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Blogs

  The Attack of the Indie Bundles
by Sergio Rosa on 12/12/11 10:41:00 pm
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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With the announcement of yet another Indie Bundle, people on my Twitter began this discussion about them being a long term viable solution, or the birth of a long term problem. How so? As someone of them said, "will gamers ever wonder why they should pay the full price for an indie game if they know there'll be a bundle that includes it around the corner?" (in 140 characters or less, of course).

I know they are for charity and all that, but for most bundles, the averange selling price always turns out to be a lot less than the full price of any of the included games. Consider that sale is split based on whatever predefined set of rules, how much of each sale goes into the developers' pockets? I'm guessing the way Indie Royale works, for example, where price goes up until someone pays a high sum so it goes down again, is made to circumvent that.

One could argue bundles are a way to get more people know about your games, so your audience gets larger, so after the bundle is over more people are interested on your game enough to pay the full price, and that's true.

But if the number of indie bundles rises, I'd have to ask the question again: as a gamer, why would I pay the full price of X game, instead of waiting until it's included in any other bundle? After all, while gamers are willing to stand in line for hours to be the first guys to get the new AAA game, but they can wait a few days/weeks to get X indie game (this is not a bad thing, after all we all know indie games usually have very long sales cycles, while AAA games are more like "buy now because the next big game will be here next week).

And if the number of indie bundles rises, and gamers decide they will buy indie games only if they come in bundles, can we consider the scenario where any indie game gets 99 cents per sale? This almost sounds like the Apple App Store, where most games are either free, or cost 99 cents, meaning indies would have to rely on volumes to make a living (just to clarify, I have nothing against the App Store other than the senseless price going on there).

Just that you know, I'm not against indie bundles. I've even been in touch with a couple of them since I also believe they can help you broaden your audience (as I said above), but I think there's a fine line between "what fits our needs" and "too much of something"

This is all I have to say about the subject. If you find a typo that's because I can't write using all my fingers right now, as I burned one of them and it's pretty much useless for typing right now :)

 
 
Comments

E McNeill
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I know what you mean. Reddit is putting together an /r/gamedev bundle right now. I worry about the reaction to it.

Harry Fields
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On the flip side, if not for these bundles, there are very few Indie games I'd bother with and I'm sure there are a few others in my boat. Isn't it better to get *some* revenue than none? For a one/two man shop, a 20,000$ check after being included in one of the bundles can provide a decent chunk of living expenses while they work on their next title.

Sergio Rosa
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You have a point. As I said on the post, I don't see bundles as a bad thing. I just fear a future where, if your game is not included in a bundle, nobody will buy it because bundles will be "the way to buy indie games," and we all know some indies will be more likely to end up in a bundle, not only based on quality but also on "fame" and "hype behind the game."

Megan Fox
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Is it better for the individual, in that moment? Probably.



Is it better long-term for that individual or for the market on a whole? That's the question. If making that $20k means that none of your future games will ever make more than that $20k, or will possibly make increasingly less... well hey, you just killed the PC indie market. For everyone.



Game theory applies here. If everyone goes for short-term gains, it will often destroy long-term gains for everyone in a way that could have been avoided by more cooperation and less individually-motivated business.



I'm still not sure, though. On the one hand, it is pushing down prices for unknown indie titles, but on the other, that's only part of why AppStore prices dropped. Discoverability, the massive problem on iOS, really isn't an issue on PC - a good game can always get the word out, the news channels aren't clogged. So bundles may simply be a way for the unknowns to get a bit more notice, whilst leaving the better known / larger / whatever indie titles largely unaffected.

Sergio Rosa
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http://www.diygamer.com/2011/12/indie-game-bundles-break/ DIYGamer wrote an article about this as well just today.


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