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I hope sales don't go south as a result of this.
:D
So guys keep all that in mind, when asking why a game is priced at 40 dollars. The developers will keep great support and order to do so they need to make a living, making under 15 dollars, is not alot... They also have shown a great game and I'm sure will keep adding unlike some other EA games.
What you say makes sense, However would they not make more money by lowering the price so more people buy the game? At the current price a lot of players are put off the game so they are missing out on sales altogether.
No, that price is still not reasonable at all.
What you said applies to everyone. From triple-A titles to small indie games.
I don't know what the personal circumstances of the developers are but just look around steam and the overall pricing and business models.
From a development point of view, costs and everything, this is really bad value for money.
There's 3 kinds of EA price models.
1) A price that's equivalent to the quantity and quality of content that you get during the EA phase of the product, and will increase post-EA to reflect the value of the full game. That way, people who consider buying the game, might actually get it sooner rather than later, and early adopters don't feel ripped off for paying full price for an unfinished product or having to take the risk and wait for months for a promised concept that may never come true.
2) A price that stays the same throughout development of the game and after release. It shows that the developers have confidence in their product and raise the bar high. People have to pay full price, but without all the content being there, only a promise.
3) A price that is actually higher than the post-EA price. This is almost like crowdfunding, and is meant for people who want to support the development of a game, or are too eager to try it out even if it's not "content-complete" and are willing to pay any given price for what it currently is (or is not).
For the amount of content (and quality) this game has, I would currently value it around 10~15$, 20~30$ tops for the promise of what's to come and potential, if nothing else.
This is the only orienteering game on steam at the moment so they can get away with not being competitive since there's no other alternatives for consumers or competition to be on par with as far as content (bang for your buck) goes.
This game can either monopolize its orienteering theme as an expensive niche, that only hardcore orienteering fans will ever buy (and they probably will, for any price and regardless of quality, as there's no alternatives), or it can actually take advantage of the thousands of potential buyers on this platform, who will check out and buy a game, if it has a fair price model and offers quality content.
I know this is a niche theme, but the quality is there (the reviews so far can back this up). The price however, is not. Whether an impulsive buyer, or a savvy consumer, I doubt there will be many people who will actually pull the trigger with this price tag.
A great example of this is Euro Truck Simulator. An otherwise niche themed simulator made by a really small but dedicated indie studio. Snowballing into becoming one of the most successful games on steam, with thousands of people playing it, and 77k overwhelmingly positive reviews! Who would have thought?!
Now what do you think would have happened, if ETS2 was obnoxiously priced around, say 50$?
Only a handful of people, probably truck drivers or driving enthusiasts with 300$ racing wheels would have bought it, and the developers would just sell overpriced dlc to the "whales".
Virtual-O doesn't have to go down that road! The quality is there, the uniqueness is there, passionate development behind it is there, and so is interest from people who want to give it a try!
I'm sure it can get away with a few sugar daddy orienteers buying licensed products like the EA compass as paid dlc. But I know this game can be so much more, and have a big community.
If lack of funds is impeding further development, crowdfunding could be an option.
And who am I but a potential customer lost right?
This graph doesn't lie however. http://steamcharts.com/app/529020#All
tl;dr: This game has potential, but the price model is suicidal.
thanks for your feedback.
I will try to show you other reasons that you need to consider when picking price. It's not always about earning most money in first months.
P.S.:
Every boy was playing with cars, trucks, trains. Are trucks really comparable to Virtual-O target audience?
Nice day
Peter