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Capybara's Vella: iPhone's 99-Cent Push Is 'Frustrating And Terrible'
by Chris Remo [PC, Console/PC, Exclusive]
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January 12, 2010
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With an overabundance of games, it's well-known that the iPhone game market quickly became dominated by pressure for developers to adopt 99-cent price points in response to increasingly solidified consumer expectation -- and Capybara Games founder Nathan Vella calls that trend "the single most frustrating and terrible thing about App Store pricing."
Speaking in a new Gamasutra feature about the dilemma of pricing independent games, Vella says the the phenomenon has reduced developers' options and made it harder for them to turn a profit.
"Since it became 'expected' by consumers, it forces a lot of developers, specifically indies, to devalue their game and significantly increase the number of sales needed for developers to get back their investment," he goes on.
But developers also have the power to buck the trend. If enough of them resist the urge to plunge to 99 cents as quickly as possible, consumers might reevaluate how they value iPhone games.
Capybara is currently selling its well-received puzzler Critter Crunch for $1.99, more than half a year after it was released -- and the freedom to do so is a big part of what's attractive and potentially lucrative about the App Store, so developers must be careful not to relinquish that freedom.
Adam Saltsman's celebrated sidescroller Canabalt is another game resisting the 99-cent siren song.
"That game is 100 percent worth $2.99," says Vella. "Adam Saltsman bucked the trend and priced his game at a level he thought was fair. We're on board with what Adam is doing -- not letting the 99 cent pressure define how you price your game. Rather, just price it fairly. Having control of your pricing is great -- being able to define, at a fine level, what your game is worth is something you often don't get control over."
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The AppStore is a high-volume low-margin business for most developers and that does not leave a lot of room for adequate marketing. Marketing is what would set "good enough" titles apart. For me, marketing could include the concept/theme/title of the game, key words, relations with journos, connecting your game with Facebook for virality and drive sales backwards (like Bejeweled Blitz), appealing to a certain demographic visually, super-slick interface etc. Marketing an iPhone title that does not "sell itself" on release is probably more work than creating the actual game.
Also to consider, there is so much other fun stuff you can do with your iPhone so gaming is probably not the core activity for most users, beyond downloading the occasional title from the top-25 list, loading it up and never playing it again, many users probably use their iPhones to check twitter and Facebook feeds instead.
Devs, take this time and use it wisely. If you desire immediate return on your invested time and energy, spend the time seeking out funding to put out a game on Steam or PSN or whatever and all the time/ energy/risk that involves. Or hang tough in the new emerging mobile-casual market, as we all learn what makes it tick; eat a couple of years at the cost of being able to run your own program and develop connections with each other/publishers/your audience, assemble some decent quality games for a platform where it's not completely loaded down with 9s and 10s yet.
This is a war of attrition!
If you want to telegraph the perception your product is worth more, raise the price. You will probably sell more units.
This ain't rocket science. People have known this a long time.
We put out our app for free, temporarily, as a holiday special and very aggressively marketed it (within our means). At this point getting people to even download a free, complete app by a no-name developer that doesn't tell much from a screenshot is extremely difficult.
I think quality iPhone/mobile-casual/DD prices will raise higher than they have after this initial madness winds down, but it's never going to follow the traditional model based on how the market has historically behaved. Can it ultimately prove lucrative? Of course - just not in ways that one might expect.
There's eleventy thousand things on iTunes for 99 cents and they're mostly crap. When you price your game at 99 cents, you don't stand out, you haven't undercut ANYONE, and you've openly declared that you belong in the gutter.
Tons of people see it this way. More expensive things are "better". This is a culture where "you get what you pay for" is a fixed phrase.
The theory seems to be that you can get people who are just browsing to buy it because they'll buy "anything for a dollar", however considering HOW MANY apps there are in the store, I don't think you'll get anywhere this way.
I'm not aware of a viable plan that actually depends on your app being a dollar.
Just a couple things to clarify, since it's me quoted in the article.
First off, the main crux of my argument wasnt WAHHH 99 cents WAHHH... it was that developers feeling pressured to price at 99 cents, even though they feel their game would be fairly priced higher is "frustrating and terrible". There are many games that are priced fairly at 99c, but for the most part acquiescing to the push to price at 99c when you feel that it would be fairly priced at 1.99 or 4.99 or 9.99 is hurtful.
Secondly, i think the devs that are hurt most by the perceived push to 99c are indies... Large publishers (like those that own the top 10) can afford to price high because they are all large-name brands... no one questions spending $10 on Call of Duty or Tetris. Games like Canabalt, Eliss, Edge and so on, who price their games fairly, should be the norm for app store pricing IMO.
Lastly... the original context of the quote wasn't included in the title of this post... the crux of my argument was that while its very frustrating to see fellow independent devs feeling pressured to devalue their work, they should feel confident to price their games fairly, and we all should be thankful that we have that power.
-Nathan
PS. I am still amazed that people even care about what i have to say. crazy.
I've worked with some pretty large publishers in the past, and with the budget allotted, I'm extremely surprise that they can even make their money back, let alone a smaller indie company.
In any case I say if you want to sell your game for more, come out with a very enjoyable lite version. Once the customer is hooked on the game, they will be more then happy to buy the game for more then 99 cents.