What price would you pay for a Ouya Game?

Like the title says, how much would you be willing to put down on an ouya game. Are you like those individuals that believe that since ouya is using mobile hardware then the prices should be that of other mobile devices? or are you more or less someone that feels since you are not getting a physical copy of your purchase that you wouldn't pay more that a $buck("there are people like that"). Finally what are your thoughts about games on mobile devices that are pushing the bar but charging top dollar such as Demon's Score.

PS. as a side thought, since ouya is going to pretty much require an external hard drive of some kind, what is stopping people from purchasing a legit copy of a title and then just passing it around?

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Comments

  • DreamwriterDreamwriter Posts: 768Member
    Trist said:

    PS. as a side thought, since ouya is going to pretty much require an external hard drive of some kind, what is stopping people from purchasing a legit copy of a title and then just passing it around?

    Don't forget that everything you buy is from in-app-purchases, so passing around the APK probably won't give anyone a free copy of the paid content.
  • TristTrist Posts: 71Member
    @Dreamwriter: what about those games that only charge a one time price to unlock. Will the unlock code be saved with that copy of the game or do you think that there will be a way to check ad see if that code is already in uses?
  • SpoonThumbSpoonThumb Posts: 426Member
    There was a thread like this before, but it got locked. Apparently it is illegal for us to discuss prices of our games because it breaks anti-competition laws in the USA.

    It sucks, because I think everyone is interested to know, but it might cause people to start all setting the sameish prices, which would be unfair for consumers
  • DreamwriterDreamwriter Posts: 768Member
    There's a difference between discussing what price you would pay for a game and what you are planning on selling your game for (that's the illegal one).
    Trist said:
    @Dreamwriter: what about those games that only charge a one time price to unlock. Will the unlock code be saved with that copy of the game or do you think that there will be a way to check ad see if that code is already in uses?
    It'll be up to each game to figure out how to implement that, so each game will be different.  There won't be a single easy hack to allow pirating all games.
  • AyrikAyrik Posts: 429Member
    Based on what I've seen from the game jam, $1-5. But, I really want there to be a plethora of games that I feel good about spending $15-20 on. I would probably not spend more than that, but I'm not exactly a good example of spending money because I rarely do.
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  • XxTIMOxXXxTIMOxX Posts: 136Member
    edited January 2013
    We could look at some of the games on xbox live arcade, and translate the points to dollars (These are some random games I've purchased)

    Castle Crashers - 1200 points = $14.99
    NBA Jam - 600 points = $7.99
    Fez - 800 points = $9.99
    Super Meat Boy - 1200 points = $14.99
    Limbo - 1200 points = $14.99
    Alien Hominid - 800 points = $9.99
    Bomberman live - 800 points = $9.99
    Dust - 1200 points = $14.99
    Torchlight - 1200 points = $14.99

