The ease of getting your game onto the iPhone is something of a double-edged sword for indie devs. On the one hand, it's an amazing opportunity to get your pride and joy in front of millions. On the other, though, the amount of competition is pushing prices way lower than some devs are comfortable with. Or as Nathan Vella, co-founder of Toronto-based Critter Crunch/Clash of Heroes developer Capybara Games, so directly put it to Gamasutra "The push to 99 cents is the single most frustrating and terrible thing about App Store pricing." Read the full piece if you'd like a better understanding of why indies are pricing they way they do.
Though we understand their frustration, we're surprised there's not more hand wringing about all those free games littering the App Store, since we know so many people who refuse to pay cash for any game on the mobile platform. Do you have any purchasing guidelines you try to stick by?
Reader Comments (48)
Posted: Jan 14th 2010 2:15AM (Unverified) said
I've yet to pay a penny for any of my iPhone apps.
Posted: Jan 14th 2010 3:40AM (Unverified) said
I'm enjoying the free ones, is that better?
I'll pay when I can demo them first.
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I'll pay when I can demo them first.
Posted: Jan 14th 2010 8:36AM (Unverified) said
I would need some type of demo before I spent money on those type of games also. Gaming on the iPhone for me would be nothing but a time waster, so if I can find a few free games to do that then my mission is accomplished (ie. "Tris" for a free Tetris game)
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Posted: Jan 14th 2010 10:02AM (Unverified) said
demos? are you kidding? games are like 99 cents to 2 dollars. read sites like touch arcade or pocket gamer, see what's getting good reviews, and just buy it. if games are in the $10 range you can bet your ass that they've been reviewed, so you can easily figure out if it's going to be worth your time and money.
do you demo your socks before you buy them? how about a new dish at a restaurant?
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do you demo your socks before you buy them? how about a new dish at a restaurant?
Posted: Jan 14th 2010 10:10AM butaneko said
@eldee
Actually I organize sock "try before you buy" parties. I organize a group of friends and everyone agrees to buy a different pair of socks for everyone to try on so we can find a pair we like WITHOUT having to risk buying an uncomfortable pair or god forbid, a 3 or a 6 pack.
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Actually I organize sock "try before you buy" parties. I organize a group of friends and everyone agrees to buy a different pair of socks for everyone to try on so we can find a pair we like WITHOUT having to risk buying an uncomfortable pair or god forbid, a 3 or a 6 pack.
Posted: Jan 14th 2010 11:52AM aughscreennames said
99 cents is required for any of them to make any money. People are not going to pay a bunch of money for something that is in all likelyhood a piece of shit. There are far too many apps and theres no way for people to really know what theyre like, 99 cents reduces the risk of wasting your money.
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Posted: Jan 14th 2010 2:15AM Tiptup300 said
I haven't delt with the iPhone app store, but from what I've heard. The problem is that Apple has such a simple sorting algortihm to find new games. They don't make any effort to show new high rated games over old high rated games.
Posted: Jan 14th 2010 9:20AM amart89 said
Stick to what you know please: There are categories for each genre and within each category you can look up the top 50 apps in paid, free and highest grossing. I have paid for a many of my apps since there are a lot of quality ones out there. My most played would be Doodle Jump ($.99), Bejeweled 2 ($2.99), and Bix ($.99). Also GeoDefense($1.99) is great.
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Posted: Jan 14th 2010 9:24AM amart89 said
As well, there is a page called "featured" where you can look at new games.There is even a tab called "hot new games" which is kind of exactly what you were saying apple doesn't do. Although one cannot blame you considering you're commenting on a platform you've never used.
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Posted: Jan 14th 2010 2:16AM jefwif said
canabalt at 2.99 is fucking reee diculous. love the game. play for free on pc. dont need to pay 3 bucks on my ipod. kthxbai.
Posted: Jan 14th 2010 2:51AM MystileArmor said
You gotta understand though, you're also paying for the convenience of having it on the go.
