Re: 194 - Neverending Reactions
Posted: Fri Oct 03, 2014 3:36 pm
I agree with everything you said! 
Indie development is a really tough business to be in. I think if I averaged out my yearly salary over the past 6 years, it'd probably be something like $20k - and that's only including the contracting we did on National Geographic's Dino Land, which paid decently. I live in LA, so that's not liveable at all. I'm an experienced game developer who hopefully has a lot of skills. You have to wonder how many indies are failing completely.
[The $20k is just a rough estimation. I haven't done the real math because I think I would be depressed if I saw the real number... Quite honestly, it could be lower since I've made about a net of $0 off of Retro/Grade despite 4.5 years of work]
Interestingly, Steam provides numbers on how many accounts have Neverending Nightmares on their wishlist. If you are curious, we sold around 7k units through Steam thus far. We sold about 3,000 copies to backers on kickstarter. 45,424 people have the game in their wishlist. I don't know a lot about Steam wishlists, and I think I only added something to my wishlist during the Summer sale where they would gift you your wishlist games, but I think that's a huge number of people who want Neverending Nightmares but haven't purchased it yet. (For comparison, Retro/Grade is only in 253 wishlists)
While it's hard to build a "what if" machine and see what the indie market would be like if there were no Steam sales or Humble Bundles, and I used to think it was damaging to the indie industry, I'm beginning to think differently. Different people are willing to pay different prices for things. With retail goods, you can always wait or buy it used. I picked up Silent Hill: Downpour for like $15 or $20 new on Amazon. Is Silent Hill: Downpour worth $60? From what I hear, probably not. By waiting, I was able to get it at a price that is more palatable. With digital goods, there is no reason to drop the price over time. However, there are consumers who would buy your product but not at the full price. With retail goods, you'd get those over time as retailers want to get rid of your product, but with digital goods, you can keep the value over time but also sell to those 45,000 people who want the game but aren't ready to pay for it yet.
The trick is that you want to stage your price drops in such a way that you sell the game to people for the most they want to pay. To some extent, we already did this with kickstarter. Some people (besides my family and friends) were willing to pay $1000 for Neverending Nightmares. (I'm as surprised as you are!) I was able to sell a lot at $35 and $25. Now the game is selling for $15. I don't know what Steam sales we'll do and if we'll get featuring, but presumably, we could start with 33% off and sell to the people who the game is worth $10 to. Then we could sell to the people who the game is worth $7.50 to. Finally, we can get the cheapskates who only want to pay $3.74.
Then, we can start selling to people who don't even care about the game. Dan buys a lot of the Humble bundles and then never plays the games. I don't think Dan plays any games, but he still buys the Humble bundles. As you can see in the developer diaries, I am a collector of video games - although not so much anymore now that I'm indie and finances are tighter. (When I had a real job, I once dropped like $200 or $300 with Dan buying up all the cheap NES games a used game store had) I think digital collections are the next big thing, and Humble lets you sell games to people who wouldn't buy your game otherwise.
So if you pace yourself and do your sales right, you are able to sell the game to everyone for the most they are willing to pay for it, which is huge. Frankly, I think our audience at $15 is limited. It's dumb and sad, but it's a fact. If we are smart about WHEN to do sales and bundles, we can squeeze out more revenue for the product.
Another interesting data point is we have 16k sales of Retro/Grade through steam giving an average price of $2.40 for EVERYONE who bought the game on Steam. We have 32k Steamworks activations from our Humble sale and made a significant amount of money from our Humble Weekly Sale - at least compared to our Steam sales. Weekly sales are not very good compared to the real Indie Bundles - which we hope to get into with Neverending Nightmares. (We'll see how that goes)
If I can make an extra $100,000 by doing a Humble Indie bundle, of course I'm going to do it! Is it driving the "value" of an indie game down? It's hard to say, but I think otherwise, you are leaving potential profits on the table.

Indie development is a really tough business to be in. I think if I averaged out my yearly salary over the past 6 years, it'd probably be something like $20k - and that's only including the contracting we did on National Geographic's Dino Land, which paid decently. I live in LA, so that's not liveable at all. I'm an experienced game developer who hopefully has a lot of skills. You have to wonder how many indies are failing completely.

Interestingly, Steam provides numbers on how many accounts have Neverending Nightmares on their wishlist. If you are curious, we sold around 7k units through Steam thus far. We sold about 3,000 copies to backers on kickstarter. 45,424 people have the game in their wishlist. I don't know a lot about Steam wishlists, and I think I only added something to my wishlist during the Summer sale where they would gift you your wishlist games, but I think that's a huge number of people who want Neverending Nightmares but haven't purchased it yet. (For comparison, Retro/Grade is only in 253 wishlists)
While it's hard to build a "what if" machine and see what the indie market would be like if there were no Steam sales or Humble Bundles, and I used to think it was damaging to the indie industry, I'm beginning to think differently. Different people are willing to pay different prices for things. With retail goods, you can always wait or buy it used. I picked up Silent Hill: Downpour for like $15 or $20 new on Amazon. Is Silent Hill: Downpour worth $60? From what I hear, probably not. By waiting, I was able to get it at a price that is more palatable. With digital goods, there is no reason to drop the price over time. However, there are consumers who would buy your product but not at the full price. With retail goods, you'd get those over time as retailers want to get rid of your product, but with digital goods, you can keep the value over time but also sell to those 45,000 people who want the game but aren't ready to pay for it yet.
The trick is that you want to stage your price drops in such a way that you sell the game to people for the most they want to pay. To some extent, we already did this with kickstarter. Some people (besides my family and friends) were willing to pay $1000 for Neverending Nightmares. (I'm as surprised as you are!) I was able to sell a lot at $35 and $25. Now the game is selling for $15. I don't know what Steam sales we'll do and if we'll get featuring, but presumably, we could start with 33% off and sell to the people who the game is worth $10 to. Then we could sell to the people who the game is worth $7.50 to. Finally, we can get the cheapskates who only want to pay $3.74.
Then, we can start selling to people who don't even care about the game. Dan buys a lot of the Humble bundles and then never plays the games. I don't think Dan plays any games, but he still buys the Humble bundles. As you can see in the developer diaries, I am a collector of video games - although not so much anymore now that I'm indie and finances are tighter. (When I had a real job, I once dropped like $200 or $300 with Dan buying up all the cheap NES games a used game store had) I think digital collections are the next big thing, and Humble lets you sell games to people who wouldn't buy your game otherwise.
So if you pace yourself and do your sales right, you are able to sell the game to everyone for the most they are willing to pay for it, which is huge. Frankly, I think our audience at $15 is limited. It's dumb and sad, but it's a fact. If we are smart about WHEN to do sales and bundles, we can squeeze out more revenue for the product.
Another interesting data point is we have 16k sales of Retro/Grade through steam giving an average price of $2.40 for EVERYONE who bought the game on Steam. We have 32k Steamworks activations from our Humble sale and made a significant amount of money from our Humble Weekly Sale - at least compared to our Steam sales. Weekly sales are not very good compared to the real Indie Bundles - which we hope to get into with Neverending Nightmares. (We'll see how that goes)
If I can make an extra $100,000 by doing a Humble Indie bundle, of course I'm going to do it! Is it driving the "value" of an indie game down? It's hard to say, but I think otherwise, you are leaving potential profits on the table.