why the fuck would you not want successful under 20 bucks indie games to skew the results up
Fastest way for a game to be overlooked is to have the base price be similar to shovelware, IE below $15. That ridiculous number of games are low effort shit like breakout clones and tic tac toe.
Fastest way for a game to be overlooked is to have the base price be similar to shovelware, IE below $15. That ridiculous number of games are low effort shit like breakout clones and tic tac toe.
>this is why indie devs are charging 20 bucks for pixelshit
They charge $20 bucks initially for their games to get all the people who are actually excited. They drop the price $5-15 over a year or two during sales to get the low ballers. It makes their game pop up on the sales page, prevents it from being buried by low price garbage shat out in a week by a one man team and lets them keep the prestige of a high price tag making it seem like a great deal.
Take Blasphemous, a $25 game that has run its course and now goes on sale every other month for $6.25.
People who buy games do it because they're interested in a title and have expendable income.
Having lower price is associated with poorer quality product and the buyers prob would buy it even with higher price and you just lose out in both sales and money from each individual sale
Don't bother OP has is a "wouldn't it be great if" spiel followed by insults for anyone who disagrees. Forgetting that inflation basically makes ye ol indies worth pretty close to the same price as modern ones, OP makes the mistake of thinking interests scales with price cuts.
The majority of sales are going to come from fans of the genre who are willing to pay the $20-30, that is where the games money is made, make them pay $10 bucks out of the gate and they lose a massive source of revenue. Then putting it on sale later then grabs the people who don't really like the genre that much and are only buying because it is cheap, IE OP. Putting it up for 1/4 the price isn't going to suddenly make 4x as many people interested in metroidvania's and beat em ups.
It's pretty obvious why he thinks this way though, he is falling all over himself to find different ways to call these games trash, low effort or shit and mock the devs who make them. One wonders why he wants to buy them in the first place, then again he thinks $20 is a lot of money so...
>20 bucks isn't a lot of money
i'll happily insult you for saying that daddy warbucks, you're the person letting shovelware and derivative niche trash flood steam and destroy gaming. believing that a metroidvania is worth as much as or more than a discounted AAA is breaking the industry
Shovelwares make no money
Well-craft indie games make money even if they are slightly more expensive
People don't care about the 10~20 dollars difference as long as the game is fun
Quality = Sales
They charge $20-30 because it would generally feel like shit to spend 1-7 years of your life on a project and then charge less for it than bargin bin shit from two decades ago, retard.
Well both can have value
if you charge very small amount for a game you tell people "this game is literally worthless and you shouldnt waste time on it"
or it tells people you're a retard who doesn't know what their game is worth and who took 5 years to make a game that could have been knocked out in 6 months by someone competent because you restarted development 8 times and wasted devtime on shit that doesn't matter.
Given that I paid $30 for piece of shit games like Mojo! when I was a kid digging through the bargain bin, I'd say the majority of indie games I've played have been better on average than that.
Obviously there's a lot of asset flip garbage out there, but if you're such a casualfag that you can't identify genuine garbage with how information dense Steam Store pages are these days, that's on you.
>better than mojo is now worth 30 dollars
how many funko pops do you own
>how many funko pops do you own
Zero, but good job completely missing the point of what I said and deflecting to some garbage that has nothing to do with the conversation, you cocksucking retard.
>ignoring the greentext
if you think that "better than mojo!" is the standard that should be set for value for money then you clearly waste money on many other frivolous things, such as funko pops but possibly others
2 weeks ago
Anonymous
That's not the standard I gave, you braindead fuck. You made the claim that indie games were worth less than bargain bin games from 20-ish years ago. I gave you one example of the shit that was in the bargain bins 20 years ago, that I, personally, paid $30 dollars of my money to play at the time, and said that given the amount of time and effort decent indie devs sink into their games, $20-30 is more than reasonable for the majority of them when $30 in 2003 is worth about $50 now.
Unlike two decades ago, it's far easier to find info on the game you're about to spend that money on. Said money is worth a good deal less because the economy's fucked. Rather than digging through a bargain bin and going almost entirely off the box, or a magazine review, or a demo disk, or even some shitty early-age review site— none of which will have gameplay footage worth shit unless you're subjecting yourself to something like fucking G4 (Though I can't remember if they ran reviews back then)— you're now given high quality screenshots, a trailer right on the store page, dozens of user reviews, and the ability to search up more footage if you feel so inclined.
