The Picard Maneuver@piefed.world to Games@lemmy.worldEnglish · 6 days agoThe developers of PEAK, explaining how they decided on pricing for their game. media.piefed.worldimagemessage-square175linkfedilinkarrow-up11.02Karrow-down119 cross-posted to: gamedev@lemmy.world
arrow-up11Karrow-down1imageThe developers of PEAK, explaining how they decided on pricing for their game. media.piefed.worldThe Picard Maneuver@piefed.world to Games@lemmy.worldEnglish · 6 days agomessage-square175linkfedilink cross-posted to: gamedev@lemmy.world
minus-squareEndymion_Mallorn@kbin.melroy.orglinkfedilinkarrow-up4arrow-down1·5 days agoHow about a different pattern; Figure out what your breakeven is - in other words, how much money you need to make to recoup salaries, licenses, and generally keep the lights on. Put out a free demo (and I mean free - no DRM either). See how many people download it within a month or so. Project the production budget for the next game. Price based on a 2% retention rate of the demo downloads to accommodate breakeven + next game + 5% profit for op-cap. Rinse and repeat as necessary.
minus-squareYeahToast@aussie.zonelinkfedilinkEnglisharrow-up9·5 days agoAin’t no one surviving on a 5% profit margin
How about a different pattern;
Figure out what your breakeven is - in other words, how much money you need to make to recoup salaries, licenses, and generally keep the lights on.
Put out a free demo (and I mean free - no DRM either). See how many people download it within a month or so.
Project the production budget for the next game.
Price based on a 2% retention rate of the demo downloads to accommodate breakeven + next game + 5% profit for op-cap.
Rinse and repeat as necessary.
Ain’t no one surviving on a 5% profit margin