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Pricing is weird

positech.co.uk

11–20 of 49 posts

Re: Pricing is weird

#11

They should have also made a higher tier price. Some people would have paid that because they love the game, and what is the big difference between $5.99 and $9.99 if you are in a wealthy country and have a full-time job?

Perhaps plus the option to pay even more, if you want to.

Re: Pricing is weird

#12

Wait a minute? This looks like the best bits of Master of Orion 2, upgraded to modern graphics standards. I've been waiting for something like this for a long time. Now if only this workday could end so I can run the demo... :-)

I still play MOO2. Interested: what are the "best bits"? I adore the tactical combat - can you defeat 3 inbound battleships with 3 scouts and a missile base? Ok it took 10 tries but what a blast when you succeed!

Buildings on the planet were cumbersome - how to improve?

Btw a group of us have designed a MOO-like collectible card game, in beta test, pretty cool if I say so myself. 400 unique cards so far (Stellar Converter! Ion Pulse Cannon!), dozens of deck styles/ways to win.

Re: Pricing is weird

#15

Wait a minute? This looks like the best bits of Master of Orion 2, upgraded to modern graphics standards. I've been waiting for something like this for a long time. Now if only this workday could end so I can run the demo... :-)

I still play MOO2. Interested: what are the "best bits"? I adore the tactical combat - can you defeat 3 inbound battleships with 3 scouts and a missile base? Ok it took 10 tries but what a blast when you succeed! Buildings on the planet were cumbersome - how to improve? Btw a group of us have designed a MOO-like collectible card game, in beta test, pretty cool if I say so myself. 400 unique cards so far (Stellar Conv…

The parts I really liked about MOO and MOO2 was that you could design your own ships in minute detail, and then duke it out fleet to fleet. Really matching ship layout against ship layout. The civ-like parts and research.. meh.

MOO3 was just in shambles, I spent years on the message boards of that following the production, and the end result was.. crap. Some good ideas, totally botched implementation.

Sins of a Solar Empire has an excellent starmap and fleet control, but not customizable ships, and a static tech-tree.

Sword of the Stars was pretty good, but only somewhat customizable ships, and I remember it getting a bit of both fiddly and repetitive on larger maps. Random tech-tree was awesome. Should perhaps look at the latest expansions of that.

Re: Pricing is weird

#16

Biggest mistake - too cheap by half. Best pricing change any online folks can make: double your price, see what happens.

I would assume it's much harder to double the price for what is the third expansion pack in a series, that gives everyone price-points to compare with. Also, if you make a computer game, its price will be compared to every other computer game, and to be at the high end of pricing, you have to release an AAA title that cost millions and had a 100+ person development team, otherwise people will think it's too expensive.

So doubling your price is only a valid strategy if people can't compare your price to similar products.

Re: Pricing is weird

#17

They should have also made a higher tier price. Some people would have paid that because they love the game, and what is the big difference between $5.99 and $9.99 if you are in a wealthy country and have a full-time job?

Having a higher tier price would also likely result in more sales of the standard and even less of the discount.

Re: Pricing is weird

#18
post #7
post #6

For heaven's sake. This is every bad bit of pricing psychology I can think of wrapped into a tiny package of poverty wages for the developer.

How so? He's selling twice as many at full price as the discount price according to his real time stats. To my mind, that seems like this isn't a failure at all.

The penny rule.

The number of people who go from pirates to $2.99 is dramatically outweighed by the people who go from $5.99 to $2.99. (Do the math; that's a net loss.)

The only way this works out for the developer if this scheme results is PR and raising awareness overall amongst people who are potential customers who wouldn't have known about the product anyway.

Re: Pricing is weird

#19
post #7
post #6

For heaven's sake. This is every bad bit of pricing psychology I can think of wrapped into a tiny package of poverty wages for the developer.

How so? He's selling twice as many at full price as the discount price according to his real time stats. To my mind, that seems like this isn't a failure at all.

I didn't think too hard because as soon as I saw his rationale for cost-based pricing I stopped thinking straight. So, just to get you started:

* Don't price things based on what they cost you unless you it's an ore or sorghum.

* Don't solicit customers that don't value your product.

* Don't demand that customers think carefully about which button to push to make a sale.

* Don't make the cheap option the first button users eyes cross.

You could probably go on to pick apart every sentence in the blog post (like his misunderstanding of the concept and purpose of a "sale") or the fact that his rationale sucks all possible incentive out of making his team more efficient at building and harnessing content for his game, but those are the big ones.

PS: if those stats are lying, that'll be the one smart thing he did with this page.

Re: Pricing is weird

#20
post #7

Earlier quoted context omitted.

How so? He's selling twice as many at full price as the discount price according to his real time stats. To my mind, that seems like this isn't a failure at all.

The penny rule. The number of people who go from pirates to $2.99 is dramatically outweighed by the people who go from $5.99 to $2.99. (Do the math; that's a net loss.) The only way this works out for the developer if this scheme results is PR and raising awareness overall amongst people who are potential customers who wouldn't have known about the product anyway.

$5.99 is also an absurd price to begin with.

By the way, the next time someone on HN asks what "market segmentation" is or why product managers get paid money, this thread would be a good object lesson.

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