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Posted: Jan 14th 2010 7:03AM sonicspike41 said
If I wanted the convenience of a game on the go, I'd probably just use a portable device with a sufficient enough browser. Not as cool and sleek as playing on an iPhone, but hey, it's free.
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Posted: Jan 14th 2010 11:42AM hanger3com said
Agreed. There have been so many times I've wanted to buy Canabalt, but then I see that $3 price tag, and decide not to. I've played it enough to know that I will get about 2 minutes of play time out of it, before I get tired of it for a while.
I would however pay $1 for it. There have been several games I have played for hours, that have only been $1. Canabalt would be smart to try a temporary drop. I'm pretty sure others have done the same, and were successful at raising awareness of their software, by boosting it into the top 10.
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I would however pay $1 for it. There have been several games I have played for hours, that have only been $1. Canabalt would be smart to try a temporary drop. I'm pretty sure others have done the same, and were successful at raising awareness of their software, by boosting it into the top 10.
Posted: Jan 14th 2010 1:45PM JDB said
$3, I guess, somehow, seems like a lot in a vaccum, but that's really splitting hairs when you think about it. I've played Canabalt on my iPhone hundreds of times, far outlasting anything else I own aside from Stoneloops. It's a ton of fun, and perfect on the go. Really hard to complain. What could you possibly spend that extra $2 on that would bring you more joy? Two more mostly forgettable iphone games, I guess?
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Posted: Jan 14th 2010 5:35PM (Unverified) said
I just spent $7 at Taco Bell to make poop. I guess spending $3 on a well made indie developer game isn't the worst thing to spend money on.
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Posted: Jan 14th 2010 2:22AM ch3burashka said
As a newly self-appointed analyst, I hereby declare that the perfect iPhone price for games is 99 cents.
Now I'm off to rake in my analyst money.
Now I'm off to rake in my analyst money.
Posted: Jan 14th 2010 2:24AM (Unverified) said
He's actually coming in to talk to my class about indie developing next week, and to hire one of us as an intern into his company. This should be an interesting topic to bring up, since they just released the game yesterday. I can't wait to meet him!
Posted: Jan 14th 2010 2:41AM s ls said
Capybara games could have easily priced Critter Crunch for $9.99 on the PSN. That game easily had enough content to fill that price but Indie studios that arent as well known have go as low as possible to get their game out to as many people as possible. It's a good way to promote their brand and work but it also risks the chance of less money and people expecting a cheap price point for every game.
I think people are willing to pay a higher price on the PSP store for minis because well gamers know that a good game should cost a good amount of money. This is unlike "gamers" on the iPhone who really don't give a shit if they spend a dollar on game just for kicks.
I think people are willing to pay a higher price on the PSP store for minis because well gamers know that a good game should cost a good amount of money. This is unlike "gamers" on the iPhone who really don't give a shit if they spend a dollar on game just for kicks.
Posted: Jan 14th 2010 2:42AM sorensilk said
I usually stay around the $0.99 range for most paid games/apps I download. It just feels like a good price given all the free games that are out there. The app market has kind of created this weird environment where paying over $1.00 seems high. It's great for buyers but not as great for developers.
I still think it's weird though, I'll drop $3-4 dollars on a coffee without thinking about it but I spend quite a while debating spending the same amount on a game that'll give me hours of playtime...
I still think it's weird though, I'll drop $3-4 dollars on a coffee without thinking about it but I spend quite a while debating spending the same amount on a game that'll give me hours of playtime...
Posted: Jan 14th 2010 3:37AM BananaBoat said
99 cents is my thresh hold for impulse purchases on my Iphone. If something is 99 cents (be it a song or whatever) and someone has told me that it is worth a listen or a play, I'm absolutely going to buy it on the spot. If someone tells me something is great that costs 10 dollars though, I'm more likely to sit and think about whether I really want to pay 10 dollars, which inevitably ends with me not making the purchase (a man has to eat...food other than what mama cooks)
The problem with Iphone games is that there seems to be a new one every day. At least a few times a week, a friend of mine will tell me about some new and exciting game that I've just got to play, and I simply can't keep up. Your 10 dollar game better be -damn- good, and have a lot of replayability if it is going to beat out a 1 dollar game that is fun if limited. Apple should have enforced a minimum price to begin with, but their concern isn't developers right now (they are in abundance) but rather with growing their install base, and getting people used to playing real games on their phones.
