You should be able to set the Price you are going to release the game for,and then if working with a publisher have them add on a set amount to the price, like you plan on selling it for 20 bucks but you are under a publisher so they add on another 30 so the game sells for 50,and the publisher takes there set % they asked for when taking the contract.
Oh, I was just about to make a topic similar to this one. I kind of agree that we need a price system.
Any could also use a Sandbox System to pick, if the game will be a sandbox or not. Id really like to see what you pick like Open World the Sound graphics I’d really like to see them add a big effect when making the game. maybe see it in #2 I hope.
I think you are right but there’s also need to be a way to make free to play games that could gain you a lot of fans don’t you agree?
That would be awesome, that second post I have noooo idea what I wrote I cant even read it lol, must of be tired b.c I don’t even recall typing that.
That would be so cool a 100,000,000$ Game
Ok well not that high lol
Instead of setting specific prices, how about targeting pricepoints? This should require a research be performed similar to the research required to target audiences.
Once pricepoint targeting is unlocked, good categories would be ‘Premium’, ‘Normal’, ‘Budget’, ‘Ultrabudget’, or ‘Freeware’. High prices damage your review scores and thus your sales - reviewers have higher expectations. Low prices make it easier to get a hit and are great for gaining fans, but it’s hard to pay your staff on those prices…
Game size should determine minimum price. For every +1 game size, you get +1 minimum price. Medium can’t be freeware, Large can’t be Ultrabudget, AAA can’t be budget. Your staff would revolt if you sold off their best efforts for less than that, so you just can’t do it.
Publisher contracts should specify their own pricepoint.
(Since there are a few ways to monetize a freeware game, they shouldn’t be a 100% price penalty, but for the most part they should just be a means of gaining fans - and a bit of a red herring at that, since the major review score boost will make life harder for you going forwards.)
I’m pretty sure no one would buy a game for that much, Maybe its an auto pricer like a small game is 5$ - 10$, Medium games 10$ - 20$ and a large game 50$ - 60$
Well one has to consider things like the retailers taking a cut too.
I did some math and found that AAA games sell for ~ $18 each (my calculated number was something like 18.000000001) and large games were ~ $14 each (14.000001) I figure that’s really a fair profit per copy sold.
Though I do like the idea of a budgeting.