Xbox 360 Indie Games pricing change "came out of nowhere"
Developers don't hate it though.
Independent Xbox 360 developers polled by Eurogamer about Microsoft's decision to reorganise the Indie Games channel pricing structure have said they had no idea it was going to happen until it did.
"The new pricing structure is an interesting move because it came out of nowhere and no one really expected it or was prepared for it," Matt Davis, developer of 7/10-scoring Easy Golf: Course Architect, told Eurogamer today.
Weapon of Choice developer Nathan Fouts, whose game also scored highly, said: "It seems a little out of left field as they've never mentioned it before, but perhaps they've been reading some of the complaints on forums that some developers are charging too much."
Davis concurred: "I think the change was to adjust prices to consumer expectations as opposed to developer expectations."
Microsoft's changes mean that the most indie developers can charge for their games is 400 Microsoft Points (£3.40/€4.60), with 200 MSP (£2.04/€2.40) and 80 MSP (£0.68/€0.96) price points also available, although to qualify for the latter games must be less than 50MB in size. The changes go into force on 22nd October.
Despite the loss of the highest-possible price point, both Davis and Fouts were broadly in favour of the changes, agreeing that the new low-end price point in particular is a good move. "I hope they never feel the need to allow for a free game option," Fouts added.
"I don't think the price change will hurt developers at all," said Davis. "Based on my experience with the system I would argue selling at 400 Points would bring in more money than selling at 800 Points.
"Some developers are worried about a race to the bottom with the new 80-MSP price point while others are disgruntled over the loss of the 800-MSP price point. Having gone the 800-MSP route before, I'm personally not going to miss it," Davis said. Easy Golf - along with other titles like Biology Battle - have voluntarily reduced their prices to 400 MSP in the past anyway.
"I think that's the ideal scenario," said Fouts, "which is to allow the individual businesses to work within the free - or sort of free - market."
The two developers were also pleased with changes included in the XNA Game Studio 3.1 update, both applauding the option to sell games in other regions (Sweden, Germany, Japan and Singapore were mentioned), to prompt gamers about updates automatically rather than expecting them to find out on forums, and to distribute up to 50 trial versions - review copies, effectively.
As ever though, there's the feeling that more can be done, particularly in the area of marketing, which other indie developers have previously rubbished.
"Voluntarily crippling a service and then hoping it will succeed seems confused to me," Fouts said, supporting those views. "Indie Games are buried within the Xbox 360 Game Marketplace and I've spoken with plenty of gamers that have tried to buy Weapon of Choice but struggled for a while or eventually even gave up and had to search for help. How can you sell a product that no one can find?"
Fouts advocates the creation of a "permanent, high-level dashboard connection to the Indie Games section". "Total consumer volume has always been Indie Games' biggest hurdle and giving gamers the ability to easily find the section would help immensely and only makes sense for both Microsft and developers," he told Eurogamer.
Otherwise, both developers would like to see leaderboard support and an Achievement system or equivalent. "Gamers are paying real money for Indie Games and the economy of gamerpoints could still be balanced after allowing this powerful tool to Indie Games," Fouts argued.
"Mommy's Best Games is currently developing Grapple Buggy with the hope to get it released on XBLA, but if we must release it on Indie Games we're hoping more changes are enacted for the best release possible," he added.
Despite their concerns though, Davis and Fouts are united in their support for Microsoft's efforts in general.
"I suppose the best news of all of this is that Microsoft is still invested in Indie Games and making changes - as long as they're still making adjustments I think they still care about it and are trying to help it succeed," Fouts said.
And Davis went even further: "The bottom line is that the XNA team is constantly working their tails off to evolve Indie Games into a successful distribution channel, and if a person doesn't like how it is at any given time they can check back 4-6 months later and find the system is upgraded for the better."
Thanks to both gentlemen for speaking to us. You can buy Weapon of Choice and Easy Golf: Course Architect through the links just here, since you probably won't be able to find them otherwise, innit.
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Comments (17) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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*cough* http://ma rketplace.xbox.com/en-GB/games/... *cough*
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Is this some type of cruel joke?
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Otherwise they've no chance of this being a decent success outside the techie / geek gamer crowd.
I would bet money that I could call up several people who I know spend loads on 360 games, and loads of time playing on their console, but don't have a clue what or where Community Games are.
It's like having an iPhone owner who doesn't know that iTunes sells games as well as music and videos. Sort of.
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Shame I can't be bothered to read it all.
400, 200 and 80 MSP? Earlier you said 400, 240 and 80! :S
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While I understand it's easy money to charge gamers for a few more cars, maps, guns, etc for a game, I'm surprised these prices don't reduce over time, until they're free. For example, as a game ages it inevitably loses gamers playing it online.
What better way to keep a game fresh and popular, ensuring gamers are more likely to hold onto the game, thus reducing second-hand sales, and possibly increasing new sales, if DLC were 1. much cheaper, 2. reduced in cost periodically until free. With practically every half-successful game spawning sequel after sequel, what better way to ensure future sales than to flood the current game with plenty of DLC (eventually being free) and make games even better value for money, and reward the hardcore, long-term fans!
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Also, the pricing structure suits me great as well, I felt my game was beginning to step over the 200pt line, but I definitely didn't want to charge 400 and now this 240 pt price point means I can go over 50MB too if I need to (most likely with excessive music and voice acting)
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I think Bedroom coders like myself get too caught up on the geekery of it and miss the balance between something we enjoy and something an audience outside of technobabbleland might enjoy.
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Sorry, only just saw your post,
Since my last post I must say the quality of indie games is getting better, plus now I have the new dash update (in the preview) I can launch indie games from the quick launch menu making it much easier to play all the games!, also the new top rated section is cool as you can see what other gamers liked,
Indie games I like so far:
Easy Golf
Racing game (forgot the name, top down view around a track)
Weapon Of Choice
Kodu
Miner Dig Deep
Doodle man
Johnny Biscuit Romp
I would LOVE to see a decent tower defence game made!!!!