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The problem with Iphone games is that there seems to be a new one every day. At least a few times a week, a friend of mine will tell me about some new and exciting game that I've just got to play, and I simply can't keep up. Your 10 dollar game better be -damn- good, and have a lot of replayability if it is going to beat out a 1 dollar game that is fun if limited. Apple should have enforced a minimum price to begin with, but their concern isn't developers right now (they are in abundance) but rather with growing their install base, and getting people used to playing real games on their phones.
Posted: Jan 14th 2010 2:42AM treeofmana said
It really comes down to the game for me. I would have no problem paying ten dollars for a game that will give me a fun, immersive and reasonably long experience. The way I figure it, a game that is roughly as big as a DS game (priced between twenty and thirty dollars on average) seems reasonable at ten dollars because you're cutting out the middle-man and the packaging. The problem is, there are a lot of games that just don't have that same level of depth and are sold at a much lower price. That seems to be pushing down the price of the larger games. Now that the larger games are between three and seven dollars, most smaller games' prices are being pushed down. Canabalt is a fun game but it does not offer the kind of depth that warrants a price point matching that of much larger and more fulfilling games. What Canabalt does it does well, but it's a pick up and play time-killer--not an RPG. If a much larger game is going for three dollars, it would not seem a wise investment to put down the same price for such a smaller and more simple game.
Posted: Jan 14th 2010 2:49AM (Unverified) said
Telling consumers that a buyers market is bad isnt going to win allot of sympathy. I as a tech knowledgable individual understand development costs and investors etc, but as a consumer that really isnt any of my dam concern. My only concern is price. When peggle went 99 cents for limited time I jumped on it and thats money they would have never gotten from me at full price. The most ive spent was i think 4.99 for secrets of monkey island because I know the quality of that game.
Posted: Jan 14th 2010 2:58AM (Unverified) said
It amazes me how people can pay 60 dollars for a piece of crap game like Assassin's Creed 1 (the parkour was cool, everything else sucked) and then cry when a good AND innovative game (like say, VVVVVV) is more than 99 cents or costs anything at all.
Posted: Jan 14th 2010 3:01AM Dannybuoy said
I've got a few expensive app store apps (Rolando 2, Assassin's Creed, Sandstorm) but think AC and Sandstorm were a right rip off (Rolando is far from a rip off!). Regret buying them as the gameplay is pretty awful in both. They remain unplayed. Maybe if they were 99p then I'd not feel so bad about wasting money. Its a difficult one really, there are some amazing apps out there for a few more £s than 99p which are really worth it, and some that are unbelievable for 99p. To wrap up: wheat and chaff
Posted: Jan 14th 2010 3:04AM (Unverified) said
Canabalt is wayyy too expensive for the simple game it is. Its a flash game that can easily be converted, and can be played for free on PC. I will not buy it until it goes down to at least a buck. Modern combat, and Nova are slightly more expensive games, but are totally worth it for the content. They have multiplayer and full campaigns to play for. Theyre 2 or 3 dollars more than the simple point and click canabalt... Hook champ is another game thats about 3 bucks thats totally worth it and better than canabalt IMO.
Posted: Jan 14th 2010 4:32AM Hostile said
As someone who was a late adopter of the iPhone (OCT09), I've noticed most games go on sale at the 99 cent pricepoint sooner-or-later and I'm so knee-deep in iPhone game apps already that I don't see myself paying more than a buck for most games. I leave myself open to games just under $5 but with sales always coming, I like to wait it out.
