Did the biggest fans of your game spend more money on it than someone who played it just a few times? If not, you're leaving a huge percentage of money on the table. This session will talk about how digital distribution has made fixed prices obsolete and how you can take advantage of flexible pricing through in-app purchases in your games. We'll also talk about the consequences (good and bad) of making a game free to play. The session will present hard data from iOS platforms, but applies to all digital distribution platforms.
38. Price
$10 Revenue (ouch!)
$5
$1
People interested
39. Price Flexible Pricing
$10
$5
$1
People interested
40. Price Flexible Pricing
$10
$5
$1
People interested
41. Price Flexible Pricing
$10
$5
$1
People interested
42. Price Flexible Pricing
$10
Power curve
$5
$1
People interested
43. [...] offer a variety of premium
packages for sale and make them
limited editions / scarce goods. Base
the price and amount available on
what you think you can sell. Make the
packages special - make them by
hand, sign them, make them unique,
make them something YOU would
want to have as a fan. Make a
premium download available that
includes high-resolution versions (for
sale at a reasonable price) and include
the download as something
immediately available with any
physical purchase. Sell T-shirts. Sell
buttons, posters... whatever.
44. [...] offer a variety of premium
packages for sale and make them
limited editions / scarce goods. Base
the price and amount available on
what you think you can sell. Make the
packages special - make them by
hand, sign them, make them unique,
make them something YOU would
want to have as a fan. Make a
premium download available that
includes high-resolution versions (for
sale at a reasonable price) and include
the download as something
immediately available with any
physical purchase. Sell T-shirts. Sell
buttons, posters... whatever.
http://forum.nin.com/bb/read.php?30,767183
111. Flower Garden
• Some disclaimers:
• Counting only purchases (bundles count
as 1)
112. Flower Garden
• Some disclaimers:
• Counting only purchases (bundles count
as 1)
• Counting only UDIDs (not App Store
accounts)
113. Flower Garden
• Some disclaimers:
• Counting only purchases (bundles count
as 1)
• Counting only UDIDs (not App Store
accounts)
• Counting only 6 months (starting from
the time only a few IAPs where included)
114. Users vs. number of purchases
30,000
22,500
Number of users
15,000
7,500
0
Purchases
115. Users vs. number of purchases
100,000
10,000
1,000
Number of users
100
10
1
Purchases
116. Users vs. number of purchases
100,000
10,000
1,000
Number of users
100
Wow!
10
1
Purchases
122. Drawbacks
• Negative perception by some players.
• Mostly hardcore, and mostly because it’s
different than the model they grew up with.
123. Drawbacks
• Negative perception by some players.
• Mostly hardcore, and mostly because it’s
different than the model they grew up with.
• No different than subscriptions when they
came out.
124. Drawbacks
• Negative perception by some players.
• Mostly hardcore, and mostly because it’s
different than the model they grew up with.
• No different than subscriptions when they
came out.
• Lots of traditional game developers also
feel threatened by this model.
127. Ethical Issues
• Some people think this kind of games are
“evil”.
• The way I see it, you’re giving a chance for
players to get more of what they want.
128. Ethical Issues
• Some people think this kind of games are
“evil”.
• The way I see it, you’re giving a chance for
players to get more of what they want.
• Forced waits is common, but not evil. Other
ways to make consumables.
131. Game Design
• Not all games fit well into this model.
• A lot of freemium games feel the same.
132. Game Design
• Not all games fit well into this model.
• A lot of freemium games feel the same.
• Still in its infancy. Devs figuring it out.
133. Game Design
• Not all games fit well into this model.
• A lot of freemium games feel the same.
• Still in its infancy. Devs figuring it out.
• Harder with competitive games.
155. Conclusion
• Abandon fixed-price games.
• Hot in mobile and web games. Soon will
expand to PC and consoles.
• Engage your players, delight them with your
game, and let them spend as much money
as they want.
