Showing posts with label pricing. Show all posts
Showing posts with label pricing. Show all posts

Monday, August 16, 2010

Coming up short?

Once in a while, a big indie game comes out to fantastic reviews but ends up being criticized for one specific something.  Then I take that specific something and talk about how it applies to my own work.  Last January I wrote about VVVVVV and how it was criticized for being $14.99, which led to my own thoughts about indie game pricing.

If you follow indie games, you might have heard of Limbo, a recent platform game available now on Xbox Live Arcade. It is deliciously atmospheric - you play a lonely little boy jumping his way through a minimalist black and white world that manages to be hauntingly beautiful without being pretentious.  Limbo has been universally praised by reviewers, but there has been one universal criticism: it's a little on the short side.

Like VVVVVV, this is a criticism that has been leveled at my own games more than once.  "The game is great - but it's too darn short!" the critics say.   To which I can only respond... "Well, you're right."  There's no denying it.  A typical Blackwell game can take you from 2-4 hours to complete if you are a hardcore adventure gamer.  Maybe 6-8 if you are more casual.  There are those who even play with a walkthrough handy on their first go-round, and they zip through it in no time at all - often faster than me!

So yeah, my internal games tend to be on the short side.  Why is that?  There are a lot of good reasons for short games - they don't overstay their welcome, people don't have as much time to play games these days, or simply because the game is better served by being a smaller experience (Portal is the game that is usually used as the best example of this).

But for me, the reason is simpler than that.  I am a trembling abject coward.

Read any indie developer blog and you'll often hear that they are "one flop away from going out of business."  As an indie developer, and an indie adventure game developer at that, I don't like those odds.  Adventure games are a tough sell even for mainstream AAA companies, and they have bigger marketing budgets than I do.  If I spend a year or more on just one game, spending lots of money and man-hours on it, only to have it sell poorly... well, that would be the last you hear of me. 

So... I tread carefully.  To make a game, a developer can spend money to pay someone to do the work, or spend time doing it him/herself.  If I spend more money, I will have to earn that money back.  If I spend more time, it's time that the game is not earning any money (which I will still have to earn back).  As a result, I tend to keep my games tight and lean - making them deep instead of broad.  So if I screw up and the game bombs, then it won't be too much of a financial burden for my little studio to bear.  I can just make another game and move on.

This is not to say that my games can't be long, epic works of grandeur..  It's just that they won't be long, epic works of grandeur yet.  As I've gained more customers and fans I have slowly increased the length of my games.  Convergence was easily longer than Unbound or Legacy, and the upcoming Deception is shaping up to be significantly longer than Convergence.  Baby steps, kids. Baby steps.

So to answer the question of "Why are my games on the short side?"  The simple answer for me is because I want to keep making games.  I love making these games. And, for some strange reason that I am eternally thankful for, enough people like them enough to spend their money on them so I can continue to do this full time and make more (even during these crazy economic times).  It's a great way to live, but there is always that little ever-present fear that it could all end if I am not smart.  I'd have to - gulp - get a real job.  And we can't have that.

-Dave

P.S. 
This blog post is one in a series of posts for what we've called "Size Doesn't Matter Day."  For other blog posts on this topic, check out:

http://positech.co.uk/cliffsblog/?p=810
http://24caretgames.com/2010/08/16/does-game-length-matter/
http://2dboy.com/2010/08/12/too-short/
http://blog.wolfire.com
http://brokenrul.es/blog
http://gamesfromwithin.com/size-matters
http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goods
http://mile222.com/2010/08/a-haiku-about-game-length/
http://retroaffect.com
http://the-witness.net/news
http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/
http://www.firehosegames.com/2010/08/how-much-is-enough/
http://www.hobbygamedev.com/
http://spyparty.com/2010/08/16/size-doesnt-matter-day/

Friday, January 29, 2010

My thoughts on indie game pricing

So, there's been some interesting news in the Indie game scene lately.  The controversy, such as it is, got kickstarted with the release of a game by Distractionware entitled VVVVVV (that's 6 V's, all in a row).  The game looks unabashedly old-skool with blocky Atari 2600-like graphics.  The game mechanic is interesting (you get around by flipping gravity), the levels are very challenging, and the soundtrack is this awesome pumping techno music that puts you just in the right mood.  It's hecka fun.  The issue?  The game is made in Flash, it lasts around 3-4 hours, and costs $15.

Nobody is denying that the game is interesting, but there are wildly differing opinions on the price.  An article on the Escapist says that it's way too expensive, and an on-the-spot sarcastic comic offers tips on how to afford it.  The argument seems to be that Distractionware is hurting themselves by pricing the game too high, and that a lot more people would buy the game if it were $5 instead of $15. The opposing argument is that $15 is not really that much and indie games are too cheap in general.

As someone who has been on the brunt-end of this argument before, I thought I'd offer my perspective. I've always had a lot of difficulty knowing what to charge.  With a film, it's easy.  It could be a multi-million dollar blockbuster or a ten-thousand dollar indie film, but you'll still plunk down the same amount of cash to see both in the cinema (FYI: movies cost $12 in New York) .  Games are different.  There are so many different kinds of games that no set price could ever be agreed on.

So, I experimented.  My first game, The Shivah, was only $5.  My second game, Blackwell Legacy, was $15.  When I released Blackwell Unbound, I decided to sell it for $10.  Mostly I was just experimenting to see what worked, but some thought also went into how much money I spent producing them (Unbound cost significantly less to make than Legacy).  When the time came to set the price for Convergence, I took a look at how well my previous games sold at certain prices and tried to reach some conclusions.

The argument about cheaper prices is usually that "if the game is cheaper, more people will buy it."  This is definitely true.  Unbound definitely sold more than Legacy.  But while Unbound cost 1/3 less, it certainly did not sell 1/3 more in order to make up for the drop in price.  The lower price was earning me less money.  So based on that, I decided that $15 was the "sweet spot" for my new games, and $10 was a good price for the older ones.

Of course, I don't know much about business and I could be completely wrong.  There are probably many factors I have not considered, but it's been working out pretty well so far. As for VVVVVV (and other games like it), if $15 works well for you, then resist lowering it by all means!  We want you to stay fed and happy so you can make more awesome games.

Anyone else have their own thoughts on this issue?  Agree? Disagree?  Comment and let me know!

Till next time,

-Dave