn&#8217;t any long tail anymore and the dev cost have skyrocketed. No need to be a math expert to see that the figure don&#8217;t add up.</p>
<p>Yes, some very lucky dev with an EXCELENT game can make big money but for the most of us it doesn&#8217;t make any senses anymore.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jerrac</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140724</link>
		<dc:creator>Jerrac</dc:creator>
		<pubDate>Tue, 08 Jun 2010 16:57:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140724</guid>
		<description>As a gamer with a limited budget, I hardly ever touch games until their prices are at least cut in half. I&#039;ve only ever bought one console game at it&#039;s $60 dollar price, the rest I&#039;ve bought used, or on sale.

Personally, most games regular prices are horribly high. Even Indie games like World of Goo. It&#039;s regular price was $19.99. I&#039;d never buy it at that price. I&#039;d consider it at $10, and when they released it as part of that &#039;pay what you want&#039; deal, I snapped it up.

Casual games are designed for people who just want a quick break. If someone is just looking for a quick break, they aren&#039;t going to pay much for it. So, $5 would be the price I&#039;d look for. 

$2.99 does seem a bit low. But it definitely lowers the risk factor. People regularly pay more than that for a cup of coffee. So if they buy the game and only spend 15 minutes on it, it wasn&#039;t a waste of money for them. Where if it was more than that, they&#039;d feel bad about wasting money, and be less likely to buy new games.

As an entry level developer, I don&#039;t have any experience with the game market. So, if I ever release a game, I&#039;ll have to do a lot of reading and experimenting to figure things out. From what I have read, and how I personally buy games, I&#039;ll look for a midrange price that is less than the normal high prices. I&#039;ll also create add in content. That&#039;s where I think most money will be made in the future.</description>
		<content:encoded><![CDATA[<p>As a gamer with a limited budget, I hardly ever touch games until their prices are at least cut in half. I&#8217;ve only ever bought one console game at it&#8217;s $60 dollar price, the rest I&#8217;ve bought used, or on sale.</p>
<p>Personally, most games regular prices are horribly high. Even Indie games like World of Goo. It&#8217;s regular price was $19.99. I&#8217;d never buy it at that price. I&#8217;d consider it at $10, and when they released it as part of that &#8216;pay what you want&#8217; deal, I snapped it up.</p>
<p>Casual games are designed for people who just want a quick break. If someone is just looking for a quick break, they aren&#8217;t going to pay much for it. So, $5 would be the price I&#8217;d look for. </p>
<p>$2.99 does seem a bit low. But it definitely lowers the risk factor. People regularly pay more than that for a cup of coffee. So if they buy the game and only spend 15 minutes on it, it wasn&#8217;t a waste of money for them. Where if it was more than that, they&#8217;d feel bad about wasting money, and be less likely to buy new games.</p>
<p>As an entry level developer, I don&#8217;t have any experience with the game market. So, if I ever release a game, I&#8217;ll have to do a lot of reading and experimenting to figure things out. From what I have read, and how I personally buy games, I&#8217;ll look for a midrange price that is less than the normal high prices. I&#8217;ll also create add in content. That&#8217;s where I think most money will be made in the future.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140723</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Tue, 08 Jun 2010 16:56:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140723</guid>
		<description>@Jake: I suppose. I don&#039;t know when &quot;The Spirit of Wandering: The Legend&quot; was published on BFG. How long it takes for games to become &quot;old&quot; and stop &quot;generating revenue at $6.99&quot;?</description>
		<content:encoded><![CDATA[<p>@Jake: I suppose. I don&#8217;t know when &#8220;The Spirit of Wandering: The Legend&#8221; was published on BFG. How long it takes for games to become &#8220;old&#8221; and stop &#8220;generating revenue at $6.99&#8243;?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2010/06/08/what-would-a-2-99-price-point-do-to-casual-games/comment-page-1/#comment-140722</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Tue, 08 Jun 2010 16:01:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4660#comment-140722</guid>
		<description>Good discussion folks. 

I sort of lean to go with laurent here:
&lt;i&gt;&quot;I think it is a signal to dev’s that a new means of revenue is needed&quot;&lt;/i&gt;</description>
		<content:encoded><![CDATA[<p>Good discussion folks. </p>
<p>I sort of lean to go with laurent here:<br />
<i>&#8220;I think it is a signal to dev’s that a new means of revenue is needed&#8221;</i></p>
]]></content:encoded>
	</item>
</channel>
</rss>
