GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
LeapFrog
Associate Producer
 
Off Base Productions
Senior Front End Software Engineer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Web Application Developer
 
Gameloft
Java Developers
spacer
Latest Press Releases
spacer View All     RSS spacer
 
June 7, 2013
 
Warner Bros. Interactive
Entertainment
Announces...
 
LittleBigPlanet PS Vita
developer Tarsier
Studios...
 
Havok™ Announces
Support of Xbox One
with...
 
EXATO GAME STUDIOS
ANNOUNCES LAUNCH DATE FOR
VOXEL...
 
E3 2013: Castlevania:
Lords of Shadow 2
trailer...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor

  Ridiculous Fishing fights mobile game devaluation with a $3 pricetag
 Ridiculous Fishing  fights mobile game devaluation with a $3 pricetag
 

March 18, 2013   |   By Frank Cifaldi

Comments 12 comments

More: Smartphone/Tablet, Indie, Business/Marketing





"But since its almost impossible to do F2P in a non-evil way and without sacrificing the elegance of your game design, we'll prefer to charge $3."
- Ridiculous Fishing developer Vlambeer responds to a question about whether the mobile market undervalues games in an Ask Me Anthing thread on Reddit (we're not sure exactly who to attribute the quote to, as both Rami Ismail and Jan Willem Nijman were posting from the same account).

Vlambeer is echoing statements we've heard a few times now from high profile developers who haven't yet dipped their toes into a microtransaction-based business model. Most recently, Thatgamecompany's Jenova Chen said that in-game purchases only work when the player is unhappy, and that he'd only give them a shot if he could figure out how to make his players pay because they are happy.

It's funny to think that a full game for $3 is seen as higher-tier on a platform like iOS these days, but as Vlambeer explains, even a $0.99 price point wouldn't have worked for Ridiculous Fishing.

"The problem is that at $0.99, you'll need to sell endless amounts of copies to be able to survive as an indie developer," it said.

"Most games don't even get close to that. A direct result of the whole race-to-the-bottom in prices is the prevalance [sic] of Free to Play on iOS - it seems to be a safer bet."

Gamasutra recently spoke at length to Vlambeer about its struggles completing Ridiculous Fishing, and how the developer fell victim to cloning before the game was complete. Check it out here.
 
 
Top Stories

image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
The demo is dead, revisited


   
 
Comments

Alex Boccia
profile image
Go Vlambeer!

Ariel Gross
profile image
I don't mind paying $3 for a really good game. I'd probably even pay $3.01. But that's it.

Kale Menges
profile image
Having grown up spending anywhere from $20 to even $90 for a single game, I find such joy in the quality of gaming experiences one can find in the App Store for $0.99 to $4.99 (or even more on occasion; I was a launch day adopter of the original Infinity Blade when it was $14.99 or so).

Talat Fakhri
profile image
Thumbs up Vlambeer! I will totally buy a $3 quality game on my iPhone!

Diana Hsu
profile image
Aw, it doesn't seem to be on Android.

Dan Jones
profile image
I bought it before going out of town for the weekend, purely because I wanted to support them after hearing the tale of the cloning. It was a busy weekend, and I *still* managed to fit in at least 4 hours of playing, if I had to guess. I'll admit, I've had the urge to play a few times while at work today too. ;)

It's crazy how $3 feels like "a lot" compared to other games on iOS, but when you consider the amount of gameplay I've gotten out of it for less than the price of a fast food meal, it helps to put things in perspective. Especially considering the extra care put into this one in terms of charming aesthetic.

Phil M
profile image
It looks like a great game, ironically though how much of the success is down to the publicity it's getting by actually charging $3?

David Amador
profile image
I think this should be something to try for a lot more devs. Good for you Vlamber, you have my purchase

Simon Tomlinson
profile image
I agree with the sentiment, but it's not the devs or publishers that decided - it is the customer, who has been corrupted with 'free' for so long now it seems almost impossible to wring out a few dollars for your app.

Bradley Johnson
profile image
It's more about exposure and not the price point. They did an amazing job getting people to talk/write about the game A LOT.

Phil M
profile image
Agreed, but the price point in a world expecting F2P actually helped them get the exposure.

Leeja John
profile image
Great going Vlambeer... Although when talking about price , it doesn't matters when u r really providing an amazing game..


mobile game development


none
 
Comment:
 




 
UBM Tech