Side note: I purchased Hook Champ when it was selling for $1 and I love that game so much, I bought the in-game DLC even though I don't feel it's worth it. I don't know if I would have done the same if I had paid the regular price of $3.
Side note: I purchased Hook Champ when it was selling for $1 and I love that game so much, I bought the in-game DLC even though I don't feel it's worth it. I don't know if I would have done the same if I had paid the regular price of $3.
Posted: Jan 14th 2010 5:49AM hey buddy said
Like many, I've noticed that most games will go on sale and if I happen to catch that price, cool. But I usually spend up to $4.99 on something without putting too much thought into it, and $10-20 on a really cool or useful music (beatmaker, 4Track or productivity app (a drawing app like Layers, or organizing apps like Things).
Posted: Jan 14th 2010 6:24AM (Unverified) said
My limit is usually £1.79 on impulse and going upto £3/4 after thinking about it.
Posted: Jan 14th 2010 7:34AM (Unverified) said
My personal rule is that if it looks interesting, and has effort put into it, buy it.
Don't follow my advice. It leads to pain.
Don't follow my advice. It leads to pain.
Posted: Jan 14th 2010 8:15AM AndyD said
I've got burnt enough times already on the App Store by purchasing apps / games that cost $4.99 or more that I refuse to spend any more than $0.99 anymore. Unless there is a trial version
And given the quality of other games I purchased at $0.99, it's hard to justify spending any more than that for Canabalt. I'm sure it was a pretty easy port for them off of the free flash based one - why would I pay more than $0.99 for that
And given the quality of other games I purchased at $0.99, it's hard to justify spending any more than that for Canabalt. I'm sure it was a pretty easy port for them off of the free flash based one - why would I pay more than $0.99 for that
Posted: Jan 14th 2010 9:09AM wardob said
I've never had a problem buying games on the App Store up to $2.99, if it's more than that I really have to think about it.
I had no problem paying 2.99 for canabalt for instance, it's great to have on the go.
I had no problem paying 2.99 for canabalt for instance, it's great to have on the go.
Posted: Jan 14th 2010 9:10AM Yoshi1080 said
I've bought Critter Crunch for 5,99€ if that answers your question.
Posted: Jan 14th 2010 9:21AM (Unverified) said
Having been with the App Store since day 1 (man, that 2.0 release day was a DISASTER), I've found that 2.99 is the point when I'll purchase most titles. It has to be a special game for me to go over that.
Posted: Jan 14th 2010 9:26AM DoubleDown said
I have to know a game is good either by playing a demo or reading a trusted review before I'll spend a penny on it. Even then I'd have a hard time going over $3 for a game. I think $5 would be the absolute max I'd pay -- how much time can I really spend with a game on my phone anyway?
Posted: Jan 14th 2010 10:46AM gibson424 said
I bought Canabalt solely based on a Joystiq recommendation regardless of the price. If I'm surfing the app store, I probably won't buy a $2.99 game based on reviews found there, but if I read about it on a site that I trust, I'd be more inclined. I think if the devs want to charge more, they should be more pro-active about getting their apps covered on sites like this...and they should make sure their apps don't suck.
Posted: Jan 14th 2010 1:05PM Maulok said
I'm sorry, I thought we as a community had made it obvious with our purchases. Our bad.
It's $0.99
It's $0.99
Posted: Jan 14th 2010 2:13PM (Unverified) said
That people are constantly harping on the "ridiculous" price of Canabalt here, at Touch Arcade, and other iPhone related game sites says a lot about the quality of the game. People are thinking about it, wanting it, but Semi Secret Software has held firm on the $2.99 price and it is driving some people CRAZY. If consumers really didn't feel it was worth their time and consideration, they wouldn't spend MONTHS agonizing over a dollar or two. They'd just forget about it and move on. If you don't think Canabalt is worth a dollar, it's not like there aren't 500 other .99 worthwhile games on the App Store. But that's how some people roll, I guess. Personally, I hope Canabalt stays at $2.99 forever, because it is funny as hell watching the gyrations of the I Won't Buy That For a Dollar contingent. They've been tormented for months all for the price of a hamburger.