    wow I've bought a few games haha but that should give you a general idea of some different games pricing.
    Post edited by XxTIMOxX on
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  • VicariousEntVicariousEnt Posts: 63Member
    Hopefully OUYA will do what they can to prepare the market for game pricing more in line with XBox Live then the current mobile market. People need to realize that the prices are so low on mobile because the installed user base is so large. Even if the OUYA is a runaway hit, it will never come close to the installed mobile user base (not that everyone with a smart phone buys games). Us third party developers still need to make a living, and selling a game that has a dev time around a year or more for a buck or two isn't going to cut it.
  • TristTrist Posts: 71Member
    I'm with Ayrik, I hope I don't see only $1 -$3 games. The reason I even asked this question is that I've recently started to see games that have both one time buys and in app purchase which I think is a rip. Like the game I mentioned it ask you to fork over $20 bucks and then turn around and also asks for in app purchasing to even finish the game. I also saw something similar in a few Gameloft games as well. is this a new thing?
  • DreamwriterDreamwriter Posts: 768Member
    edited January 2013
    Ayrik said:
    Based on what I've seen from the game jam, $1-5. But, I really want there to be a plethora of games that I feel good about spending $15-20 on. I would probably not spend more than that, but I'm not exactly a good example of spending money because I rarely do.
      I wouldn't look at games from the game jam as representative of anything.  Games thrown together as quickly as possible over 10 days for a contest aren't representative of what we'll see when the system launches :)  Especially since I would expect most of those games to never actually ship - I'm sure a lot of people entered with the thought that they would finish their game if they won the money, and of course there's the unfortunate fact that it's a whole lot easier to start making a game than to finish making it.
    Post edited by Dreamwriter on
  • KonajuGamesKonajuGames Posts: 560Member
    Trist said:
    @Dreamwriter: what about those games that only charge a one time price to unlock. Will the unlock code be saved with that copy of the game or do you think that there will be a way to check ad see if that code is already in uses?
    One of the OUYA APIs is to retrieve the receipts that the current player has purchased.  When the game is launched, retrieve the receipts and check they have a receipt for the one-time unlock purchase.
  • AyrikAyrik Posts: 429Member
    Ayrik said:
    Based on what I've seen from the game jam, $1-5. But, I really want there to be a plethora of games that I feel good about spending $15-20 on. I would probably not spend more than that, but I'm not exactly a good example of spending money because I rarely do.
      I wouldn't look at games from the game jam as representative of anything.  Games thrown together as quickly as possible over 10 days for a contest aren't representative of what we'll see when the system launches :)  Especially since I would expect most of those games to never actually ship - I'm sure a lot of people entered with the thought that they would finish their game if they won the money, and of course there's the unfortunate fact that it's a whole lot easier to start making a game than to finish making it.
    That is true, but even before the game jam I've been less than impressed. That's ok though. As long as we have games similar in quality EvilQuest 2 and Chasm like XNA I will be happy. EvilQuest 1 was so good that after paying $1 for it, I donated $4 extra dollars on their website because that's how much it seemed worth to me.
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  • Killa_MaakiKilla_Maaki Posts: 504Member
    I would think OUYA game prices would be comparable to what you'd see on Steam or other online (PC and console) marketplaces (anywhere from $5-$10 for a quick arcade romp to $20-$40 for a decent "AAA"-quality game). Or at least, that's what I would be fine paying.
    That said, I ofc won't say what I'm planning on charging - to avoid a thread lock ;)
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  • ItsJustACItsJustAC London, EnglandPosts: 66Member
    It really depends but its tough considering the 'AAA' standard hasn't really been set. At this stage, I would expect prices comparable to mobile titles, not due to the hardware but the types of games that appear to be on their way right now. 

    Generally speaking, I'm a believer in modest pricing and would like to see it on all platforms where prices are seemingly inflated (i.e. consoles). 

    I would pay 'good money' (I know ambiguous!) for a game that had a lot of great content, more so than the typical mobile title. I think it will be interesting to see if any major publishers bring some of their bigger games to the console and what they charge for them. 

    On a side note, as you mentioned hard drives. I hope plenty of OUYA games expect external storage so not to cut down on features or quality assets. 
  • JeromyNixJeromyNix Posts: 3Member
    I would pay a ceiling price of 25$ for a game myself if the game made itself worth it. For Example "Demon's Score THD" by Squaresoft ... I'd be fully willing to pay out 25$ for it (even though it's only priced at 20. I fully intend to, if given means to [i.e Donations] pay developers the difference of it's cost on Ouya Store and what i think the game/app is worth. 
  • JeromyNixJeromyNix Posts: 3Member
    Trist said:
    @Dreamwriter: what about those games that only charge a one time price to unlock. Will the unlock code be saved with that copy of the game or do you think that there will be a way to check ad see if that code is already in uses?
    One of the OUYA APIs is to retrieve the receipts that the current player has purchased.  When the game is launched, retrieve the receipts and check they have a receipt for the one-time unlock purchase.
    does this mean no offline gaming allowed...that wold be a horrific ordeal?
  • mjoynermjoyner Posts: 168Member
    JeromyNix said:
    Trist said:
    @Dreamwriter: what about those games that only charge a one time price to unlock. Will the unlock code be saved with that copy of the game or do you think that there will be a way to check ad see if that code is already in uses?
    One of the OUYA APIs is to retrieve the receipts that the current player has purchased.  When the game is launched, retrieve the receipts and check they have a receipt for the one-time unlock purchase.
    does this mean no offline gaming allowed...that wold be a horrific ordeal?
    There is nothing to prevent the installed game from caching the challenge/response setup in some sort of my data hasn't been mucked with way to skip server validation if validation has already been performed.
  • abeblyabebly Posts: 17Member
    I'd guess $20 to be the ceiling for most games, with maybe a AAA port here and there being $30 or $40.

