$50 game -> 50% off, 100 sales $50 game -> 75% off, 500 sales etc
"No matter what price we choose, we always make the same revenue"
61–70 of 77 posts
Re: "No matter what price we choose, we always make the same revenue"
#62This seems to disagree with what I've heard of Valve and Steam sales. That the bigger the discount, the more (total) revenue is made, almost across the board. $50 game -> 50% off, 100 sales $50 game -> 75% off, 500 sales etc
Re: "No matter what price we choose, we always make the same revenue"
#63Its easy then. Keep the price high and it will lower your support costs. Make more profit.
But if your growth is in some way viral/exponential due to word of mouth/recommendations, then you're better off having 5x as many users today. In very crude terms: $1 x 5x5x5x5x5 is a lot more than $5 x 1x1x1x1x1x1
High sales get you into the top 10 lists which is really worth having (you can call that viral if you're desperate), otherwise high sales increases both the support burden and the likelihood of negative reviews.
However, an app like this has niche appeal (writers) and there is no doubt that exposure within that niche is beneficial. So word of mouth is important, but is not gained by simplistic approaches. Promotion within the niche is likely to be more productive than promiscuous price cutting. For a game, a different strategy would be appropriate.
Re: "No matter what price we choose, we always make the same revenue"
#64Its easy then. Keep the price high and it will lower your support costs. Make more profit.
But if your growth is in some way viral/exponential due to word of mouth/recommendations, then you're better off having 5x as many users today. In very crude terms: $1 x 5x5x5x5x5 is a lot more than $5 x 1x1x1x1x1x1
Edit: I forgot, there is also, extend your product (DLC)
Re: "No matter what price we choose, we always make the same revenue"
#65Its easy then. Keep the price high and it will lower your support costs. Make more profit.
But if your growth is in some way viral/exponential due to word of mouth/recommendations, then you're better off having 5x as many users today. In very crude terms: $1 x 5x5x5x5x5 is a lot more than $5 x 1x1x1x1x1x1
Re: "No matter what price we choose, we always make the same revenue"
#66This seems to disagree with what I've heard of Valve and Steam sales. That the bigger the discount, the more (total) revenue is made, almost across the board. $50 game -> 50% off, 100 sales $50 game -> 75% off, 500 sales etc
Where did you hear that from ? On the contrary. http://www.geekwire.com/2011/experiments-video-game-economic... "What we saw was that pricing was perfectly elastic. In other words, our gross revenue would remain constant."
Re: "No matter what price we choose, we always make the same revenue"
#67Its easy then. Keep the price high and it will lower your support costs. Make more profit.
Re: "No matter what price we choose, we always make the same revenue"
#68Earlier quoted context omitted.
It's hard to do that with a product that's specialized in removing features
So charge more for removing even more features. Call it Zen instead of Pro.
Re: "No matter what price we choose, we always make the same revenue"
#69Earlier quoted context omitted.
Where did you hear that from ? On the contrary. http://www.geekwire.com/2011/experiments-video-game-economic... "What we saw was that pricing was perfectly elastic. In other words, our gross revenue would remain constant."
In that interview, Gabe distinguishes between silent price changes and sales: silently changing the price had no effect on revenue, a promotion discount increased revenue.
Re: "No matter what price we choose, we always make the same revenue"
#70Earlier quoted context omitted.
So charge more for removing even more features. Call it Zen instead of Pro.
You're joking obviously, but I wonder if this has ever been successfully applied in some form or other.
(Yes, it's probably a matter of the bonus/bloatware/crapware makers paying the manufacturer to include it vs. customers paying more to not. Flip side is a lot of that stuff _is_ useful, but many users just don't want it there to start with.)