Regardless of whether or not I'm using fucking Mojo! as the point of comparison, $20-30 is a completely reasonable price to ask for the work of small-time devs when I'm no longer having to gamble on whether or not the game I'm about to play is liquid ass based on whether or not the blurbs on the box are cool. If you have anything more to say on the subject you need to start bringing up specific indie games you think are overcharging for what they offer instead of talking about "indie games" in the vaguest possible terms when that can cover anything from a chink asset flip that anyone with a lick of sense should identify as worthless slop immediately to a 12-man-band pseudo-AA project funded by the success of two prior games.
2 weeks ago
Anonymous
oh so for you it's a form of charity and because you cannot tell if a game is liquid shit or not until you've played it >a chink asset flip
and you're racist, cool
>people want to make money
Shocking!
>indie devs would rather sell slop to credulous fools like;
>rather than make a game than can stand on its own two feet in front of a wider audience and make exponentially more money from good word of mouth
you're holding back the industry
2 weeks ago
Anonymous
>he's a "indies is goyslop" poster
OH NO NO NO NO NO AAACELS WE'VE BEEN EXPOSED
2 weeks ago
Anonymous
>oh so for you it's a form of charity
No, retard, it's fair compensation for the work, especially now that storefronts and available information have grown to the point where there's next to no risk to the buyer to by complete and utter dogshit without realizing it. Are you daft? Can you read?
Also, regarding your response to that other guy, indie games generally ONLY make money from Word of Mouth since the vast majority of their marketing budget ends at "post devblogs and maybe a trailer or two." Where the fuck did you get the idea that indie shit doesn't make money from word of mouth?
NAME
SPECIFIC
GAMES
Given that I paid $30 for piece of shit games like Mojo! when I was a kid digging through the bargain bin, I'd say the majority of indie games I've played have been better on average than that.
Obviously there's a lot of asset flip garbage out there, but if you're such a casualfag that you can't identify genuine garbage with how information dense Steam Store pages are these days, that's on you.
that's completely fucking wrong if it's bad for the industry and for consumers and for how games are made. if incredibly niche games with sloppy design are slobbered up by undemanding niche audiences that don't value their money and don't hold those games to a high standard
>oh so for you it's a form of charity
No, retard, it's fair compensation for the work, especially now that storefronts and available information have grown to the point where there's next to no risk to the buyer to by complete and utter dogshit without realizing it. Are you daft? Can you read?
Also, regarding your response to that other guy, indie games generally ONLY make money from Word of Mouth since the vast majority of their marketing budget ends at "post devblogs and maybe a trailer or two." Where the fuck did you get the idea that indie shit doesn't make money from word of mouth?
NAME
SPECIFIC
GAMES
>No, retard, it's fair compensation for the work
maybe to someone with no taste or concept of value like you, aka not fair compensation. > complete and utter dogshit
yeah that's your limit btw, so if it's only somewhat dogshit it's ok >Also, regarding your response to that other guy
i wasn't talking to you when i said that so i shan't be replying to the rest of your spiel
>maybe to someone with no taste or concept of value like you, aka not fair compensation.
You have yet to name any specific indie games you believe to be overcharging. Name some or have a nice day, because this conversation cannot go anywhere until you start getting into whatever examples you've got knocking around your hollow skull.
if you can only argue with specific examples and not with categories then you shouldn't be arguing. if anything, it's on you to provide a specific counterexample-an indie above 10 bucks that isn't overpriced
2 weeks ago
Anonymous
The issue here is that this thread is a massive waste of time until anyone can discern what the fuck you're talking about. "indie games" is a term so stupidly broad that it even covers half of the remaining AA sphere these days, and the only reasoning you've been able to give for why "indie games" aren't worth more than $10 is that they're "low quality", a completely nebulous term that says absolutely fucking nothing about the issues your taking with them. I'm asking you to name specific examples so people can actually engage with you and your dogshit thread because as it stands now it's impossible to continue any sort of conversation on this topic beyond angry shitflinging.
