Game Design, Programming and running a one-man games business…

Strategy games, pricing, and the enjoyment curve.

A lot of the debates about game pricing online take no account of different game styles. Nor do they take account of signaling. All people do is compare games as commodities, and end up with the inevitable conclusion that there is a price crash looming and a race to the bottom. No game should be priced above $5, clearly.

I suspect this is not true, and have the Democracy 3 sales figures to back this up, but all blog articles are better with graphs, so I drew one to make my conclusions seem somehow more real :D.

What do we think happens when we price an indie game at $25 and do not discount it? Well several things. As *many* people point out, the number of ‘impulse’ purchases is pretty low. There are also a low number of purchases from people who are ‘on the fence’ or ‘mildly interested’. But what else happens? There are two rather interesting phenomena at play, which are price-signaling and sunk costs.

First price-signaling says ‘This is a game that will provide lots of value. it KNOWS it costs more than those other dozen indie games, and its not hiding the fact. Look, it doesn’t even have a launch discount. it must be good. The developer isn’t nuts, this isn’t his first game. it must be selling. Look! it *is* selling, so it *must be good*. No wonder it’s priced at $25. Etc…’. price signaling works. it works a LOT. Do you really think a Rolex or Ferrari isn’t taking advantage of this effect? (as well as arguably being Veblen goods). Price signaling is a way of stating the developers confidence in their product. I am a big fan of Bose headphones, despite the fact that the internet hive-mind hates them. I’ve owned 2 pairs. They are much, much more expensive than most headphones and they know it. Maybe I’m a mug, but when I was looking for the *best* headphones, obviously I checked out Bose, they must be good at that price etc… Turns out they are, but would I have even tried them if they cost $50? (Note I’m not saying it’s a con, I’m saying the actual price was part of their marketing, and it was for a legitimately superior product).

bose

Secondly, we have sunk costs. If you buy a game or $1 and after 5 minutes you are stuck, bored or confused, who gives a fuck? Just uninstall it. But what if you paid $25 or even $50? At that price, you often ‘force yourself’ to keep playing to get your moneys-worth (partly) but also, more interestingly, you don’t want to be seen to yourself to be an idiot. If you paid $25 it must be a good game right? otherwise you judged poorly, and your subconscious self doesn’t like that. We humans are appallingly poor at objectively judging worth.

But hold on cliff, this all sounds horrid and manipulative, are you evil? is this how you justify your horrible corporate greed?

No.

I have a problem with selling  my games because they are complex strategy ones. That means they take a while to learn. I bet the first fifteen minutes of Democracy 3 are not that much fun for a newcomer. I bet the ‘fun’ factor only kicks in at an hour. At that point, you understand how to play. At that point you are hooked, its great, you enjoy it, and its hopefully a rich, rewarding experience.

graph

So how do I get people to play for that full hour? I charge $25 and use all of the methods described above to get people to play for that amount of time. Ideally NOBODY would then ‘bounce off’ the game. Ideally then, everyone has got at least an hours play from it (actually the median time played is extremely high), and everyone gets to the point where the game really pays-off in terms of fun.

Because simpler arcadey games can be picked up quickly, they don’t need to get people through that initial period of ‘negative value’, or that period is very,very short. So they can price low. Pricing low can be good, it means you can go mass market and get decent word of mouth. It means more virality. Pricing low isn’t bad per-se (although it brings with it problems of marketing costs per unit and payment provider issues etc). but you have to pick the right price for your game. In short, if you are making deep strategy games or games that are unusual, weird, different and have a learning curve, and you are pricing them at $5, I think you might be doing it wrong.

If you really want to think about this kind of stuff, especially the psychological effects, take a look at Prison Architect, and the brilliant way in which they priced their alpha artificially high in order to ‘only attract serious players‘. Brilliant. You get a game PLUS a feeling of superiority and validation. It’s like those ‘exclusive’ products that anyone can buy. I tip my hat to Marks brilliance :D.

Now go buy Democracy 3, it’s only for really intelligent successful and attractive people like YOU.

header copy

Lessons from launching Democracy 3

So it’s been over a month now, what have I learned from the pre-release beta and final release of my political strategy game Democracy 3 I hear you all asking at the top of your voices? Here is what I have learned…

Launch Discounts do not matter.

