Today indie gem PixelJunk Eden went on sale on Steam for just one dollar, and Q-games' Dylan Cuthbert explained just how much that kind of sale can be beneficial to an indie developer.
Hopefully this is noted by the big greedy corporate dogs & they can take note that intentionally trying to bleed there customer base dry is not the best way of doing things!
Like hearing stuff like this , happy for pixeljunk.
even though they said this console gamers will still not understand. they even said they made as much as the money the generated since its launch in one day. but pc gamers dont support games. it took 8 hr to make what took them to make being exclusive to ps. this makes what every ps fanboy say about sales irrelevant.
Did you even read the comment itself ? Nothing in the comment mention anything about both version of the game.
Read the full article before commenting. The last post clearly states that they made the entire game's income to date (>2 years after launching on PSN) in 8 hours. That at $1 per unit vs. $9.99/$14.99 on PSN.
pixel junk eden launched on psn in 2008. That was 5 years ago. The revenue discussed is for the PC version only (which launched 2 years ago)
pixel junk eden launched on psn in 2008. That was 5 years ago. The revenue discussed is for the PC version only (which launched 2 years ago) <<---- This LightofDarkness I suggest you actually follow your own advise and read the f**k*ng article.
This game is crazy good and challenging as hell, if you haven't played it, do yourself a favor and get this now.
On the one hand, this makes you think perhaps the price of games at launch should be lower, or at least that the permanent price should be lowered further and sooner after launch than is traditional these days. But it does sort of beg the question... if the price didn't appear to be such a shockingly low number in comparison to the usual price, would the droves go out and buy it up as they did? If you could get it for $1 all the time, how many of the people that bought it for $1 during this sale would not have bought it anytime soon because it's just another every day game for a buck, the kind of thing you just say "I wonder if it's any good?" and "Maybe some day, if I'm bored and there's nothing else to play." But when a $10 game is temporarily sold for $1, it makes people jump out of their shoes to buy it because they know the price won't last. And to add even more on top, the fact that the sale price is occurring during a huge sale across the board, with thousands of titles reduced, that over-arching sale brings people to the door (so to speak) so they can discover the $1 sale price of this particular item in the first place. If this was the only game on sale, would I have even heard about it? But because it was reduced along with the majority of the entire catalog, I was drawn to visit the site in the first place, and discovered this excellent deal. Then again, there's also the matter that since so many other games are available for such a good price along with this one, that it draws attention away from it. Long story short... finding the correct price, and when to have sales and when to do permanent price restructuring, etc., it's a very complicated decision process, and getting it just right to maximize your profits in a digital distribution world where each sale is practically entirely "profit" (because there are very little physical expenses that go into distributing each new instance of the item). With this distribution model, selling 50 million copies for 1 dollar each is OBJECTIVELY and UNIVERSALLY better than selling 1 million copies for 30 dollars each. That isn't the case necessarily for products that are distributed physically, but in a digital world, the more gross income you make, the better you are, no matter how many times you had to give away those bits of data to earn the revenue. In this industry, revenue = profit, so you can be a lot more flexible with your pricing structure to maximize that revenue without having to worry about things like taking a loss on the item by selling it below manufacturing & distribution costs for a physical good.
consumer behavior is very difficult to predict. if games start launching at $1, you can eventually end up with a situation where the value of gaming as a whole declines in the mind of the consumer....and its a tough road back from there. It would be interesting to see what happens to mobile gaming in the long term as it gets increasingly cluttered and the price ceiling has been set.
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