Concerning Piracy and the $8 Argument

I agree with the no “free to play” games model. But I still feel: $8/copy wasn’t much more than $4.99/copy…

And when you try to justify $8 / copy you can lose a lot of customers due to competition from older AAA games. And people who pay $8 would pay $9.99 as well. Price won’t be a selling point, but if you focus on other things it wouldn’t be a major issue alone. My experience suggests that a lot of people buy $4.99 games without thinking. So it could create higher overall income. Or the other option is to improve the game and sell it for higher price points. Let the crowd finance continued developer, sell in development versions, etc. and try to turn the game into a $19.99 game.

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Well, we did improve the game before the Steam release and then raised the price to 9.99, which worked well for us and is a fair price, in my opinion. I wouldn’t recommend a 4.99 price point for a niche genre like single-player simulation games.

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Holy moly! This is already longer than my homework on second world war :smiley:

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This is already longer than entire WW…

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This thread is what I like to call “Overstating an opinion”

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Well you bothered to come onto the forums,create an account and ask to lower the game price. If the game wasnt worth your time then why did you look at

[quote=“Enerla, post:12, topic:15867”]
checked videos, screenshots, etc. about GDT,
[/quote]That there is proof that you just want the game and describe yourself as a good person, just to get it for free.

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I don’t want GDT for cheper / free. Why? Because I don’t see it as a good game. And I doubt that the developers ever gave out free games in such debates. And the argument about the price is important because it shows why GDT isn’t a good game and where GDT II should improve. Because when you develop a game you there are very important decisions. Price is one of them. Target audience (lots of casuals or some hardcore fans of a genre) are other. How different target audiences and complexity can influence development costs is a key question. If it would take too much time to develop a game you would be bankrupt before you can release it, and it can become outdated before release date.

How delegating some of your content ideas to expansions can help. Say you have an idea for a $10 game. If it is $5 + $6 for DLC season pass (8-10 pieces of $1 DLCs) or $10 for a complete edition: Your base game can reach the market earlier and it keeps your expenses lower, and can make the game cheaper. Your game will be “more fresh” when it comes to the market. When you announce and release your DLCs there can be more news about the game which can help you attract even more sales, etc. Yet you sell the same experience, same content for the same $10 price. Now if you add a $15 edition that has a “digital artbook” with your sketches, a sound track in MP3 / FLAC format, comes with beta access / early access for the game and the DLCs…

A tycoon game about game development should include such options and much more. And to make it credible, make you hope your decisions will matter when developers speak about the price they should show they considered both these options and the competition in the price range. Otherwise it doesn’t look too much credible…

But if developers of GDT sees these points, take it as encouragement to research a bit more about them and these topics will be simulated in good enough detail in GDT II, and there will be a lot more decisions then the game can become more interesting for hardcore fans of tycoon games.

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Price ≠ quality.

What you’re suggesting is that the developers develop special editions and/or DLC to make the game more “interesting for hardcore fans”? Interesting statement, however I do believe that the hardcore fans you’re referring to would be less than pleased with this. Paying for something extra that doesn’t really add a different experience may seem pointless to many.

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@Enerla have you actually just come here to rant…

please sort your priorities out, you could have written something useful instead of this

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(Off-Topic post)

I know this is off topic, but isn’t internet community’s replies are short and straight to the point?

Pastract: Noone said Price = Quality, I don’t put nonsense in your mouth, so please avoid that tactics yourself as well. Or if you use such underhanded tactics to bash others, maybe you would get a similar response, then all we would hear about would be your hurt feelings. In this thread I seen quite a few of the people who doesn’t want to read, but want to bash others. And using personal attacks, underhanded tactics. I don’t have to tell what I have to think about you after this, you know that for yourself.

I said it was simple as this: “They sell this game I heard about for $8… What an unusual price”. Checked and seen they expected more sales this way… And things happened differently from their expectations. It raised the question: Is the game judging my strategy based on expectations of the developer? Of course the answer was different: It is a Tycoon game without much business decisions. And a lot of simulation was left out. At $4.99 or $9.99 or even $19.99 I wouldn’t have reached this conclusion.

And it pointed out: The game is bad as simulation because the game developers are nice indie programmers who never thought much about several business decisions, and it shows.

GDT and if it happens GDT II will be a game about selling games, it wants to simulate a market. It wants to simulate a market where certain strategies exist and those strategies are used by companies who grow a lot. To make it a good simulation of the market it should handle most such strategies accurately. Including the strategies behind collectible editions, merchandise, multiple smaller payments instead of bigger ones, etc. Different editions, etc.

And that these options should be in the game and to make sure the game simulates them they should be extensively discussed and researched. Noone said developers should sell DLCs. I told them they should understand why price does matter, how it affects the success of the game and the company AND try to simulate it.