    What would be fun and interesting to me is to see the games that are worth only $1 right alongside those that warrant a $20 price, on the same console and both readily available for play.
  • imaginaryhumanimaginaryhuman Posts: 55Member
    I think the initial question is incorrect, based in the old framework of other consoles and platforms which charge a fee up front. Ouya is a different paradigm, a new approach. There will be no prices in the store. Everything will be much more subtle, hidden, and integrated into the gameplay experience. I think that will mean that some people will just provide some sample levels or introductory sequence for free, and then ask a flat rate for the main game e.g. $20-$30? .. while others will go for more of the in-game currency or bite-sized purchases for new items/coins/game objects/unlocking levels/new characters type of approach.

    I think if the game is to have a one-time fee, it would be good if there can be established a stable trend in the $10 to $30 range, rather than down in the $1-$5 range. But it's really up to people like US to determine how this is going to pan out... if we all compete on price to get more customers then chances are we're going to see a lot of super cheap 99c type of scenarios. But if we start out and maintain a stronger footing at say a $9.99 or $19.99 price point, or a lower initial price with reasonably priced in-game payments, it could be much more useful for developers than struggling to scrape up a 99c purchase. But no matter what, there are many self-interested individuals making games and there almost definitely will be a lot of very cheap games.

    Ultimately though it's going to be up to the player to decide what they think something is worth, and hopefully by removing prices from the store itself there will be less comparing on grounds of price and more comparing on grounds of quality, fun, playability, longevity, quality, engagement, reputation, etc... and once you get some time to show someone some of your content for free, that serves as your `ad` to convince the customer why your game is good, to make a sales pitch and give them what they need to know to make a buying decision. I think on those grounds it could be perfectly possibly to be asking higher price tags if the game quality is really worth it.

    I think on mobile, because it's such a bite-sized gaming platform where people have short spans of attention, it lends itself towards an attitude of paying only a small amount to represent their level of commitment to a gaming session - they want short bursts of instant gratification and nothing too involved, therefore this makes them not want to get too involved with their wallet. Whereas on Ouya with larger, longer games, fuller deeper content and richer experiences, the kind of games you want to play possibly for anywhere from 30 minutes to a few hours, hopefully it will encourage less casual and more mid-core/hard-core type of games which automatically create an atmosphere of greater investment of time and effort. That should reflect in more willingness to commit to a higher price tag because the customer will see that these are a larger game experience worth their time to sit down in front of a screen and relax and enjoy themselves, rather than flicking a little screen while they've got 5 minutes to spare at a bus stop. I hope that's how it goes, anyway. It would be good to see the development community create the kind of games that encourage spending some more time on player, rather than the more casual quick-burst type of experience, as I think this will automatically encourage support for higher price tags.

  • abeblyabebly Posts: 17Member
    ^ Some good points.  For my game, you won't hit a pay wall until about an hour into it, which equates to about an hour-long free demo.  This would be suicide on mobile since most of those play sessions are entered with a significantly lower attention span.

