Earlier quoted context omitted.
I'm right up there with you. I will admit that paying like $15 four years ago for Stardew Valley on iOS felt a bit weird, but $15 is pretty cheap considering that it's the full game . It doesn't make you buy gems every twenty minutes, or watch an ad every time you plant six crops, or spam your friend to share your status for some extra gold. It's a full game, and you pay a nominally-high-but-ultimately-reasonable pri…
$15 is a screaming deal for a game like Stardew Valley.
I wonder what mechanisms exist for capitalizing on that retroactive price. You can obviously make the up-front price higher, but this obviously erects a barrier to people experiencing the retroactive value.
Some other ones that come to mind: paid DLC, "remastered" versions released N years later (Skyrim has famously done this. I think I've paid for 3 or 4 $60 versions of Skyrim at this point), and open "tip" jars / patreon style support. Any other ideas?