Retail

Because We May extends sale to over 400 games

Because We May extends sale to over 400 games

Tue 29 May 2012 7:35am GMT / 3:35am EDT / 12:35am PDT
Retail

Developer discounts applied to iOS, Google Play, Desura, Steam, IndieVania

Because We May, the developer lead initiative to "celebrate" platforms which allow studios to set their own pricing, has extended its reach to over 400 titles across the App Store, Google Play, Desura, Steam, IndieVania and more.

The campaign hopes to highlight the importance of retaining pricing control for indie developers, allowing them to promote their games freely as and when they see fit. Initiated by 2D coder Ron Carmel, the program is attracting reams of titles to its banner.

Running from May 24 to June 1, Because We May features many well known games alongside less famous titles. Registration for the program remains open at the time of writing.

8 Comments

I dont think anyone else seems to have noticed some of the prices don't quite work.

Go to the site, click steam and scroll down to "Vertex Dispenser".

Was $9.99 now $15.01, i'm liking those savings!

Posted:11 months ago

#1

I read an article about it - some devs don't agree with the cheapening of indie games and think that the constant sales & bundling is leading players to not buy indie stuff at "full price" any more.

And since the whole event is about having control over your pricing, why not experiment with higher prices?

Here: http://www.indiegamemag.com/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/

Posted:11 months ago

#2

Fighting price reduction is going to be a problem for indie developers. There's a price ceiling for what the vast majority of people are willing to pay, even for the best games, and sadly not many games (indie or otherwise) are good enough for people to buy them above $15. Saying your game is "worth" $30 because of the time and effort you put into it is silly. Your game is worth what people will pay for it, not what you think they should pay for it.

If more indie developers were willing to start at lower prices (like Terraria, Dear Esther, Super Meat Boy, The Binding of Isaac, Audiosurf, World of Goo, and dozens of other highly successful and great quality indie games) then it wouldn't be necessary to do things like this for indie games to get attention. The sad fact is that most games aren't worth $30 to most people, and no matter how much time you put into it you're likely going to make much less money trying to sell at that price than you are while trying to sell at $10.

Posted:11 months ago

#3

It's a stupid argument. Like the idiot who raised the price of his game to like $100. Oooh, you're so rebellious! Hipster publisher!

Careful of biting the indie game fan hand, guys. The retribution can be swift.

EDIT: Read the article. Time to make some enemies.

Indie games are a dime a dozen. Sorry, but it's true. Most of them are pretty generic, to tell the truth; twin-stick shooters, one-button puzzle games, "classic" platformers, you name it. Seen one, seen 'em all. So people bitching that these sales "devalue" their work... I'm sorry, but unless you're doing something truly amazing, like Braid (75% off, but you'll remember it actually set the $15 bar on XBLA) or Darwinia (60% off), you're nothing. You have no real value. You're just one more on top of a sea of similar games. There's nothing to "devalue" except your own precious wasted time.

Edited 1 times. Last edit by Christopher Bowen on 29th May 2012 6:06pm

Posted:11 months ago

#4

Morville O'Driscoll
Games Blogger & Journalist

You have no real value. You're just one more on top of a sea of similar games
This could just as easily apply to non-indie games. Not trying to be argumentative, just sayin'. :)

Posted:11 months ago

#5

William Brown
Aspiring Level Designer

@christopher

I read in the past of a developer raising their price to extreme levels as an experiment, forgive me for I can't recall the source but the logic goes something like the following:

Sell 1,000 copes at $1, total income $1,000.
Sell 10 copies at $100, total income $1,000.

What I remember from the article was that as the price rises to insane levels some people will still buy the product (I'd love to know who those people are and go after their money specifically cause they must be crazy), sell less copies and yet make similar levels of money than at the lower price point.

Posted:11 months ago

#6

Maybe this one?

http://kotaku.com/5497459/apple-bans-game-days-after-developer-publicly-trashes-app-store

Refenes explained that, about five months ago, he raised the price to $15. It was an experiment. On the day he raised the price, three people bought the game. He said he raised the price to $50, and four more people bought it. Refenes was inspired and convinced that people who buy games from the App store aren't good at sniffing out good games. He would keep raising the price to see how many more people would buy the game. Fourteen people bought the game at $299 in February, he said.

On Monday, March 15, the day Zits & Giggles was removed from the App store, someone bought the game for $400
But obviously raising your prices is just trying to be hip and cool.

Posted:11 months ago

#7

Sophie Houlden ran a fascinating variable price experiment for Swift*Stitch. She made the most money when she priced her game at $1, and the second most when she priced it at $77.77.

A very interesting experiment indeed.

http://www.sophiehoulden.com/results-of-the-swiftstitch-pay-when-you-want-sale/

Posted:11 months ago

#8

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