    I'd like to think this fits in well with the OUYA ethos, as it offers a fair amount of game to play for free and lets the player appreciate the game before committing to dropping money on it.
  • TristTrist Posts: 71Member

    Not saying I have a problem with the ouya team and how the store is structured actually I haven't even seen the store yet. My problem is the whole no price in the store meaning you download the game and then having the game surprise you with a price tag. To me this gives a feeling of hidden fee's. True free-To-Play games get away with this because its not mandatory to purchase anything.

    The counter argument for this though is that this model encourages customers to try the game without being scared of by initial pricing, and possible end in a sale if they like it. 

  • imaginaryhumanimaginaryhuman Posts: 55Member
    That is a point. There is always going to be moral/ethical type of questions about where to drawn the line and how much a game should `exploit` people by trying to nickle-and-dime them at every turn. But it's not so much that the fees are hidden... although I suppose if you don't yet realize that you will only be able to get so far unless you pay something and you put an investment into the game already, you might be upset that you can't continue without payment... but if the game is HONEST and its fees are reasonable and placed at reasonable points in the game and the customer is happy to pay because they like the game and aren't resentful, then that's a good formula.
  • DreamwriterDreamwriter Posts: 768Member
    edited February 2013
    The fact that all downloads are free doesn't necessarily mean that the store won't list prices - it currently doesn't, but we're still working with an early prototype, and I'd bet the store design is still being tweaked. If it doesn't have a place to show prices, I'm sure many developers (myself included) will list the price in the game's store description.
    Post edited by Dreamwriter on
  • abeblyabebly Posts: 17Member
    ^ +1
    If nothing else, I'm sure there will be community tags for different pricing models.  But giving the price model in the description somewhere is another given.
  • VicariousEntVicariousEnt Posts: 63Member
    Trist said:

     My problem is the whole no price in the store meaning you download the game and then having the game surprise you with a price tag.  


    Has that been made official? That there can be no prices listed in the storefront? I wonder if that's the case if they will prevent us from at least mentioning the price in the description. In the Play store, some games lay out exactly their profit model in the game description (usually once you expand it). I.E. in app purchases necesary to proceed, free to play but banner add supported, banner add supported with option to pay to disable adds, free to play with option of in app purchases but full game is playable with time and patience etc etc. I always appreciate that, the games that don't lay it out and try and sucker you in and then after you've invested time hit you with a bill to proceed or rely on add revenue, spamming etc without telling you beforehand always pisses me off and then I'm far less likely to send any money their way at all.
  • TristTrist Posts: 71Member
    All the time and energy some of us spend on this forum is maddening. All to see a wi little box succeed. Its as if we're the ones launching this thing. At this point in time I'm probably going to kick back and see how the first round of devs handle things before I make my move. Can't wait till April though, by then we would of dug graves for all the speculation and uncool things talked about on the forums.
  • nujuatnujuat Posts: 19Member
    I'm sort of confused of what to do with my game. First I thought I should make it free as the Ouya's 'vibe' to me was that everything was free. But in all of these price forum topics I see that most devs would rather a free trial + IAP for the full thing. And I've spent a lot of time on my game already so why not make it paid?

    But then how much is an Ouya game worth? Some say $1 (like on iTunes), some say $5 (like on Mac appstore) some say $10 (like on 3DS eshop) and some say $15 to $30 (like on steam); but never as much as a $80 AAA console game. I think the Mac appstore games are overpriced as they are mostly the same as the ones on iOS, so if the Ouya pumps out mobile style games then $1 is reasonable. Eshop (3DS) and shop channel (Wii) games are fairly priced to me, although I've only used the shop channel to buy old Mario games which are brilliant. I haven't bought a new game from there and I've only downloaded the 20 free price drop 3DS games from the eshop. Eshop priced games would work but only if it was a standard that everyone used. As for Steam, I've only bought games on special and I really feel they are worth much more than I paid for them, so I bought the albums as well (Hmmmm that's an idea...). I would expect a bit more than a short mobile game if it was priced like Steam games.

    I don't want to rip anyone off; the customer or myself. I guess I'll have to wait and see what everyone else does.