As a gamer, you might insist they do, and point out how everyone else had them. I didn’t. Nobody even mentioned it. It’s a new game, people who want it, want it. I think the now standard ‘10% off for the first week’ thing is just a way of losing 10% of your revenue. I’m so glad I did not do this.

Having a decent trailer was worth it.

I don’t know why I’ve waited until this game to get a proper trailer with voiceover for my games. it has been so worth it. At least it convinced me to get another one done and also one for redshirt. here is the first democracy 3 one…

Have faith in your game with pre-release marketing.

I spent more than ever before on advertising to tie in with the launch of Democracy 3. I don’t regret a penny of it, and wish I’d actually had  even more faith in, and spent even more. The problem is, at the end of an indie game project you have spent a LOT of money on making a game that so far has not earned a single penny back. The ‘balance sheet’ for the game is always really upsetting. Taking another pile of cash and dumping it into the ‘marketing’ pit of eternal spending seems like the craziest thing to do when things are already covered in red ink, but it seems to be the right thing. Democracy 3 was my biggest marketing experiment yet, and it paid off.

Add steam workshop support earlier.

I underestimated how much work this would be, and how much trouble people would have installing non-workshop mods. This should have been in from day-one, in an ideal world. There are a decent number of workshop items for the game, but would have been more if I’d been more prepared on that front.

steam-_workshop

A $25 game will sell very well, if it is deep, and good quality and has a market.

The idea that the game should be cheaper to ‘compete’ with other indie games or with discounted AAA games is just wrong. Trust me on this, I have the sales figures. Democracy 3 is my fastest selling game ever. It is not suffering one bit for being a $25 game, in fact I wonder if it would have made more sales at $29.99. This isn’t a game for people looking for a cheap disposable timewaster, but for people interested in the idea and subject matter and prepared to invest some time. I got the price right. I’d even suggest, what with Prison Architect and others, that $25+ is the new standard price for ‘triple A indie’ or ‘premium indie’ games.
So far it’s gone well. More stuff coming soonish…

 

Steam workshop support is now live for Democracy 3

steam-_workshop

Right, it’s early days… but steam workshop support is active and live and anyone can use the content there, and upload it. I have one modder with an upload problem I’m investigating, but generally I think it works.

I urge all modders who have already listed their content on the modding forums at the democracy 3 website to re-upload their mods to steam workshop if they have a steam copy (or a steam key from a direct copy!), as I suspect workshop might get quite popular.

I’ve put together a guide on steam (under guides/modding or configuration) and also put together this here short explanatory video:

If anyone has any problems uploading or downloading just give me a shout. I think modding democracy 3 has a lot of potential, and I’d love to support the modding community as much as possible. BRING ON THE MODS!

Democracy 3 patched to 1.09

So here we go, it’s PATCH DAY. Everybody put on your patch day trousers and mix up those patch day cocktails. oh yeah woohoo!

Ahem…

I updated Democracy 3 on PC today. mac & Linux builds to follow soon. We took a tactical decision to skip 1.08 for mac & linux so as not to work my poor linux dude into an early grave, but they are getting version 1.09 as soon as we can get it done. here are the changes…

Version 1.09
============
Bug Fixes-
    Fixed bug where escape key allowed you to quit from policy screen without confirming changes.
    New system to detect if the game can’t run fullscreen the first time, and force a windowed run on second attempt.
    german characters now render correctly.
New Content:        
    Support for steam workshop.
    Better mod browsing interface and link to modding website.
    Ability to delete and thus uninstall a mod from the GUI.

Now I know what you are thinking. Possibly ‘meh’.  But have faith. That steam workshop support suddenly became my priority, so i fixed that so it’s in the game and working and all wonderful. It isn’t actually enabled for everyone yet, I need to do some tests first, and I’ll be adding some ‘test’ users to the group that has workshop access tonight, and I’ll put together a sample new country ‘posistan!’ and upload that, then open the floodgates.

To be honest, I underestimated how popular steam workshop would be. It solves many problems. You don’t NEED it at all, you can still sue my super steam-free modding support, it’s just that steam workshop simplifies and centralizes it all a bit.

What I’m saying here, if you can’t tell… is that I know I could be doing more balance-adjusting and stuff like that, and I *do* plan on doing some stuff like that, but I wanted steam workshop support in place first so modders can do their thing. I’ll return to balance stuff soon. And also German language versions in about 2 weeks. Oh yeah.

Expect another blog post soonish about exactly how I’ve integrated steam workshop support into the game…