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RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 7:39 pm
by JRyan
Oh and by the way, my wife was so glad it came out because she was tired of hearing about it. Maybe that would help in the future? I mean she wanted me to get a laptop and I refused until it was released. She thinks she won...hehe[:D]

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 7:41 pm
by Aurelian
ORIGINAL: JRyan

ORIGINAL: Aurelian

7.62x54r cartridge .50cents

Making sure those games never bothered anyone again, priceless.

50 Cents! What they are $89 per 400 at the sportsman's guide...don't ask me how I know this.

Never bought ammo online. Let's say that where I live doesn't rent to the most trustworthy people :)

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 7:55 pm
by smudge56
Nice win for you lucky man. I've kind of done that on another game so cannot use it again lol.
ORIGINAL: JRyan

Oh and by the way, my wife was so glad it came out because she was tired of hearing about it. Maybe that would help in the future? I mean she wanted me to get a laptop and I refused until it was released. She thinks she won...hehe[:D]

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 8:06 pm
by 2ndACR
ORIGINAL: Aurelian

ORIGINAL: JRyan

ORIGINAL: Aurelian

7.62x54r cartridge .50cents

Making sure those games never bothered anyone again, priceless.

50 Cents! What they are $89 per 400 at the sportsman's guide...don't ask me how I know this.

Never bought ammo online. Let's say that where I live doesn't rent to the most trustworthy people :)

You gotta hunt to find the best deals and most trust worthy for ammo hunting online. I got 2 that I trust, but 1 is my main online ammo supplier and they did not price gouge the .22LR like everyone else as they got it in.

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 8:22 pm
by Aurelian
ORIGINAL: 2ndACR

ORIGINAL: Aurelian

ORIGINAL: JRyan




50 Cents! What they are $89 per 400 at the sportsman's guide...don't ask me how I know this.

Never bought ammo online. Let's say that where I live doesn't rent to the most trustworthy people :)

You gotta hunt to find the best deals and most trust worthy for ammo hunting online. I got 2 that I trust, but 1 is my main online ammo supplier and they did not price gouge the .22LR like everyone else as they got it in.

It isn't finding ammo on the net. :)

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 8:30 pm
by Tomn
ORIGINAL: JDM

ORIGINAL: Tomn

ORIGINAL: wombat778

For the folks that disagree with Matrix's business model and that strongly believe there is a great untapped wargamer market out there, it seems like the right capitalistic answer is to start up a competing business. Pull together a business plan, a pitch, and some funds/investors. Then, go out and find some new wargamer developers and sell them on your business plan. If the developers agree with your ideas for a low price/mass audience business model, it shouldn't be impossible to convince them to sign with you (particularly if you are willing to provide them with development funding). Seriously, people create start-up businesses all the time, and it really isn't that hard to do if you are willing to take a risk with your time and money.

This is true, but not all of us here are exactly in a position to drop everything and go full-time into a start-up. Particularly since one would argue that it'd be easier to self-publish a wargame as a dev through crowdfunding first, and then try to go into publishing with some credentials behind you. Not everyone who sees a problem is in a position to do something about it directly.

That said, I will certainly be keeping an eye out on Kickstarter for any promising candidates, and I encourage everyone here to do the same. Thanks to crowdfunding, one is no longer required to risk everything to put your money where your mouth is.
HI Again Tomn I realise that you are not in a position to drop everything and leap into a start up. It's not any easy route. I started my first start up some 45 years ago, had to mortgage the family home to do it, so I really do get your point. Matter of fact what do you do for a living, you're obviously a pretty knowledgable business type, so I cannot help but ponder?
On the startup/kickstarter issue or developers trying to go it alone, what is your assessment of what went wrong here. http://tinyurl.com/qhw276u And see this one as well.
http://flippfly.com/news/race-the-sun-a ... ing-steam/ Personally I think they are both credible games. The sadness is that I am seeing a spate of such situations and would you believe that presently I have 6 developers in my in box who would like to place their games with us. Two of these tried to make it on their own and are on their last legs. Our problem is that we are not a distributor and we can't just drop their games onto our site as per the Steam or GOG business models, but I expect you know the difference. AS I am sure you are aware our business model means that we will have to work with these games and support the development teams for up to the next 12 months or so. I am really interested in your take here and wonder how you might play it?

