Part of making a sale effective is to also make seem like it's a limited one time only event.
...Even though by this point we know that that mattress store is never really going out of business. (however, Subterfuge literally might be)
v3xt wrote:Also, a reduction of the price can make people that paid the full price feel taken advantage of.
v3xt wrote:generalchewy wrote:BMW (replace any car company you want) does not tell their clients "buy this car so we can continue to make our cars better". Call of Duty does not tell their players "buy this game to support our development of future games".
Instead they focus on how purchasing their products benefits you personally. BMW says "buy our car and YOU will stand out from the crowd". Call of Duty says "buy our game and YOU can rule the battle field".
How about, "buy this game, or else it will go out of business and you won't be able to play it at all"?
elijahayes wrote:I'll still play your game because it is amazing, but I am sure that lowering the cost of L2 would be a good idea for both the gamers and the developers. Think about it - You lower the cost for the L2 to maybe half, and you make double the sales that you did when you had it at a higher cost, and you are still making the same amount. I'm sure that you would reach double sales or maybe even exceed. I know I would happily purchase if it was half price.
stefan wrote:If I know a game has been on sale once, I'm very unlikely to get it for the regular price after the sale is over. I'll put it on my watchlist until the next sale, which might or might not happen.
Of course this doesn't counter an argument about a "time tested business move" as you call it. Just saying that once you play the sale card for the first time, you're decreasing the value of the game even after the sale is over. Hopefully the sales during such a discount will make up for that.
v3xt wrote:Also, a reduction of the price can make people that paid the full price feel taken advantage of.
topkilla wrote:Choosing not to support the game is 100% fine. As it's you're right to do so. No one can fault you for it. But it's important for you to understand that games like subterfuge are a rarity. And the reason there are so very few games like Subterfuge on the app store is because there's a small player base for them. And most have been huge financial disasters. (Look at Outwitters)
So if you like the game, and you would love to see updates to it, as well as similar games from other Devs in the future, you should support it. Because for each time a game like Subterfuge tanks financially, there's a smaller chance of a similar type game coming out in the future.
So unless you want to play games like farmville and Clash of Clans, I'd highly suggest you go work for 30 minutes and then walk to the store to buy an iTunes Gift Card.
roadkiehl wrote:@felendis, really appreciated your post. It's always good to have someone who knows their stuff chip in.
I do have a question, though. You said that the devs could double their price point and expect 20% less sales, but still make more money (I could quote it, but I'm lazy.) If you could do that without any negative reactions (which is probably a pipe dream), would you? Because, on the one hand, Subterfuge is well worth $20 imo, and $20 is still less than an average board game. On the other hand, $20 is really pushing it for an app. I mean, XCOM: Enemy Unknown, which is a full $50 video game on Steam, only goes for $15 on the App Store.
So yeah, at what point does the game get "too expensive" or "too cheap"?
roadkiehl wrote:@felendis, really appreciated your post. It's always good to have someone who knows their stuff chip in.
I do have a question, though. You said that the devs could double their price point and expect 20% less sales, but still make more money (I could quote it, but I'm lazy.) If you could do that without any negative reactions (which is probably a pipe dream), would you? Because, on the one hand, Subterfuge is well worth $20 imo, and $20 is still less than an average board game. On the other hand, $20 is really pushing it for an app. I mean, XCOM: Enemy Unknown, which is a full $50 video game on Steam, only goes for $15 on the App Store.
So yeah, at what point does the game get "too expensive" or "too cheap"?
crisismana wrote:road if you want to know marketing about this mobile game your self. open google and search kickstarter. there is plenty info there about pricing and marketing stuff.