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Filed under: indie tips

BecauseWeMay sale and game prices

First of all I wanted to inform you that I'm participating to the BecauseWeMay initiative. What is it? Quoting from the website:

We believe that developers should have the freedom to price their games how they like, without interference from the online stores that sell the games. Why? Because it allows us to promote our games more freely, as we are doing here! We rely on the ability to promote our games for our livelihood and control over pricing is an important tool for this purpose.

For the last week of May (May 24 through June 1) our games will be deeply discounted to celebrate online stores that give us control over pricing: The App Store, Google Play, Steam, Desura, IndieVania, and a few others.

I offered my game Spirited Heart + Girl's Love at half price, sold directly and in the Google Play store.

About game pricing

Game pricing is more complex than what people imagine. I often got comments about how my game prices are too high, and I should price them $9.99, because that's what an indie game should cost :)

You can talk about what indie is, what is really worth (3d cutscenes or GAMEPLAY?) and if my games sucks or not. But one thing you simply cannot argue are the statistics. Us developer aren't setting the games prices randomly! At least, I don't. If you're an indie dev you should only listen to your statistics and not what people tell you. Doing occasional sales like this one is fine of course :)

Also, this is my personal experience. I am sure different game types have different audience and prices. I cannot imagine a tower defense or a platform game to cost more than $9.99 for example!

Now, let's see some graphs just to explain better. Below is Spirited Heart Girl's Love revenues graph from the launch day to the BecauseWeMay sale:

Shgl

...not an impressive bump eh? The fact is that during the release day, all sales came from my own site only and a few affiliates. Instead I got lots of traffic from because we may initiative, but despite having many sales, the half-price really hurts revenues. Still, was a somewhat good result compared to the regular sales. Maybe I should lower game prices then? Let's check Spirited Heart graph instead:

Sh

...for this one I didn't even had to go back to the release day to find more profitable days. In two previous occasions, when I sent the newsletter to announce updates about Loren or promote some other game, I got more revenues than for the BecauseWeMay sale. And I got much more traffic from the becausewemay initiative than during those newsletters!

And portals?

But what about portals ? Sadly as you know my experience is very limited, but luckily there are some very indie-friendly portals like Desura. I don't have Spirited Heart there (couldn't make it in time since uses DLC and I don't know yet how to implement it) but I recently put Planet Stronghold, and many people complained about price. So, after a while I did a sale last weekend for $9.99 instead of $24.99, and I promoted it on twitter, and showed up on the "on sale" section of Desura (which I think is the most visited! lol). Result:

Desuraps
Yes, the day of the sale the revenue was slightly higher than release day, and in other two occasions. But what about in the long run ? I am not really sure, considering the increase was so small that could have just been a random thing! Also, I should compare prices without a promotion, because is normal to have higher exposure during a promotional sale...

I will continue to experiment with prices of course, but so far everything seems to confirm that lower prices = lower revenues. I'd be very happy if I could make same amount of money (or maybe more) and at same time make more customers happy, but so far it really doesn't seem the case.

The end is near!

No, I'm not talking about the Mayan prophecy :) Sadly, I'm not even talking about the Loren RPG, since I think will still take a few months before is finished.

I'm talking about two scary news I've read this week. They regard the upcoming MacOS Mountain Lion and Windows 8. As you might know, they both will come with a built-in appstore. But the scary news is that both will DISABLE BY DEFAULT "non signed" apps.

What does it means? It means that if you install the new MacOS and download one of my current games, you won't be able to play it. Of course, at least in those first new OS versions, there will be a work around. For Windows, you'll have to switch back to the "desktop mode", while for MacOS you'll have to enable the app by right clicking on it.

So, it's not as scary as it seems right? No, it is. First, because it's a first step towards a "walled garden", which will probably lead to the impossibility to run non-certified apps at all in future versions. Second, not all users are tech-savy, so for them running the app might become too much of a trouble, which means that my niche will become even smaller. Others might even not trust installing non-certified apps anymore, despite they are completely safe.

But it's not over yet, now comes the good part: from what I gathered reading those articles, even if I pay the annual fees to get my games certified (so they can run without any trick), Apple can still disable/ban any app remotely. Let's say I make another RPG game like Loren, which has some VERY HOT romance scenes at the end. Some users don't like that and complain. Apple might disable the game permanently! (not saying that they will for sure, but the possibility is there)

Of course, all of this is just a conjecture for now, and the danger is not imminent. I believe will take at least 4-5 more years before all of this will be very common. But still, the future is NOT promising at all.

Considering I sell mostly directly, I have really few options, and the most rational seems to abandon the downloads to move into webgames using HTML5 or Unity web plugin. I have to say that personally I DON'T like this, but is a kind of a forced choice. I don't want to make more games, knowing that in a not distant future they might become obsolete, forgotten. I'd like people to be able to play my games for years and years to come in an easy way, and right now using downloads it seems a very risky path.

Loren The Amazon Princess beta demo this weekend!

Anyway, for now I'll concentrate on finishing Loren RPG, since I definitely cannot port the game to another language now! Expect a demo tomorrow or Sunday. Will post the news on my twitter, on Facebook and will also send the newsletter.

How long will be the demo? Well, I am not sure if today will manage to finish chapter1 or not, but will try. In any case, considering you can take two paths early in the game (side with humans or elves) I believe that should be at least a few hours of entertainment.

As for the pre-orders I am not sure if I'll start them with the demo or wait a bit more. Is something that I will decide in the next days based on how much work I can put on the game before the demo is live.