Why price shows the game isn’t good? Because a tycoon game is a business simulation, and it is all about business decisions and the game simulates a market where the game developers doesn’t understand key strategies. And pricing is one of the key strategies.

The price of $8 was unusual and didn’t make sense, so I checked how the game handles budget, pricing, etc. so looked at the screenshot. Look at this screenshot from their own page:

What aren’t on the screenshot?

Say: compare a $60 AAA Tycoon game. And a small business simulation game you can get with subscription to portals, etc. (stuff from Big Fish games) that are easy and cheap to make, etc? Your whole development effort would be different. Compare Sims 3 for PC and Sims 3 for cellphones, you see a very different game of very different complexity and very different price. Pricing and complexity influences income.

It isn’t the only aspect missing: You see an option at Better Dialogues, etc. But you don’t see various side missions, more explanation, etc. If you would be able to select various researched ideas there, and see how much time it takes to develop the game in addition to a budget, you would face an interesting problem: The more features you put, the more outdated your engine, etc. will be when you would release a game. Again complexity and budget can influence release date, etc. But you can delegate features to expansions and DLCs.

You claim DLCs wouldn’t add new experience. Strange. It is quite easy to release a DLC about selling merchandise, about mobile games acting as companion to main game. Also one about books (like Dragon Age and Mass Effect novels), and how your IP (intellectual property) can be monetized in other ways (movie adaptations) and how buying IPs can work. A DLC about stock content and when you don’t need all the assets you made releasing them as stock content can be another topic.

As you see, developer of the game asked why shouldn’t they make money before they make the game perfect. Now I ask the question: Why shouldn’t they improve the game? And why shouldn’t they make money with that?

Between buying a game for $10, and buying a “complete edition” for $10, there is no extra expense for the players, so when you speak about paying extra for nothing new, but the “nothing new” and the “paying extra” could be quite far from the truth.

And I haven’t said that they should sell DLCs. I said they should consider these strategies and implement them as options in the game. Which wouldn’t change costs and would be a new experience. After all, they can decide to use a $19.99 flat price. Or a $9.99 + $9.99

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No need for dlc… modding can do all of what you listed.

and this argument doesn’t make sense to me:

@Enerla please don’t reply to this… i cannot take another schools essay worth of argument of why gdt should be cheaper than $8 (no i haven’t read this properly 'cause it’s so long)

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I’m fairly certain you’ve stated that a few times, including in your last post:

Now I might be taking this the wrong way, but the way I’m reading that is that you’re implying that the price of the game indicates that the game isn’t good.

No tactics are being played here, just stating what I find incorrect :wink:

This game was not intended to become a business simulation game, but rather a game development simulation. However, I do agree with you that they could have added more to the business side of the game as it does lack some things, but as I said it’s main intent was to create a game development experience.

Now the examples you mention after this perticular one, I can understand how that creates a new experience and to be fair, I had not thought of it that way. However, I do not feel like the ability of selling merchandise would create a new experience: it just creates an extra source of income, which doesn’t really affect the game in my eyes. You may have a different, perhaps more extravagant idea behind this though.

Perhaps because they want to close the book on this game, and move on. Move on to other ideas, other aspirations, other goals. The game has been out for what, one and a half, close to two years? There comes a time that it’s just time to move on. Most people who have purchased this game earlier on, have already forgotten about this game, hence trying to sell of DLC might not be as profitable as you think.

There may not be extra expenses for the customer, but there will most certainly be more expenses for the producer (in this case, Greenheart Games). Define a “complete edition”. This could’ve taken several more months to implement, leading to higher costs and an inevitably higher price. Now, the difference between purchasing the game as it currently is for $10, and purchasing the “complete edition” for more than $10 (because the price will most certainly go up the more they implement), is definitely there.

Really was hoping I didnt need to say this @Enerla but could you kindly just shut up

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Please do refrain yourself from saying things like this. Just because you can’t be bothered reading the whole things, doesn’t mean he should shut up. He states a valid point.

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@Enerla You were lying

THEN WHY DID YOU BOTHER COMING TO THE FORUMS AND WRITING MILLIONS OF WORDS?!

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Off Topic
I couldn’t understand why a guy like @Enerla writes a reply that’s longer than… I don’t know… Probably the TOS of XBox :stuck_out_tongue:
to an Internet stranger.

I mean who would have the spare time to even write all of this?

I just… Don’t know why anyone would ever do this…

And to make me more questioned:
“the game doesn’t worth my time either”

Off Topic

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Its all games, i know it

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Thread case solved! (@Enerla is an All Games employee!)

@mrdewdew
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