Jeff-Vogel

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Wednesday, 28 October 2009

World of Goo's Big Sale

Posted on 22:08 by Unknown
2D Boy put their awesome indie hit World of Goo on sale. They charged whatever people wanted to pay. Then they put the results up on their blog. The sale got a ton of PR. They sold a lot of copies. A top of copies sold for the minimum: a penny. The vast majority went for $1.99 or less. A bunch more went for $4.99. Very few paid for more than that.

This was pretty cool, but I've seen a lot of people making conclusions based on these results that I don't think are justified. Like, say, that Indie games are too expensive. Which I feel is the opposite of true.

And what can we conclude about this? Well, if you have a really popular and good game that's been out for a while, you can goose sales a lot by having a big sale. Of course. (My company is taking advantage of this basic truth by having a big sale right now.)

But that is the only thing you can conclude.

Some people have suggested that these results are proof that Indie games are too expensive and that these results show that games should be five bucks. Or cheaper. Do not believe this! You can't make a living in the long term selling your game for $4.99. When the PR boost fades away, you will find yourself making no money. Don't price your games based on what the customer wants to pay. He or she does not have your best interests at heart.

On the other hand, the huge number of people buying the game for a penny might make you think a lot of people are horrible cheapskates. But 2D Boy put up a poll to figure out why people paid what they did. A lot of buyers had already bought the game on one platform and just wanted it for another. And, in this case, yeah, I can see paying a penny. When someone buys one of our games for the Mac, we give the Windows version for free (and vice versa).

So the only real moral of the story is that people like sales. Not a shock. And World of Goo is still worth buying at the regular price.
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