So How Much Is A Game Worth?
Published by Ewan Spence at 0:50 UTC, July 17th 2008
You've written your Killer App, now it's a matter of selling it. But at what cost? Ewan thinks about the issue of pricing games and applications in the modern world. In response Steve points out the true cost of gaming and argues that purchase price is almost irrelevant.
Ewan Spence: Tuesday's review of Brothers in Arms for the Next Gen N-Gage platform led to some interesting discussions in the comments on one of the under-reported issues in mobile application development - that of the cost of a game. Even with the various options available to promote a game, be it the N-Gage's options for free demos and time limited ‘full' versions of the game at reduced cost, or Sony Ericsson's Try and Buy system of shareware demos; the ultimate decision on whether to make a purchase will usually be determined by the price of the title in question.
So how much should you charge? Well it's not an easy question to answer. The obvious reply is "as much as you can get away with", but how do you get to that number? And would you sell more copies at a lower price, thus gathering more revenue? If you work out the magic formula, let everyone know.
The N-Gage pricing was brought up in the comments, and let's start there, even though the issues apply across the board to all developers. Software purchases seem to be targeted at the impulse buyer, a mythical price level which is high enough to bring in enough revenue, but low enough so the person buying it doesn't really notice the cost of what they are buying leaving their wallet.
The problem here is that what is disposable income to a UK consumer might have significantly more value in another country, such as India. So either one country has to take precedence over another and have the price fixed for the consumers in country A (and country B can thus have a purchase cost wildly at odds in relative terms), or the seller can implement a policy where there is a different price for consumers in Country A compared to Country B - at which point everyone in Country B works out how to buy the title from Country A - or vice versa.
Most developers go down the route of a fixed price title, presumably thinking that sales are going to be focussed on the western continents of North America and Europe, but even that can lead to problems. In the current economic climate, you're going to be dealing with fluctuating exchange rates that could easily half your income over a few months.
There's also the comparison to be made with other gaming platforms. With an N-Gage game being in the region of £8, how does that compare to other platforms? If you're looking at platforms such as the Sony Playstation Portable, then consider their games retail from £20 to £40 for a new title. So there is a significant saving - but you could argue the scope and complexity of the games on the PSP actually merit the difference in the cost.
What might be a more valid comparison are the downloadable titles for the PSP, the Xbox 360 and other consoles. Titles such as ‘Beats' on the PSP (which allows you to listen to any of your MP3 music tracks while playing a Guitar Hero style rhythm game) are downloadable from the Sony PSP Store for £5, with the advantage that you can move the title to a replacement PSP with a free and simple ‘re-authorising' program from the store.
Should we be looking at other platforms to back up (or refute) our arguments? I think so, but only in general terms. The N-Gage is a new class of platform, one where online downloads are the only way of getting titles (other platforms have it as a secondary feature if we're being realistic). Is that a reason for prices that are above the £5 mark (currently the regular titles are £8 for a ‘full' copy)? I'm not so sure - there is a psychological barrier above £5, and I seem to get the feeling that many readers at All About Symbian/N-Gage think the Next Gen titles are a touch over-priced.
Whether that's right or wrong is something we'd only be able to tell from sales figures. Currently Nokia have only given up a rankings list of the popular titles. In the end though, I'm not sure that comparisons can give you much more than a ballpark figure - people will pay for what they believe is good value for money. For their money. If there is a quality product, at a sensible price, that people believe they need or will enjoy, then they'll go for it.
There is no magic price, there is just human nature. Make something that people want, and it will sell. Make them want it, through demos, advertising, buzz or coolness by association, and they will buy it. Be sensible in your expectations of returns, and you will be rewarded.

Steve Litchfield: I'm perhaps not quite such a hardened gamer as Ewan(!) and perhaps this explains my slightly different take on this issue. I think the price of a game is almost irrelevant. Within reason, of course.
Rather than try and dabble in 50 games in the course of a year, I tend to find 3 or 4 with unlimited playability (e.g. sports games) that I really like and then stick to them. For example, N-Gage's Pro Series Golf or Mile High Pinball or the generic third party games Oval Racer or Virtual Pool Mobile. Or maybe you prefer puzzles? Or shoot 'em ups?
Say I spend three hours a week playing games like this, at a conservative estimate (my wife would probably argue that the true figure is much higher!). That's 150 or so gameplay hours a year. If I were to spend those same hours working, I'd expect to be paid a fair few thousand pounds. Yes, I know you can't always do a direct 'time is money' comparison, but the amounts involved do give a flavour of my argument here.
If I know a game is going to give me that sort of sustained enjoyment and challenge, then it is completely irrelevant whether it costs me £5 or £8 or even £18 to buy. In terms of value for money it's going to be terrific.
Turning my attention to N-Gage, one feature of the system is that you get to try each game before you buy. I'm completely with Ewan on the silly nn-second limits on some of the trials, by the way. But even these aside, you do get a good idea of what the game involves and whether it's worth you investigating further. Add in the definitive All About N-Gage reviews and you get an extremely full picture without having to spend any money at all. And if you're still not sure, there's usually a 'buy for one day' option. Fork out the pound or so and you can thrash the game around for a few hours at the very least.
