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17. Re: etc., etc. Jun 7, 2012, 04:15 Prez
 
If, hypothetically, you end up selling 3 times as many at $30 as compared to what you sell at $60, does it really matter if you aren't getting what you personally believe your property is worth? Bottom line - your revenues are higher. As it is, I think developers get too emotionally involved with correlating asking price with how hard they worked on a game. It should simply be a matter of economics; if market data says you have the real potential to make more money at a lower asking price, then the decision is an easy one. The ultimate goal is make a return on that investment of that time, talent, and money after all.

It probably wouldn't have made a difference in the studio's demise, but I think that 38 Studios releasing Kingdom of Alamur at $60 was a disastrously bad decision. An unproven freshman studio making an original IP no one knows a thing about simply cannot ask 60 bucks for their game. If they would have just released at 40, maybe even 50 bucks I'm betting overall revenue would have been considerably higher, if still not enough to avert the studio's implosion.

The gist of the comments made by Origin's DeMartini in this interview is that EA is basically trying to lure developers away from relying so heavily on Steam and start adopting Origin a little more by tapping into an emotional topic for most developers and publishers: what they feel is a fair price for the property on which they worked so hard. Not a bad pitch really, but it will fail I think. Steam sales generally help developer revenues greatly from everything I've read, regardless of how deep the discounts and what that might mean as far as a property's worth.

This comment was edited on Jun 7, 2012, 12:21.
 
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>> 17. Jun 7, 04:15   Re: etc., etc. Prez
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