Some devs discount as much as 50% at release... to me that almost says.. "We think our base price might be too high." *shrug*
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Replying to @bill_at_zeboyd
@bill_at_zeboyd I think some devs don't expect to sell their game at full price. They rely on sale purchaser habits more2 replies 0 retweets 0 likes -
Replying to @StegerGames
@StegerGames "We'll only make money in sales. Best to price this game high so we can have huge markdown Sales."1 reply 0 retweets 0 likes -
Replying to @bill_at_zeboyd
@bill_at_zeboyd@StegerGames Start high. The folks who are willing to pay, WILL pay it. Sales incentivize those on the fence1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@StegerGames Well, I'm also referring to games that release with substantial (50%) discounts which I sometimes see.2 replies 0 retweets 0 likes -
Replying to @bill_at_zeboyd
@DaveVoyles@StegerGames Standard marketing goes: Launch price "high" because early adopters will pay; then use discounts for tail sales.1 reply 0 retweets 0 likes -
Replying to @bill_at_zeboyd
@bill_at_zeboyd@StegerGames Yeah, that's definitely how it usually works. Is that the correct way, or wrong?3 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@StegerGames So perhaps it's genius to launch with a high base price and massive discount. I'll keep an eye out for data.1 reply 0 retweets 0 likes -
Replying to @bill_at_zeboyd
@bill_at_zeboyd It's awesome that you are one of the few studios who are so vocal about data too. People love seeing you share1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Heheh, thanks, and yeah more info out there the better developers can figure out the market, which helps everyone.1 reply 0 retweets 0 likes
@bill_at_zeboyd Exactly
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