cliffski
08-14-2005, 09:29 AM
Micropayments!
I have been adding new features to my game 'Democracy' ever since the day it went on sale. Up until now I have just added the features, updated the demo and given a free updated file to any old customers who asked for it. However, I am interested in investigating other ways of working in the future, especially as more and more gets added, and the $19.95 seems really low.
One option is obviously to carry on as before, the game improves with each update, and presumably the conversion rate goes up slightly over time.
Another option is to split the game into 2 or more versions.I can keep the existing copy as a 'standard' or 'classic' edition, and keep charging $19.95 for it. Meanwhile, all new features go into the 'deluxe' or 'gold' edition, which is $24.99 or even $29.99. When people click the buy button, it shows them a page that summarises the differences and lets them choose. Technically this is very little work.
Another option would be to really go to town and work on a strategy that lets the player basically select from a list of features what they want, and have prices to match. if they want autosave, thats $1, if they want random countries thats another $2 etc.
I can see some drawbacks, people will automatically assume that they should get everything on the 'menu' for the lowest price (because they can buy civ2 in their local store for $10 blah blah), but I can also see the potential for maximising revenue, by getting people really into the game to pay that much more. Maybe I am biased because I'd love to see all games sold this way (I'll pay for random maps and unit variety, nothing for campaigns, backstory or FMV).
Im not quite yet at the stage where I can make such a change, but I'm thinking ahead. any thoughts?
I have been adding new features to my game 'Democracy' ever since the day it went on sale. Up until now I have just added the features, updated the demo and given a free updated file to any old customers who asked for it. However, I am interested in investigating other ways of working in the future, especially as more and more gets added, and the $19.95 seems really low.
One option is obviously to carry on as before, the game improves with each update, and presumably the conversion rate goes up slightly over time.
Another option is to split the game into 2 or more versions.I can keep the existing copy as a 'standard' or 'classic' edition, and keep charging $19.95 for it. Meanwhile, all new features go into the 'deluxe' or 'gold' edition, which is $24.99 or even $29.99. When people click the buy button, it shows them a page that summarises the differences and lets them choose. Technically this is very little work.
Another option would be to really go to town and work on a strategy that lets the player basically select from a list of features what they want, and have prices to match. if they want autosave, thats $1, if they want random countries thats another $2 etc.
I can see some drawbacks, people will automatically assume that they should get everything on the 'menu' for the lowest price (because they can buy civ2 in their local store for $10 blah blah), but I can also see the potential for maximising revenue, by getting people really into the game to pay that much more. Maybe I am biased because I'd love to see all games sold this way (I'll pay for random maps and unit variety, nothing for campaigns, backstory or FMV).
Im not quite yet at the stage where I can make such a change, but I'm thinking ahead. any thoughts?