What price would you pay for a Ouya Game?

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Comments

  • stolkstolk Posts: 119Member

    Thats an insanely good conversion rate, I would expect 1..3%, 
    I have been blessed with very nice conversion rates on my game.
    On Google Play a little below 5% but iOS 6% and best of all Amazon App Store at 7%
    Amazon volume has been really low though, compared to the other two markets.
    Lowest conversion I have seen for 'the little crane that could' is on Mac App Store at 4%.

    The game has really addictive qualities for some, which helps conversion.
    Also, there are very few alternatives to my game.
    On iOS there is one farming sim, and maybe two 3d sims with cranes.
    Those are more sim than game, although some have better gfx (textures).

    If it can't hit 4% on OUYA it would disappoint me.

  • abeblyabebly Posts: 17Member
    Most iPhone games aren't about you having a good time anymore.  I don't play Bike Race or Temple Run to enjoy their carefully designed game mechanics.  I play them to beat my peers, to be better and higher up on the totem pole.  And a game like that is only fun for as long as everyone else is still using it as a tool to measure their superiority by, which doesn't last for very long.  Games like that feed off of the social aspect, so they need a low price point so that as many people can enter as possible.

    But what happens when all these similar tools are available and open?  People don't stick with them for very long.  People can hop from one superiority-measuring stick to another every week, or every few days at times.  There's nothing substantial about the games, and so their time is over in a flash.

    There's nothing wrong with this kind of game, but I don't think most OUYA developers are aiming for that status.  I think most of us would rather create a more substantial experience -- the next Halo, Mario or Legend of Zelda.  And that's great!

    When it's not about measuring up to people, when it's about enjoying a game for the game that it is and the story and graphics and emotional experience, I think people will be much more willing to drop more money on it.  A player will be able to tell that the game isn't just some fad, some thing they have to do to stay in the loop with their peers, but something they'll be able to enjoy on their own time and truly ruminate on.
  • Aiursrage2kAiursrage2k Posts: 58Member
    The #2 paid top app in the app store is minecraft at 6.99 and its grossing at #3
  • DreamwriterDreamwriter Posts: 768Member
    So all you have to do is make a game as popular as Minecraft, the most popular game for 3 years running...
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