<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/2.5" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/">
<channel>
	<title>Comments on: Indie Game Pricing Experiment</title>
	<link>http://www.darkmoonsw.com/blog/2006/03/indie-game-pricing-experiment/</link>
	<description>Blog about games, music, programming, life, the universe, ...</description>
	<pubDate>Fri, 21 Nov 2008 00:21:45 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.5</generator>

	<item>
		<title>by: darkmoon</title>
		<link>http://www.darkmoonsw.com/blog/2006/03/indie-game-pricing-experiment/#comment-30</link>
		<pubDate>Tue, 07 Mar 2006 08:54:10 +0000</pubDate>
		<guid>http://www.darkmoonsw.com/blog/2006/03/indie-game-pricing-experiment/#comment-30</guid>
					<description>I understand your point. But given the nature and history of Bubblomania, 10$ is a probably a better price point than 20$.

The original version for classic MacOS, released in the '90s, was also 10$. Upon releasing the MacOS X port, and improving the game, I raised the price to 15$. But given the fact that the quality of competing indie games has risen dramatically, and Bubblomania is still based on older technology and graphics, I think 10$ is a more correct price.

I agree with achieving better quality, but in my case that would mean a total rewrite of the game! And since sales are currently very low, and the new price probably wont change that a lot, I'm going to concentrate now on my next game...</description>
		<content:encoded><![CDATA[<p>I understand your point. But given the nature and history of Bubblomania, 10$ is a probably a better price point than 20$.</p>
<p>The original version for classic MacOS, released in the &#8217;90s, was also 10$. Upon releasing the MacOS X port, and improving the game, I raised the price to 15$. But given the fact that the quality of competing indie games has risen dramatically, and Bubblomania is still based on older technology and graphics, I think 10$ is a more correct price.</p>
<p>I agree with achieving better quality, but in my case that would mean a total rewrite of the game! And since sales are currently very low, and the new price probably wont change that a lot, I&#8217;m going to concentrate now on my next game&#8230;
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Juuso - Game Producer</title>
		<link>http://www.darkmoonsw.com/blog/2006/03/indie-game-pricing-experiment/#comment-28</link>
		<pubDate>Tue, 07 Mar 2006 06:18:58 +0000</pubDate>
		<guid>http://www.darkmoonsw.com/blog/2006/03/indie-game-pricing-experiment/#comment-28</guid>
					<description>Notice - I don't suggest that people should automatically *lower* the price. I believe in *testing* different prices. After that $9.95 experiment... you might want to try $19.95 as well. 

My opinion: 
&quot;You must set a high price - and make sure your product achieves that quality. At least don’t change the price lower if nobody is buying - they won’t buy after that either. First you gotta try what’s being said there. But you could *try* different pricing to make sure it’s optimal for you… who knows if $10 or $20 price tag is optimal for your game - you really gotta test it.&quot;

Good luck with your experiment!</description>
		<content:encoded><![CDATA[<p>Notice - I don&#8217;t suggest that people should automatically *lower* the price. I believe in *testing* different prices. After that $9.95 experiment&#8230; you might want to try $19.95 as well. </p>
<p>My opinion:<br />
&#8220;You must set a high price - and make sure your product achieves that quality. At least don’t change the price lower if nobody is buying - they won’t buy after that either. First you gotta try what’s being said there. But you could *try* different pricing to make sure it’s optimal for you… who knows if $10 or $20 price tag is optimal for your game - you really gotta test it.&#8221;</p>
<p>Good luck with your experiment!
</p>
]]></content:encoded>
				</item>
</channel>
</rss>
