On 4/24/2013 9:54 PM, Arjuna wrote:
> I am still unclear as to the best way forward and welcome your input.
I think part of the reason this looks complex is because we are looking
at a business plan, not a marketing plan. The consumer isn't
necessarily looking out at 5 stages and trying to min-max their
expenditures over the next few years. Well, I guess given our
demographic, some of them are, aren't they? But more typical would be
the consumer looking at the current offerings and trying to decide
whether to buy, pass, or wait a little longer.
To that end, I think this scheme is (should be?) attempting to do a
couple of things. First, it makes sure that the early buyer knows that
the purchase is just an initial outlay - that there are going to be
add-ons. Sure, their will always be people (are there still posts from
people who paid for Red Devils and are not buying another game because
they expect the HTTR2 content for free?) who will feel that they are
paying for patches, and that is unacceptable. But for the most part,
setting the expectation ahead of time should prevent people from feeling
they've been had. At the same time, you can't deter people who get
interested at Stage 3 by requiring that the buy all the pieces full price.
Laying out that, when you buy the game, you get some things for free and
some things will be future upgrades - this proposal should look much
simpler at any given point in the development cycle. Emphasizing the
perpetual upgrade policy of the data packs for free I think is a good
demonstration of the value to the customer.
In fact, it doesn't look that much unlike the release schedule for a
typical big-budget strategy game. The initial release is followed by a
couple of expansion packs. Then the base game is released as "Gold",
with all the upgrades included (often for the same price as the original
game). Then maybe another expansion or two, followed by the "Platinum."
Would the market make more sense of this if you tried to closely follow
this known scheme? It could add more development complexity, but you
could make each Stage after the initial release first an add-on only,
and then as a stand-alone.
I'm thinking something like this:
Date A
CO stage 1 - $35
Date B
CO stage 1 - $30
CO stage 2 - $20 (add-on only, not stand alone)
Date C
CO stage 2 - $35 (stand alone)
Date D
CO stage 2 - $30 (i.e. base game)
CO stage 3 - $20 (add-on only)
Date E
CO stage 3 - $35 (stand alone)
etc.
Depending on your distribution, distribution add-ons may not require a
separate software solution. That is, the add-on price could be made
available to registered users, but the installation is actually the same.
The disadvantages are it is even more complex, and requires an
out-of-cycle management of price reductions. It also would lower the
total amount of money the early adopter would end up paying for the full
game.
The advantages are, hopefully that early adopter perceives the value of
that lowered price. That is, such a scheme might give the early
adopters a good feeling on price. Yes, they would have paid less if
they had waited a couple of years, but buying early makes them eligible
for an add-on price not available to others. Also, as I said, I think
it could be an advantage to fit an existing market paradigm. It might
help defuse the "Why do I have to pay $60 for what someone else can now
get for $30" complaints.