Name some specific games you consider overpriced. Maybe something you played and thought was shit enough to warrant holding this opinion. Whatever works.
true
Casual here. I don't understand.
indie devs look at the median sales and the price and ignore the numbers of games in the lower price tiers.
What does the number of games matter when the value reported is the median and not the mean?
why the fuck would you not want successful under 20 bucks indie games to skew the results up
>under 15 bucks is shovelware
indiecels...
Fastest way for a game to be overlooked is to have the base price be similar to shovelware, IE below $15. That ridiculous number of games are low effort shit like breakout clones and tic tac toe.
>this is why indie devs are charging 20 bucks for pixelshit
They charge $20 bucks initially for their games to get all the people who are actually excited. They drop the price $5-15 over a year or two during sales to get the low ballers. It makes their game pop up on the sales page, prevents it from being buried by low price garbage shat out in a week by a one man team and lets them keep the prestige of a high price tag making it seem like a great deal.
Take Blasphemous, a $25 game that has run its course and now goes on sale every other month for $6.25.
People who buy games do it because they're interested in a title and have expendable income.
Having lower price is associated with poorer quality product and the buyers prob would buy it even with higher price and you just lose out in both sales and money from each individual sale
ok gordon gekko
Don't bother OP has is a "wouldn't it be great if" spiel followed by insults for anyone who disagrees. Forgetting that inflation basically makes ye ol indies worth pretty close to the same price as modern ones, OP makes the mistake of thinking interests scales with price cuts.
The majority of sales are going to come from fans of the genre who are willing to pay the $20-30, that is where the games money is made, make them pay $10 bucks out of the gate and they lose a massive source of revenue. Then putting it on sale later then grabs the people who don't really like the genre that much and are only buying because it is cheap, IE OP. Putting it up for 1/4 the price isn't going to suddenly make 4x as many people interested in metroidvania's and beat em ups.
It's pretty obvious why he thinks this way though, he is falling all over himself to find different ways to call these games trash, low effort or shit and mock the devs who make them. One wonders why he wants to buy them in the first place, then again he thinks $20 is a lot of money so...
>20 bucks isn't a lot of money
i'll happily insult you for saying that daddy warbucks, you're the person letting shovelware and derivative niche trash flood steam and destroy gaming. believing that a metroidvania is worth as much as or more than a discounted AAA is breaking the industry
Imagine thinking AAA slop is worth more than a game that is actually fun.
>he's a "AAA is goyslop" poster
OH NO NO NO NO NO INDIECELS WE'VE BEEN EXPOSED
AAA genres:
>"action adventure open world RPG-lite"
>souls-like
>FOMO games-as-a-service season pass
indie genres:
>*
I'm stoopid. Someone explain this image to me
Shovelwares make no money
Well-craft indie games make money even if they are slightly more expensive
People don't care about the 10~20 dollars difference as long as the game is fun
Quality = Sales
>Quality = Sales
VAMPIRE-fucking-SURVIVORS ,bitch !!!
They charge $20-30 because it would generally feel like shit to spend 1-7 years of your life on a project and then charge less for it than bargin bin shit from two decades ago, retard.
ok, doesn't mean it's worth more than bargain bin shit from two decades ago, does it
Well both can have value
if you charge very small amount for a game you tell people "this game is literally worthless and you shouldnt waste time on it"
or it tells people you're a retard who doesn't know what their game is worth and who took 5 years to make a game that could have been knocked out in 6 months by someone competent because you restarted development 8 times and wasted devtime on shit that doesn't matter.
>better than mojo is now worth 30 dollars
how many funko pops do you own
>how many funko pops do you own
Zero, but good job completely missing the point of what I said and deflecting to some garbage that has nothing to do with the conversation, you cocksucking retard.
>ignoring the greentext
if you think that "better than mojo!" is the standard that should be set for value for money then you clearly waste money on many other frivolous things, such as funko pops but possibly others
That's not the standard I gave, you braindead fuck. You made the claim that indie games were worth less than bargain bin games from 20-ish years ago. I gave you one example of the shit that was in the bargain bins 20 years ago, that I, personally, paid $30 dollars of my money to play at the time, and said that given the amount of time and effort decent indie devs sink into their games, $20-30 is more than reasonable for the majority of them when $30 in 2003 is worth about $50 now.
