At GDC 2012, Mikio Watanabe, COO of CAVE, developer of shooters such as DeathSmiles, said when it comes to hardcore retro Japanese mobile games, don't sell yourself short.
Cave's first two efforts in the iPhone space were ports of its hardcore scrolling shooters EspGaluda II and Dodonpachi, and the studio has since released original iPhone games. Releasing those mobile games gave Cave some valuable lessons, Watanabe said.
"Setting a good price and making sure the port version is respectful to the original is very important," he said. "...Our belief is that people will pay premium prices as long as it's a good product. So with some of the Cave games we set the price at 1000 yen -- that's about $12-13." That's a far cry from the typical 99 cent games that proliferate the current mobile market.
"If it's a hardcore product, go for the higher price point," he said. "...Don't underprice your product."
Watanabe said that in Cave's experience, smartphone-tailored games cost around $250,000 to make. Forty percent of that goes towards engineering, 30 percent to graphics, 15 percent for localization and QA and 15 percent to audio and sound design, he said.
"What you wanna do is aim for a maximum play experience for the user. And if you manage to do this as long as it's a pretty well-known retro game, you will be able to get users to try it out, and the reviews should be pretty positive."
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Do you mean, from the above statements, Mr. Watanabe sounds afraid of the price situation?
I didn't get that impression in particular after reading his statements. Rather, I assumed these were the lessons his team absorbed based on sales results from the multiple products Cave has released on the App Store.
Or perhaps you meant that you attended the talk where this statement was made and, shall say we say, there was some funk...
you can also tell this from some comments in this thread as well as people like nintendo head honcho.
Expensive game development = The Slowly Bursting Bubble
Just look at all the larger studios shutting down, and new smaller tight knit studios springing up. Doesn't take a financial analyst to see the trends.
In My opinion
Those studios will bring forth the new wave of $10-15 games, crushing the $60 game release to only the elite studios.
As far as 99c games go
As long as colleges keep pumping out game dev/art students, then there will be a steady stream of 99c/freemium games Till eventually they start sending the message to the next generation that game dev is a very high risk field to be in despite the increasing number of sales every year.
Question: How does one weigh bits and bytes? You can't use a physical media as a 8Gig sd card weighs less than a DVD. A 64Gig SD card weighs less than a 64Gig Hard Drive.
I want to know if Watanabe made that above statement:"That's a far cry from the typical 99 cent games that proliferate the current mobile market" or was that the writer's own opinion or an interpretation of something Watanabe said.
Context is important here because I don't think Watanabe was directing his concerns against $0.99 games or freemium games. According to the article, his direct quotes were addressing the niche or hardcore products to not undervalue their pricing.
Except, of course, that EVERY SINGLE piece of research on the subject proves the exact opposite. App Store games generate FAR more money at lower prices, in pretty much every combination of circumstances - unknown game reduced in price to give it a visibility boost, well-known title discounted in the short-term, already-successful hit cut over the long term to build userbase once it's already in profit, you name it. The result is always the same - sales up 10x - 100x, revenues up 5x - 20x.
For those of you that wonder, the game I paid for is a turn-based dungeon crawler.
http://wosland.podgamer.com/very-hard-numbers/
I think Cave's success may be telling of how they know who their audience is (many customers willing to import their games) and how they do solid ports (according to what they say). Many other companies like Square Enix do half-assed ports with choppy frame-rates and still charge these sorts of premium prices, which comes off as a slap in the face to their real fans.
And looking at Cave's site, they seem to plan sales often to generate interest in both new and older releases. Which is probably a good idea to do if you plan on offering higher prices.
There's also the matter of the perception of value of appstore users, which has been skewed to the low end due to the large amount of $.99 apps available. The lower the perception of value by the potential audience, the lower the amount of sales get as prices get higher compared to an audience with a higher perception of value. Given that, a prolific developer (within its niche, at least) like Cave selling their products at a higher price and advising others to not be afraid to do the same might be the economically more responsible action, even if it means less revenue in the short term.
http://www.appannie.com/app/dodonpachi-resurrection/ranking/history/#start_date=
2010-08-26&end_date=2012-03-08&view=grossing-ranks
It's almost as if the revenue - not just the sales - spikes upwards dramatically whenever the price is lower.
http://www.appannie.com/app/espgaluda-ii/ranking/history/#view=grossing-ranks&st
art_date=2010-04-10&end_date=2012-03-08