Stumbled on flexible pricing with Flower Garden, which went on to be (and still is) very successful\n
Lots of in-app purchases\n\n
Most recently made Casey’s Contraptions... which is fixed price.\nSo this talk is about “don’t do what I did” :-)\n
Do I have your attention? :-)\n
Do I have your attention? :-)\n
I love my road bike. I bought it 10 years ago and I must have ridden 50,000 miles on it. I paid $2000 for it. Exactly the same as someone who bought it and used it only a few times.\n
It makes sense for manufactured good. They have an associated cost with making each of them.\n
What about digital goods though?\n
Price plots (initial design cost, plus manufacturing per unit)\nDigital goods virtually free to duplicate\n
Price plots (initial design cost, plus manufacturing per unit)\nDigital goods virtually free to duplicate\n
Price plots (initial design cost, plus manufacturing per unit)\nDigital goods virtually free to duplicate\n
Price plots (initial design cost, plus manufacturing per unit)\nDigital goods virtually free to duplicate\n
Price plots (initial design cost, plus manufacturing per unit)\nDigital goods virtually free to duplicate\n
The price of most things we buy in the store are tied to the cost of producing them.\n
Astute salesmen have known for a long time that the value of an item is not its manufacturing cost, but how much it’s worth to the user.\n
Astute salesmen have known for a long time that the value of an item is not its manufacturing cost, but how much it’s worth to the user.\n
Of course, we’re all different. Some people might pay more than others.\nThe area of those sections is the revenue\n\n
Of course, we’re all different. Some people might pay more than others.\nThe area of those sections is the revenue\n\n
Of course, we’re all different. Some people might pay more than others.\nThe area of those sections is the revenue\n\n
Of course, we’re all different. Some people might pay more than others.\nThe area of those sections is the revenue\n\n
Of course, we’re all different. Some people might pay more than others.\nThe area of those sections is the revenue\n\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
So we need to be asking, how many people would be willing to pay $x to play the game?\nNow imagine we pick one fixed price point. That’s the revenue!\n
Flexible pricing let’s people who enjoy your game spend as much as they want.\n
Flexible pricing let’s people who enjoy your game spend as much as they want.\n
Flexible pricing let’s people who enjoy your game spend as much as they want.\n
Trent Reznor had great advice about this for new musicians years ago\n
We have been doing this in a small scale in the games industry for a while with collector’s editions\n
And more recently with DLCs\nWhich incidentally, I worked on one of the first games with DLCs\n
And more recently with DLCs\nWhich incidentally, I worked on one of the first games with DLCs\n
And more recently with DLCs\nWhich incidentally, I worked on one of the first games with DLCs\n
And more recently with DLCs\nWhich incidentally, I worked on one of the first games with DLCs\n
DLCs are clumsy. Only a few, only extra content (how many people finish a game), very limited audience (had to pay $60 to start)\n
DLCs are clumsy. Only a few, only extra content (how many people finish a game), very limited audience (had to pay $60 to start)\n
DLCs are clumsy. Only a few, only extra content (how many people finish a game), very limited audience (had to pay $60 to start)\n
DLCs are clumsy. Only a few, only extra content (how many people finish a game), very limited audience (had to pay $60 to start)\n
DLCs are clumsy. Only a few, only extra content (how many people finish a game), very limited audience (had to pay $60 to start)\n
DLCs are clumsy. Only a few, only extra content (how many people finish a game), very limited audience (had to pay $60 to start)\n
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For this to work, we need many DLCs\n
For this to work, we need many DLCs\n
For this to work, we need many DLCs\n
For this to work, we need many DLCs\n
For this to work, we need many DLCs\n
For this to work, we need many DLCs\n
For this to work, we need many DLCs\n
For this to work, we need many DLCs\n
For this to work, we need many DLCs\n
For this to work, we need many DLCs\n
Even more importantly, we need to lower the entry barrier.\nLet people decide how much they want to spend along the way\nBut we’re not done. Because more people got to try the game, more people are willing to go beyond what used to be regular price.\n
Even more importantly, we need to lower the entry barrier.\nLet people decide how much they want to spend along the way\nBut we’re not done. Because more people got to try the game, more people are willing to go beyond what used to be regular price.\n
Even more importantly, we need to lower the entry barrier.\nLet people decide how much they want to spend along the way\nBut we’re not done. Because more people got to try the game, more people are willing to go beyond what used to be regular price.\n
Even more importantly, we need to lower the entry barrier.\nLet people decide how much they want to spend along the way\nBut we’re not done. Because more people got to try the game, more people are willing to go beyond what used to be regular price.\n
Even more importantly, we need to lower the entry barrier.\nLet people decide how much they want to spend along the way\nBut we’re not done. Because more people got to try the game, more people are willing to go beyond what used to be regular price.\n
Even more importantly, we need to lower the entry barrier.\nLet people decide how much they want to spend along the way\nBut we’re not done. Because more people got to try the game, more people are willing to go beyond what used to be regular price.\n
Even more importantly, we need to lower the entry barrier.\nLet people decide how much they want to spend along the way\nBut we’re not done. Because more people got to try the game, more people are willing to go beyond what used to be regular price.\n
Even more importantly, we need to lower the entry barrier.\nLet people decide how much they want to spend along the way\nBut we’re not done. Because more people got to try the game, more people are willing to go beyond what used to be regular price.\n
Even more importantly, we need to lower the entry barrier.\nLet people decide how much they want to spend along the way\nBut we’re not done. Because more people got to try the game, more people are willing to go beyond what used to be regular price.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
Let’s zoom out a bit and look at the top. 7 DLCs. That’s a lot.\nConsumables make it infinite. It could easily be 2x revenue\nYes, people can spend as much. But never if that’s the entry cost.\n
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The result is that many more people will be willing to take the next step from free, so curve is scaled horizontally.\nThis is the “freemium” model. Often used in “social” games.\n
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Usually around 2% of players choose to spend some money in game.\n
Usually around 2% of players choose to spend some money in game.\n
Let’s back up the claim\n
Let’s back up the claim\n
Skype isn’t a game, and you can’t get everything for free, but it still shows the power law.\n
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Not nearly as successful, but I have a lot of data on it :-)\n
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Textbook power curve\n
Fixed price. Don’t do this!\n
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A lot of “social” games are too much on your face about posting messages and doing useless stuff.\n
A lot of “social” games are too much on your face about posting messages and doing useless stuff.\n
A lot of “social” games are too much on your face about posting messages and doing useless stuff.\n
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Having a few options, makes the consumer more likely to buy\n\n
Having too many has the opposite effect\n
People like to get a good deal\n
Bundles also represent an investment in your game\nThey’ll keep coming back\n
It also means that your app will get more exposure and has a chance to spread more\n
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Counterintuitive: Don’t make some things pay-only. Allow people to work to get everything in the game.\nFG anecdote if there’s time.\n