At this point the game better have pulled the revenue it wants it won't sell many more copies. As time goes on the price drops during Sales and eventually the base price of the game drops until you can buy this game for $5. 2-3 months after release a Steam Sale happens and you can buy this relatively new game for 25% off. ![]() A successful game will sell a lot of copies in the first week and then drop as other games come out. A game is released for $40(10% discount for preorders). I have a pretty good handle of how games sell on Steam. There are 3 viable pricing models, as I see it, and whichever one is chosen should reflect the vision of the project. I don't know how big and how far the devs want to go, but I believe this game could be huge, thus the ideas are going to be huge(a lot of work). ![]() Anyone can have an idea, but the ones who execute it are worthy of praise. Since DavidM is taking opinions on business models, I've been thinking.
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