It looks like you're new here. If you want to get involved, click one of these buttons!
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?
Comments
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
Website
That said, I ofc won't say what I'm planning on charging - to avoid a thread lock ;)
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.
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.
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.