Once you've got to the point where you positively love a game, it really won't matter what the exact purchase price is - you'll buy it, you know you will.
Setting a price for generic J2ME games, such as the dozens of titles in Nokia's Download! system, is much harder, since there's never a chance to try them (and often no reviews to help), which is why amounts tend to stay in 'impulse buy' territory, so that you're not so cross after purchasing a lemon that you have to waste time and energy hassling some developer or customer support team.
I think the current N-Gage system is very well thought out. What's needed next are better games, more realistic trial versions, more use of online Arena gaming capabilities. These will come in time, hopefully. Pro Series Golf shows the way, despite its own flaws.
How much is a game worth? Well, Ewan's right in a way: make people want it and they'll pay. Look at Apple's pricing for their products, for example. And, despite stupidly high figures, we've all bought something from them recently. A game that's good enough, that has a sensible enough trial version and which manages to generate a decent level of buzz around the world - can virtually name its own price.
Categories: Comment, Develop
Platforms: General, N-Gage
Feature Discussion
Tzer2
Quote:
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there is a psychological barrier above £5
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...in Britain, but most people don't use the pound.
For most potential customers, N-Gage games cost 7 or 10 euros, or 10 or 13 dollars, so there aren't the same psychological barriers.
On the other hand, maybe £5 is a good price point. If all N-Gage games were £5 each (or £4.95 or whatever), that would bring it well below the 10 euro psychological barrier, and it would also bring it (just!) below the 10 dollar psychological barrier too. Future currency fluctuations could wipe all this out though...
Whatever the price level, it will be a LOT easier to bring down game prices if N-Gage gets a mass userbase, so it once again comes down to getting the client embedded on as many phones as possible as quickly as possible. There is no more important goal for N-Gage right now than to widen its audience, which in turn will allow more flexibility with prices and attract more third party support too.
The dollar level is particularly worrying for N-Gage because the weakness of the dollar means the games seem much more expensive to Americans than to Europeans. On the other hand there aren't many S60 devices in the US so they're not that big a market for N-Gage.
In theory it's fair to charge everyone the same for the same game, but Americans are used to paying US$50 for a PS3 or Xbox 360 game, while Europeans pay US$100 for the same games. As Ricky Cadden pointed out on Symbian Guru, there may be potential marketing problems with using the same price level worldwide, because people compare game prices to games being sold at retail locally rather than globally. I disagreed with Ricky at the time, but now I'm starting to agree with him. It's not fair to have different prices, but it may be important commercially.
lynchem
N-Gage titles are too expensive and generally of poor quality. I don't see why they don't put the price lower so they can sell more copies. To buy a game for me it's 10yoyos. That's the same as I'd pay for a bargain PC title which will certainly have more depth to the gameplay and be a more enjoyable experience.
Part of the reason N-gage titles are overpriced is that fact that Nokia phones (and phones in general) are not very adapted to gaming yet. We need buttons on both sides and silly buttons that open gallerys automatically need to be disabled during games or moved out of the way.
Also, these device buttons need labelling with an X,Y,A,B or something like that so controls are easy to pick up. Currently most games are thumb games which don't have much depth of gameplay due to this limited control system.
Adventure games would be the only exception where the device is not holding back development of good games which inturn might warrant higher prices but currently there's no way I'm giving Nokia 10yoyos for a half arsed conversion of a PC/Console title or some of these 3D graphics demos they're calling games.
Unregistered
I don't mind paying more for a game I know is going to bring me a LOT of fun. I can't stand all these lame java games being released that are slow, clunky, and short.
Here's a good example. I found the "total air mayhem" game in the Nokia Download! app, and I decided to try it out. The demo gives you ONE life. Once you die, the game is over.
I BEAT THE GAME WITHOUT DYING. I would have felt like such an asshole buying a game I beat in 5 minutes.
Games like lament island, Crash Bandicoot Nitro Cart, Sky Force, etc, are GREAT games that I wouldn't mind shelling out $20US for.
Unregistered
I'm from india and usually play lot of mobile games. I do love the ngage platform but i have few complains about the pricing of ngage games.
First of all, i'm big fan of brother in arms. N was very excited when ngage version was launched. Was totally disappointed to see price so high n demo of only 20 seconds. In indian rupees it comes to about 500rs. That's too much for a mobile game. We get pc titles for that price in india.
Had it been little less pricing, i would have happily purchased it but now i'm not gonna buy it. I will wait for a cracked version from BinPDA instead. Even if it releases one month later.
Bosambo
Hi all...I'm guessing this is all my fault. Id like to say again, I was not bashing the N-Gage platform, I was simply saying that, for me anyway, £8 for THAT game seemed steep. I also mentioned I felt the £6 I paid for Brain Challenge was more than reasonable.
