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.