Personally I think

Well, as it happens, I'm a medical copywriter (and, I'm hoping, future novelist). Not precisely the best credentials for arguing business practices in the gaming industry, you might say, but I'm of the opinion that two and two makes four whether it comes from the mouth of a beggar, a king, a child or a mathematician. It seems to me that in any argument, it is much better to discuss every point as it comes instead of judging them based on who they came from - and if you disagree with anything I've said, I hope you'll make your specific objections clear, and I will in turn tackle them as best I can.

To begin with, please allow me to clarify my position in the post you quoted - I find that the majority of disputes are commonly resolved by the simple expedient of making it clear what is being argued, to prevent people talking past each other. I am saying that Kickstarting and self-publishing IS difficult - that was in fact the point of my post, as the person I was responding to was suggesting that those who feel that Matrix Games is misguided should simply make their own start-up and take off. I disagree with this - one needs a certain combination of skill, talent, and luck to successfully self-publish, and it isn't something anyone can just dive into and expect to succeed. At the same time, however, Kickstarter DOES improve the luck of those who have the requisite skill and talent, and at the very least unlocks them from the absolute need to go to a publisher. I say, then, that it is entirely possible that someone with that skill and talent will eventually go to Kickstarter with a solid idea for a good wargame and a clear project plan, and that when this happens, it would only be beneficial to the wargaming industry for everyone here to crowdfund that baby until it explodes.

Now, let's take on the two examples you have given. You are attempting, correct me if I'm wrong here, to demonstrate that trying to self-publish is fraught with risks, that it isn't as easy as it looks, and that it isn't really a viable alternative compared to publishing with Matrix Games. The first two are unquestionable, and the reason why is pretty clear - a lot of start-ups are extremely poorly thought-out. If you've ever heard of "Your Kickstarter Sucks," well, it becomes clear why many Kickstarters fail (did you know someone actually tried to run a Kickstarter to promote a "New Black"? It's true!) Yet this doesn't exactly eliminate self-publishing or crowdsourcing as a potential source of competition to Matrix Games, and I don't believe the examples you've chosen support your point. Let's take a closer look and see how that goes.

Your first link, "Fuel Overdose," is a combat racing game for the PS3, and the interview is with the understandably somewhat bitter creator. A quick look at Metacritic suggests a very middling score, and the article notes various localization costs - one supposes that he either thought that would be critical, or was forced to do so to get onto the PS3 store. He insists that he has received unfair media attention, and that not enough people have tried to promote the game when it came out. He doesn't seem to have been trying to cover any very particular niche, and was limited to the PS3 store - where, apparently, his offering was diluted by being placed next to general multimedia offerings (I'm ignorant of how this works myself, not owning a PS3, so if anyone could go into further detail on how it works, that would be appreciated).

In short, we have someone who made an apparently mediocre game (you can hardly argue that it requires a special breed of mind to understand and enjoy a combat racing game!), who decided to or was forced to invest in localization, who did not make a particularly unique or outstanding game covering something rarely covered (he's competing with freaking Mario Kart!), and who was being marketed on a distribution platform that doesn't cater exclusively to games. I'm sorry to say it, but the picture being painted here doesn't really suggest that he would have done much better if he HAD gotten a publisher, if indeed he could have found one. Proof that Kickstarter is not a sure, instant path to riches? Certainly, and in some circles a well-needed one. Proof that Kickstarter can't compete with established publishers? Not hardly.

Now let's take a look at Race The Sun. This seems to have been managed much better and much more professionally than was Fuel Overdose. This is a procedural racer that was developed for the PC and which was distributed using their own website - and not a whole lot else. It was received much more favorably than Fuel Overdose by the critics, and had professional PR helping them along. However, despite their initial plans to get onto Steam, Steam had yet to accept them at the time of that posting. Yet even without Steam's help, they managed 771 sales - more than Fuel Overdose managed despite having access to a larger distribution platform. Unlike Fuel Overdose, I think we can say that what we have here is foundationally a very solid game.

Yet it only managed 771 sales. Why? The developers are unambiguous about this: They failed to get on Steam, or any other major distribution platform. Steam was no act of desperation, but rather an integral part of their plan all along, and when it failed to materialize, their plan naturally fell with it. Yet even then they are not without hope - they are continuing efforts to get on Steam (and I'll Greenlight 'em after this post - they seem to have made an interesting production), and have made further efforts to get onto other distribution platforms despite the apparent stigma of earlier games they produced for the iOS, which has typecast them. If they fall through entirely before they can find a distributor (and the tone of their post doesn't seem to suggest that they're in imminent danger of this), or if they get onto Steam and then flop horribly, then something may indeed be proven. For now, though, all that is proven is what was proven above - Kickstarting is not an ironclad guarantee. Not only that, but the link heavily suggests that Steam and other such distribution platforms remains the great hope and most vital factor in the success of small indie niche games.

