Franky Stainz
Member since: Jan 14th, 2010
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Indie devs struggle to find the perfect iPhone price
Jan 14th 2010 2:18PM (Joystiq)Indie devs struggle to find the perfect iPhone price
Jan 14th 2010 2:12PM (Joystiq)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.