HELLO ME DROQEN
ME MAKE GAME;
NOW, ME SELL GAME.
Money is a weird and enigmatic thing. It blurs the boundaries of value: I might part with five dollars for a pricey beverage (an extremely temporary thing – I could just as well be drinking water), but not five dollars for a game (an arguably permanent thing). I don’t like dealing in money.
I first started selling Probability 0 pre-orders at the price of $9 each, and I didn’t know what that meant. Everything I’d made up to this point had been distributed for the low, low price of TOTALLY FREE and I was okay with that. I sold a few games to sponsors, and I didn’t like playing the money dance so I tried to avoid it.
$9 is infinitely more than $0 in math terms as well as in ‘boundary to reach the game’ terms, because now you suddenly have to go through a whole weird process to send money over the internet to get my game! I don’t really like that at all!
Something I can handle is dropping to $5 from $9. People know things are worth money, but nobody agrees on the value of things. I can drop to $5 from $9 and understand this drop it to a lower caliber of spending. Those who would get it for $9 and be happy can only be happier to get that same thing for FIVE dollars, because they’re losing less MEANINGLESS NUMBER (except, well, money means a lot) for it.
1. People who would have bought it anyway are made happier by a price drop.
For every game, there are people who play it and feel ripped off. This wasn’t worth my $9. This wasn’t worth my $5. This wasn’t worth the time I spent playing it. I don’t think I can say I’m actually going to reduce the number of people who feel like they wasted their money on Probability 0 (I think it’s absolutely worth it but I’m not everyone!), but I’m hopefully going to reduce the intensity.
2. Those who calculate Probability 0’s worth as $5 – $9 will buy the game and not feel ripped off. (Whereas previous to the price drop this bracket of people would have not bought the game at all, or felt ripped off: both things I’d like to avoid.)
3. Those who calculate Probability 0’s worth at less than $5 will still either not buy the game, or feel ripped off.
Dealing with money is kind of annoying. I just want to make the maximum number of ‘good games’ and create joy through them! Is that so much to ask???
(& I can’t just get a job! That means making fewer games, or games of less quality! noooo)
I guess what I’m doing is reducing the potentially unreachable audience, and making happy part of the potentially unhappy audience. ‘Audience,’ as if I am somehow performing the act of ‘selling games’ on a stage. Good use of english, Droqen.