So have we any conclusions to draw from the links provided? In essence, two: Kickstarter doesn't guarantee success, and Steam is important to indie or niche success. Not only do these points not contradict the argument I have made, they support them. Certainly we can see that Kickstarting IS a risk, but nothing we've seen here suggests that a Kickstarted wargame cannot become a viable non-Matrix competitor.

Now, what of these developers you speak of that you're currently dealing with? I certainly hope you're not asking me to provide detailed business plans based on a paragraph's worth of information, of which the only information about the actual devs or games that I have is that "They're not doing well and they tried to self-publish." The greatest business mogul in the world could hardly offer much in the way of good advice without a penchant for pithy, generalized turns of phrase and a great deal of luck. Did they try at Kickstarter? Did they attempt to invest their own money? What subjects are they covering? What angle are they attempting? How far along are they? Who have they sought support from? Without I know all of this and more, how can I possibly say anything of worth?

But of course, it's hardly likely that you're asking me for actual advice, and are simply trying to demonstrate that self-publishing carries risks. Well, and so it does - I've not sought to argue that. You might be trying to say that self-publishing is so risky that it isn't worthwhile to try it at all, but to that I answer this: Do you choose to publish EVERY game offered to you, and does EVERY game so offered and published bring back enough money to keep the devs producing more games? I'd be surprised were that so! If it isn't, then we can see that even publishing with Matrix Games is a risk, and no sure bet. Given that both crowdsourcing and Matrix carries their own risks, then (though I grant that crowdsourcing has greater risks), if a developer truly believes that he has an idea good enough to stand on its own, and if he truly believes that he can gain a good enough return on investment by distributing through Steam instead of sticking to Matrix's older policies to justify the risk, why should he not crowdsource? And if this developer puts up a good product, why should we not fund him?

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 8:31 pm
by 2ndACR
I saw that, was just saying.

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 8:48 pm
by smudge56
Well it's sitting in my shopping basket. Just have to make that final click ... damn the boss has awoken [:)]

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:00 pm
by JDM
Well Tomn what I can say is that if you are serious about your writing career, and want to get out of your medical job we are always looking for good fiction writers for our game manuals, trouble is if we drop our prices to far we might not be able to afford you!!

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:00 pm
by Titanwarrior89
DO IT! Man up! But be very, very quite.....shhhhhh[8D]
ORIGINAL: Blighty56

Well it's sitting in my shopping basket. Just have to make that final click ... damn the boss has awoken [:)]

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:02 pm
by dutchman55555
ORIGINAL: Tomn

I'm sorry, but this seems inconsistent. You yourself claim that each game is different and is priced accordingly, and that your stable of games runs the gamut from incredibly complex and pricey to accessible for newcomers and relatively cheap. In short, you already admit that you place a differing value on each of your games.
An incredibly important point.

Command is not £65/$80 USD/$90 CAD because of any imposed expense. It did not cost more to develop than Battle Academy, or Panzer Corps. I suspect it cost far less, based on the developers saying it was done more for love than for money.

So £65/$80 USD/$90 CAD is a completely artificial price, based on what Matrix feels the market will bear. And they're seeing a lot of their community vocally take a pass.

The sad thing, as you have also said, is that there is a very great chance that Matrix could be making more profit if they reduced the price, but Iain has made it quite clear that will never, ever happen. And this tunnel vision impedes the future.

Again, I would care not for how Matrix is run...if it was not inexorably linked to the future of the hobby we all love. But it is, and that's why I keep persisting here.

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:16 pm
by dutchman55555
ORIGINAL: sfbaytf

In the end because of a lack of competition you're going to have to make a decision. Pay up and take what is served up to you or say no. Simple as that. Don't expect it to get better. With a shrinking fan base the next title will probably be twice as much.

QFT.

The fewer there are in the hobby the higher the price is going to be. Just to maintain the same (or less) profit.

Anyone interested in the subject material of Command, but never having PC wargamed before, will baulk at a £65/$80 USD/$90 CAD price. Not to mention the number of people here from the community saying thanks but no thanks.

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:23 pm
by dutchman55555
ORIGINAL: Aurelian

The last game from Matrix I bought off the shelf was Uncommon Valor. Haven't seen any wargame in store shelves since.

LMAO, as that was also the last one for me. EB Games, back when it was Electronic Boutique in Canada.