Unlike two decades ago, it's far easier to find info on the game you're about to spend that money on. Said money is worth a good deal less because the economy's fucked. Rather than digging through a bargain bin and going almost entirely off the box, or a magazine review, or a demo disk, or even some shitty early-age review site— none of which will have gameplay footage worth shit unless you're subjecting yourself to something like fucking G4 (Though I can't remember if they ran reviews back then)— you're now given high quality screenshots, a trailer right on the store page, dozens of user reviews, and the ability to search up more footage if you feel so inclined.
Regardless of whether or not I'm using fucking Mojo! as the point of comparison, $20-30 is a completely reasonable price to ask for the work of small-time devs when I'm no longer having to gamble on whether or not the game I'm about to play is liquid ass based on whether or not the blurbs on the box are cool. If you have anything more to say on the subject you need to start bringing up specific indie games you think are overcharging for what they offer instead of talking about "indie games" in the vaguest possible terms when that can cover anything from a chink asset flip that anyone with a lick of sense should identify as worthless slop immediately to a 12-man-band pseudo-AA project funded by the success of two prior games.
oh so for you it's a form of charity and because you cannot tell if a game is liquid shit or not until you've played it
>a chink asset flip
and you're racist, cool
>indie devs would rather sell slop to credulous fools like;
>rather than make a game than can stand on its own two feet in front of a wider audience and make exponentially more money from good word of mouth
you're holding back the industry
>he's a "indies is goyslop" poster
OH NO NO NO NO NO AAACELS WE'VE BEEN EXPOSED
>oh so for you it's a form of charity
No, retard, it's fair compensation for the work, especially now that storefronts and available information have grown to the point where there's next to no risk to the buyer to by complete and utter dogshit without realizing it. Are you daft? Can you read?
Also, regarding your response to that other guy, indie games generally ONLY make money from Word of Mouth since the vast majority of their marketing budget ends at "post devblogs and maybe a trailer or two." Where the fuck did you get the idea that indie shit doesn't make money from word of mouth?
NAME
SPECIFIC
GAMES
Given that I paid $30 for piece of shit games like Mojo! when I was a kid digging through the bargain bin, I'd say the majority of indie games I've played have been better on average than that.
Obviously there's a lot of asset flip garbage out there, but if you're such a casualfag that you can't identify genuine garbage with how information dense Steam Store pages are these days, that's on you.
i charge $15 for my pixelshit
>from 3561 to 501
Really Black?
>people want to make money
Shocking!
people can charge whatever the fuck they want for their products
that's completely fucking wrong if it's bad for the industry and for consumers and for how games are made. if incredibly niche games with sloppy design are slobbered up by undemanding niche audiences that don't value their money and don't hold those games to a high standard
>No, retard, it's fair compensation for the work
maybe to someone with no taste or concept of value like you, aka not fair compensation.
> complete and utter dogshit
yeah that's your limit btw, so if it's only somewhat dogshit it's ok
>Also, regarding your response to that other guy
i wasn't talking to you when i said that so i shan't be replying to the rest of your spiel
>maybe to someone with no taste or concept of value like you, aka not fair compensation.
You have yet to name any specific indie games you believe to be overcharging. Name some or have a nice day, because this conversation cannot go anywhere until you start getting into whatever examples you've got knocking around your hollow skull.
any indie game above 10 bucks, there
That's not a specific example. Give a specific example of a game you consider overpriced, and explain your reasoning as to why.
if you can only argue with specific examples and not with categories then you shouldn't be arguing. if anything, it's on you to provide a specific counterexample-an indie above 10 bucks that isn't overpriced
The issue here is that this thread is a massive waste of time until anyone can discern what the fuck you're talking about. "indie games" is a term so stupidly broad that it even covers half of the remaining AA sphere these days, and the only reasoning you've been able to give for why "indie games" aren't worth more than $10 is that they're "low quality", a completely nebulous term that says absolutely fucking nothing about the issues your taking with them. I'm asking you to name specific examples so people can actually engage with you and your dogshit thread because as it stands now it's impossible to continue any sort of conversation on this topic beyond angry shitflinging.
Name some specific games you consider overpriced. Maybe something you played and thought was shit enough to warrant holding this opinion. Whatever works.