And it's Haggling 101 to talk down the value of a product that you really want just to get the best price. "$100?! For THAT rug? You have got to be kidding me? That old thing can't be worth more than $20! Look, there's a stain on the corner. Oh, you'll take $50? Done."
There is a very vocal contingent of consumers who either insist on paying nothing for a game or no more than a dollar. Now, I'm as interested as the next guy in value and I regularly use sites like AppShopper to track price drops, but I also have paid and will pay $9.99 or $2.99 or whatever. The iPhone is loaded with astonishingly innovative, fun, and worthwhile games at all price points. And I think the model they have right now is near perfect. Lite versions to try, .99 versions for entry, and higher prices for higher quality games. Gamers are the winners overall. And most small or indie devs are also benefiting from this model. However, big development companies who are used to charging $20-40 for their games on the DS, are pissed about the low price point. Which is fine. They can either adapt or sell their wares elsewhere.
I mean I WOULD pay $60 for a game on the iPhone. Provided it was a $60 value. Value is key. Basically, I buy all of my Xbox 360 games well past launch because I don't think most of them are worth $60. But, every year there are three or four titles that are absolutely well worth the $60 price and I happily pay it. I suspect Bioshock 2 or Mass Effect 2 or Halo: Reach will be worth $60.
In the final analysis though, I think the App Store is about the best way to truly and most effectively support small or independent game developers. Therefore, I feel no qualms whatsoever about dropping a couple bucks extra.
And it's Haggling 101 to talk down the value of a product that you really want just to get the best price. "$100?! For THAT rug? You have got to be kidding me? That old thing can't be worth more than $20! Look, there's a stain on the corner. Oh, you'll take $50? Done."
There is a very vocal contingent of consumers who either insist on paying nothing for a game or no more than a dollar. Now, I'm as interested as the next guy in value and I regularly use sites like AppShopper to track price drops, but I also have paid and will pay $9.99 or $2.99 or whatever. The iPhone is loaded with astonishingly innovative, fun, and worthwhile games at all price points. And I think the model they have right now is near perfect. Lite versions to try, .99 versions for entry, and higher prices for higher quality games. Gamers are the winners overall. And most small or indie devs are also benefiting from this model. However, big development companies who are used to charging $20-40 for their games on the DS, are pissed about the low price point. Which is fine. They can either adapt or sell their wares elsewhere.
I mean I WOULD pay $60 for a game on the iPhone. Provided it was a $60 value. Value is key. Basically, I buy all of my Xbox 360 games well past launch because I don't think most of them are worth $60. But, every year there are three or four titles that are absolutely well worth the $60 price and I happily pay it. I suspect Bioshock 2 or Mass Effect 2 or Halo: Reach will be worth $60.
In the final analysis though, I think the App Store is about the best way to truly and most effectively support small or independent game developers. Therefore, I feel no qualms whatsoever about dropping a couple bucks extra.
Posted: Jan 14th 2010 2:18PM (Unverified) said
The other thing is it just comes down to a certain state of mind. There are some people who will pay buskers a dollar or two to support independent artists and others who never have and never will. It's just about who you are and how you see the world.
Posted: Jan 14th 2010 2:58PM yinzjagz said
I refuse to pay for ANYTHING on my phone. Sorry.
Posted: Jan 14th 2010 4:50PM Everything I say is true said
That defies logic. What about that Britney Spears ringtone?
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Posted: Jan 14th 2010 4:19PM lobotomies4free said
so digital distribution DOESN'T solve all the industry's problems?
a sign of things to come....
a sign of things to come....
Posted: Jan 14th 2010 4:41PM (Unverified) said
$1 is the perfect price for indie games. That's why I bought Canibalt.
Posted: Jan 14th 2010 4:51PM Everything I say is true said
You realize Canabalt was 2.99. Check your receipts :)
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