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:26 pm
by dutchman55555
ORIGINAL: Pii
I know some developers who have done ok out of it and others who have really suffered and only sold games when at 80%+ discounts.

So? Maybe their game sucked and wasn't worth the full price. One thing Steam has and I use EVERYTIME I'm thinking of buying is a link to a forum where members can let you know if a game is good or bad. That isn't good for developers that make bad games.
They also have Metacritic scores and links, which I find very handy as a "first guide".

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:29 pm
by dutchman55555
ORIGINAL: kaburke61

(For Pii and the gang complaining (didn't quote - sorry))

My God, then just LEAVE....point has been taken (and taken.....and taken.....and taken).

If what you're trying to accomplish is something similar to the "Peng challenge thread"...congrats!

Or, and I most respectfully and soberly suggest this, if a thread entitled "RE: Pricing Suggestion" is annoying you then you could always be the one to depart.

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:31 pm
by Tomn
ORIGINAL: JDM

Well Tomn what I can say is that if you are serious about your writing career, and want to get out of your medical job we are always looking for good fiction writers for our game manuals, trouble is if we drop our prices to far we might not be able to afford you!!

Alas! You have guessed at my secret plan! Thinking that the lowering of prices would result in increased revenue for you and thus a greater budget for writers such as myself, I sought with might and main to convince you to reduce prices - but you have penetrated my trickery, and so I am undone! Woe, woe, woe!

In all seriousness, though, while we disagree, and disagree strongly on the question of pricing, I don't see any reason why we shouldn't be able to disagree amicably. I'll press my point to the limit of my abilities, and I fully expect you (or anyone else!) to do the same right back at me, and in the course of our debate we might both see things that both of us had not seen before and so come to a fuller understanding of the whole situation - one which, I hope, will eventually culminate in your seeing how lowered prices could indeed improve overall revenue if distributed in the right channels, and which I imagine you in turn hope will result in me seeing that I've not got a leg to stand on. Long live debate and discussion, that's what I say, and we can't have that if we're sniping at each other. No hard feelings, eh?

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:31 pm
by Terminus
It became annoying after 17 pages of a small group of people repeating the same arguments over and over and over and over and over again. Price isn't going to change, and the publisher doesn't have to explain themselves to anybody on this forum. The end.

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:40 pm
by Aurelian
ORIGINAL: 2ndACR

I saw that, was just saying.

Ahhh, the word trust confused me :)

Not hard sometimes to be that way.

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:42 pm
by K 19
The game is worth what people are willing to pay for it. I for one don't think Command is too expensive due to the fact that there are years and years worth of replayability in it. And it's a really polished product so far (except for the lagging). I am also hopeful the developers will continue support of this game for some time, like was done with WITP AE.

If one realizes just how expensive everything else is these days (just look at monthly health insurance payments for a family of four!), then this great game really doesn't cost that much. It's cheap entertainment. I would rather pay more money for one great game like this one than the same amount for three or four crappy ones. But I guess people will complain no matter what. That's what they do. [:)]

RE: Pricing Suggestion

Posted: Thu Sep 26, 2013 9:45 pm
by Tomn
ORIGINAL: Terminus

It became annoying after 17 pages of a small group of people repeating the same arguments over and over and over and over and over again. Price isn't going to change, and the publisher doesn't have to explain themselves to anybody on this forum. The end.

If you think that's bad, imagine how those of us arguing for a price decrease must feel given that we too are consistently facing the same arguments (which we have developed counter-arguments for) and which are for all that repeatedly thrown out despite being repeatedly countered. The problem I think isn't really that the same arguments are being used, exactly, but rather that both sides just aren't listening to anything the other is saying. If we could actually have a proper debate and discussion about the matter instead of trying to shout down whoever happens to oppose us, I think we'll see that the thread of argument will advance considerably. I at least have tried my best to contribute to that, and I certainly hope nobody thinks I've been trying to shout anyone down. I confess that some of my posts may have seemed a bit too intimidating and effort-intensive to respond to, but believe me, that's not out of any desire to simply quash debate - I just believe in being as detailed and thorough as I can be when making my point, to try and pre-emptively respond to any objections I can think of.

I do agree that the publishers have no need nor obligation to respond to anything anyone says, but I don't see why this should prevent anyone from having their say, nor indeed why it should necessarily prevent the publishers from responding if they so will it. After all, technically speaking, nobody has much obligation to say anything to anyone outside of work, so why should the lack of obligation get in the way of doing something which seems worth doing? As for the price not changing...well, we live in hope that our efforts might one day bring about change, eh?