I think Steve hit it on the head...if I pay more for a game, shouldn't I expect to spend more time with it? Brothers In Arms has a finite amount of play to it. Pro Golf will be played for months maybe years still. Brain Challenge is also one that seems to not have an end to it. Then there are your puzzle titles lilke the ageless Tetris and action titles like Snake that you just pick up and play. These all offer different experiences and should have varying price points. And then when you factor in that other platforms have downloadable games at the £5 price point, for what would be arguable a more comfortable gaming experience (dedicated controls more suited than the N81's and larger screens) you wonder what the incentive is for the extra £3 or £4.
One of my favourite mobile games was K-Rally...I paid almost £10 for that because it was quality...so it's not the £5 barrier...it's my own perception of enjoyment...I just didn't think BIA was worth it, I never meant to imply it wasn't worth it to some.
One last thing...the main advantage of N-Gage is you can be sitting somewhere, on the bus, or on your lunch break and just decide "I'll get a new game" and I think the £5 range is perfect for those sorts of impulse buys...most people rationalise it by comparing to the price of a fast food meal. £8 could get me a decent pizza or pasta dish at Pizza Express...a little better than the burger and chips I'd get for a fiver.
ccraig
If the game's were £3 or £4 people would be complaining the games are too small and not worth playing ,with no depth.
Same as already been said about the current game's ,PPL leaving comment's like "Make some £20 games we don't mind paying as long as the games are long and full of game play"
them comment's was directed at WSOP ,BB, tetris and even Snakes Subsonic .
On the other hand there is people who think £8 is too much .
but paying any less for the games will end up with direct port's of Sis & java version's without even graphic's enhancment's or any extra's
you get what you pay for.
if £8 is too much get the cheaper Sis version or Java.
People have a lot of choice which is good and are not forced to buy the expensive version's of games.
Edit: N-gage prices baffle's me who /how they decide what is a £6 or £8 game ?
Mile High Pinball= great game =£6
sims2pets =worst game ever=£8
i jus't can't get my head around it
wampyre
"I pay for quality" is a saying that goes.
It applies to me and that's what I follow.
What do I mean with quality?
As Mr. Steve mentioned good and lasting gameplay, but I would add the
fact that the game most also be solid (Not lag to much etc.)
I thought that BIA was a bit pricey but did buy it right after.
I soon discovered that it was a bit laggy on my phone
(even after a fresh restart)
to my big dismay.
The most games up until now have been so-so.
The game which I really think was worth all the money is COTD.
Besides that some titles are expensive, some of Gameloft's titles won't even let you play music/podcast in the background without rendering the quality of gameplay totally useless.
Try playing Asphalt 3 or BIA with music on.
It's impossible.
Now look at for instance COTD, Space Impact and System Rush which is also quite intensive with lot's of things happening.
Here you can play music in the background without any fuss.
I would gladly pay for games that are good, no doubt about it.
But the solutions that Gameloft have given is overall not worth the money.
They should have priced the games down.
That infact goes for some of the other games.
As some games are really childfriendly, it would be costly for a child/youth to buy such games on their simcards.
(I admit the fact that you can buy the games yourself and then let the child or younger relatives play)
But taken the fact that many children / youths go around with mobilephones today, this is something to consider. N-gage as I see it is not fully targeted at a specific costumer of age, but rather on the N-series (and other) devices itself.
I know that many of my younger brother's friends owns N-series devices in which it would be costly for them.
(I personally don't have that much of an issue as a pack of cigarettes costs the same as of a N-gage game on the upper price levels. Besides lasting longer >_<)
Attila
It might be a bit steep statement but shouldn't ngage games be cheaper and/or better than games currently available for s60 v3?
why would anyone want to pay more for a game which is worse and if he wants to keep on his next phone, he can buy only one 5 models?
a lot more difficult to answer this question if you are a developer. why would you want to limit the number of potential buyers PLUS lose most of those because of the higher price range?
so far I couldn't feel any level of excitement when I thought of NGage2, except for the loss of Creatures of the Deep.
Unregistered
I don't play any games but the people I know that do have tried one N-gage game and decided it wasn't a viable portable platform and have gone back to DS Lite and PSP.
They have a point. Phone games are only going to be quick time fillers, waiting for a bus/train etc and should be priced accordingly. I mean very cheap or free.
aquawell
Hello all,
Mobile gaming gives a lot of challenges for developers. Screen size ( PSP have a much bigger one) and different orientations ( or even resolution for E90 ). Memory footprint. Different CPUs speed. Afwul keypads. Developing for PSP is much easier in game design sence.
"Handango and Co" grabbing more than 50% of title price. So real price of game should be cutted twice.
That is 2 most important reasons for game pricing.
N95IIuser
looks good, games disappoint a bit so far. Think that as the potential user base is in the billions, that the games should be a cheep as they can possibly make em. - people wont by them otherwise unless they have money to burn. Needs a couple of years for the tek to make the phones faster and easier to play. Glad my kids don't have them! (yet)
aquawell
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