    I hope this post doesn't break a USA law :P
  • stolkstolk Posts: 119Member
    The reason that iOS developers can charge 99c for a game and still become an overnight millionaire is the size of the market.

    There are 0.5 billion iOS devices, that is 500000000 potential customers.
    Sell your game to 1% of them, and you are instantly filthy rich and never have to work again in your life.

    I don't think OUYA ever released sales figures, but I can't imagine it coming close to e.g. RaspberryPi which shifted 1M devices. At sub 1M unit counts (*) you need high pricing for viable business, or consider it to be a hobby, and be in it for the fun of it.

    I personally consider my OUYA development a success if I can hit 30K free downloads and have a 4% conversion rate.

    (*)Someone estimated 150K units for launch.

  • imaginaryhumanimaginaryhuman Posts: 55Member
    I think as I said that the large reason that mobile users only pay very small amounts is because, by the nature of how and when/where and for how long they play a game, ie maybe only a few minutes they are not in a mindset of commitment or getting deeply into a gaming experience, so are not inclined to commit to any payment bigger than a few bucks. Sitting in front of a large TV screen, and let's face it some people will play Ouya on 60-96" TV"s, is going to be a much more engrossing experience, you have to stop your busy travels and `being mobile` and sit there for an extended period of time with your full attention, getting more deeply into an experience. That is a very different mindset and I think it will be the kind of attitude that aligns very well with the same kind of price commitment you see for console games... not that the pricetag needs to be up the 50-100 range per game, but it could easily pull off I think in the 20-30 range for a big game. This is not a mobile device, nor a mobile audience, nor a mobile way of playing games, nor will it be for games with short attention spans and instant gratification. Ouya is not another mobile phone. Totally different market, totally different lifestyle, totally different kind of gaming experience. If the market can settle on most games being in the $10-$20 range I would like that.
  • Aiursrage2kAiursrage2k Posts: 58Member
    edited February 2013
    "I personally consider my OUYA development a success if I can hit 30K free downloads and have a 4% conversion rate."

    Thats an insanely good conversion rate, I would expect 1..3%, you look at something like gasket-ball it had .67% conversion rate. But lets plug in some numbers 30k downloads, 1..3% buying you are looking at 300 to 900 customers.

    "And since only 3% of consumers spend on freemium games, companies that monetize the other 97% of the audience, non-payers, will additionally succeed."

    You look at something like temple run 2 it gets 50 million downloads in less than 2 weeks. With an average IAP of $14 and you are laughing all the way to the bank.
    Post edited by Aiursrage2k on
  • DreamwriterDreamwriter Posts: 768Member
    edited February 2013
    I released an iOS game at the launch of its app store, I was watching the market closely.  The reason for the low low prices is because that's what people charged, purely simple.  Only one developer tried to charge a decent amount, EA with Tetris, and because so many other people were charging $5 or less for their apps, that's what people learned to expect (and EA got reamed over Tetris's $15).  Too many developers at the time decided that they could make a decent amount of money by releasing crap for $1.  And they kept doing it, so it became ingrained to people that mobile games weren't worth beans.  

    To the end user this might seem like a good deal - all the games on the system are under $10, except for the rare Square-Enix game.  But in reality it hurts the end user quite a bit, because most commercial game developers will stay away from such a system, or will only throw super-low-budget or freemium games at it - a good Nintendo DS game costs $750,000 to $1.5 million to develop.  If that $750,000 game were to sell at $5 a pop, it would take over 200,000 sales just to break even, and on either iOS or Android app stores 200,000 money sales is something only the top games get.  If that same game was released on Nintendo DS, it would get just as good if not better sales, but even after paying Nintendo, distribution, and retail, the publisher is still going to get $15 to $20 per sale.  So for high budget games, it doesn't make business sense to support mobile devices because you are risking too much to try to be in the 0.00001% that make it into the top 100.

    So what I'm saying is, I would gladly pay $20 and up for quality games in hopes that those prices would attract quality developers.

    Post edited by Dreamwriter on
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