Monday, June 17, 2013

The Price of Entertainment

Pricing games…

I have no idea how much to sell a game for.  And this is fascinating to me.

On the Xbox Live Indie Games market, it’s pretty clear that that selling a game for more than 80MSP ($1) is suicide.  Even bumping it up to 240MSP ($3) will reduce your sales be MORE than three times.  I think this is pretty well documented by people who have changed the price of their game.

Now, I’ve ported Hidden in Plain Sight over to the Ouya, and I left the minimum price at a dollar.  That only seems fair, right?  Why should it cost more on one system than another?  It’s the same product, it should cost the same.

However, I’ve gotten a lot of feedback from the players themselves that this is too cheap, and they’d gladly pay more. 

What I ended up doing was adding the option to pay any number of choices: $1, $3, $5, $10, $15, or $50.  And this has worked out really well.  About 40% of the people spend $1, and 55% spend $3 or $5, and then there’s the occasional $10 and $15.  What this indicates to me is that I was really leaving money on the table before.

Another thing that is strange to consider is that most people wouldn’t hesitate to spend $10 to go out and see a movie.  In fact, four friends could easily drop $50 collectively for a two hour experience, if you included a drink and some candy or something.  So why is it so difficult to even consider spending $5 or $10 on something that (according to some people) offers more entertainment value?

I’m not casting aspersions… I have a hard time spending even a few dollars on a quality iPad app, so I’m guilty of the same thing.  It’s just weird.

Anyways, based on the feedback I’ve gotten, I’m going to add a “donation” product to the game.  I figure if people want to give me extra money, I should make it as easy as possible for them to do so.


And finally, I’d like to go on record again and say that I’m not doing this for the money.  It’s a nice side effect, but I’d much rather get a nice email or tweet from someone than a dollar.  In other words, the happy feeling I get from making a game that has brought some family and friends closer together is worth more to me than a dollar.

Thursday, May 23, 2013

OUYA!

OOOoooooo-YEAH!

Hidden in Plain Sight has been published for the Ouya.  The free version includes unlimited play of Ninja Party and Death Race (which I think are the two best modes, but others disagree).  For $0.99, you get the other three modes unlocked, as well as the customizable options to play with.

I'm looking forward to hearing how Ouya players like it...  if you happen to have played it on the Ouya, leave a note and let me know how it all worked out for you.

Monday, May 13, 2013

Right in the feels...


Monday, February 11, 2013

10,000


Hidden in Plain Sight has been purchased 10,000 times.

This is such a staggering figure to me, I don’t really even know how to process it.  It’s stunning, really.  When I first made Bad Golf, the idea of 10,000 sales was my huge “wouldn’t that be awesome if…” dream scenario.  I never expected it to actually happen, but you can’t put something up for sale and not harbor some secret dreams of it getting huge.  And with Bad Golf, it didn’t.

So, I don’t really know what to say.  I really wish I could take credit for cracking into some untapped resource of game design and done something really revolutionary (like Guitar Hero or Portal or Journey).  But maybe that’s not the way it has to work to be successful.  Maybe you just have to make a game that is fun, and that motivates people to tell their friends about it.

If anything, I think that’s what I’ve learned.  There are plenty of games that are fun, but aren’t particularly interesting to tell other people about.  But Hidden in Plain Sight, being a social game, somehow lends itself to sharing it with friends.  It’s not only fun, but it’s fun to share.  As in “Oh, you HAVE to play this.”  That’s not a component of a game you typically study in Game Design 101.  And I didn’t either, but somehow stumbled upon it.

By far, the biggest influence on sales were the SourceFed videos that came out in October, and those were a direct result of the game being shown at IndieCade.  Those led to hundreds of sales immediately, but also created an initial shockwave big enough to spread out over time and generate thousands of sales since then.   If one person out of every twenty tells a friend and leads to another sale, then you can see how some initial influx of players will lead to a long-tail of sales.  I think that’s what happened.

For those interested, 10,000 sales means $10,000.  But Microsoft takes 30%, and then withholds some tax (I just got a 1099 from Microsoft Corp, which is kind of neat), so I think I’ve net around $6000 over the past year.

Monday, November 19, 2012

Happy Birthday Hidden in Plain Sight!


Hidden in Plain Sight has been out on the market for a full year now.  The free trial has been downloaded 9162 times, and there have been 7248 purchases.  The purchase-to-trial ratio is 79.11%.

Here's that weird sales graph again, for the official full year numbers.  Click to embiggen.



Needless to say, the sales of HIPS, and the feedback that I've received, has far exceeded my expectations.  In fact, I admit that it's made it a little more difficult for me to get motivated to start a new project.