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Pricing Ideas / Thoughts


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#121 Sinewiz

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Posted 11 February 2014 - 08:11 PM

The reason is just like with anything. You want to know how much it is going to be. I would love to have you as a client. I make custom furniture, cabinets, bookcases, fireplace mantels. 

For u to ask for one of those pieces, and not ask first , " how much "  :D

Wouldn't your cabinets, bookcases and fireplace mantels need to be completed before you would price them?


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#122 woodworkery

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Posted 11 February 2014 - 08:38 PM

No the project would not have to even be started. You figure the material to manufacture the piece, and guess at how long it will take to build it, and that's how you arrive at a price.

 Also, if that takes more than 2 -3 hours to do ( the  quote ), you need to get out of that business. Oh, by the way  that does include a full, lifelike rendering of the piece.

That's why it is so hard for me to understand the delay in giving an approximate cost. Let alone the time to at least come up with a 9 hole course to be played. 



#123 Sinewiz

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Posted 11 February 2014 - 09:20 PM

On the other hand why in the world would you want a price for something of which at this point you and I are both clueless as to exactly what we might be getting? For me personally, I would prefer to see a completed game with it's listed features and then determine whether it seems worthy of the price they deside to sell it for.


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#124 MERACE

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Posted 11 February 2014 - 09:33 PM

I think we need to cut some slack to the PP developers on when PG will be released and how much it will cost. HB Studios, with a staff of over 10 people and a year fully dedicated to the development of TGC, have not determined their price or distribution method.


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#125 shimonko

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Posted 12 February 2014 - 01:54 AM

It is laughable that a software development of this magnitude is being compared to building furniture.


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#126 Richard Nalezynski

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Posted 17 May 2014 - 12:03 AM

This thread is great!

 

The team recently had a very deep discussion about the overall vision and direction of PerfectGolf, and this included what features make it into an initial release, some potential timelines, and also the overall pricing structure. There is nothing specific that can be disclosed publicly at this time.

 

Everyone on the team is extremely passionate about games and many of us come from several years of gaming and have seen various revenue models over the years.

 

In looking at current game distribution and revenue models, we can see the popularity and value of downloadable content and the ability to extend the life of a game much longer than the older single-installation method. You can see how this works because it empowers the user to determine whether or not they want more features and content to extend the experience. Some models exploit this and even distribute products littered with bugs and an incomplete core feature set. Other models even exploit progression and the experience becomes a 'pay as you go' situation.

 

The thing that you can be sure about is that PerfectGolf is intended to be a fun and realistic golf simulation experience and there are features that are immediately important while others can be deferred and added on at a later time. The same goes for content. Providing a rich simulation experience along with gorgeous course content does take time and ultimately manpower. In the end this naturally leads to the following questions: How much is enough before a release? What kinds of features can be deferred as add-ons to get the game in people's hands sooner while not making anyone feel short-changed? How much is this worth for the effort?

 

The fun part is that this allows the team to think big and explore every possibility outside of a core set of defined features; and then the hard part is checking ego and cutting some things - not forever, but for another iteration. No matter what, everyone has to stick to a core value of providing an overall polished and realistic golf simulation experience. Some of this may mimic trends of previous games or current distribution models; and there may be some times were there's an opportunity to make PerfectGolf be a pioneer and do a few things differently. There is a perception of value that we want to achieve no matter what kind of game experience you choose to make out of PerfectGolf. The one thing that you can be sure of is that the team does not wish to provide a situation where people with more money will always win. Your game experience - no matter what platform or input device you choose to use - should be something you enjoy with what you have.

 

Again the feedback here is excellent. We would ask that you be careful about sharing too much personal information, especially about income status and such. Just know that this is something that is actively being discussed and this thread has been used only to help determine different aspects of price points and features. There is no right answer and no thresholds were created based on any responses.


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#127 IanD

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Posted 17 May 2014 - 06:20 AM

As another thought perhaps, as I'm guessing the CF will likely hit the Asset Store too... the current Beta is a good (perhaps too good) Trial for either a Lite version or Freebie, especially if you either limit the Layer Library or remove the ability to Save the Library. I'd like to see a very low cost option available for those yet to knock on the door of our world..

 

As for other price/revenue suggestions, I do hope you consider Memberships. You have clearly stated you don't wish to provide a situation where having more money would win. I'll let you guys consider where you want to draw those lines, but there is a revenue stream for those who want to either be loyal or belong to something more. The advantages may not be 'in-game' ones, but they shouldn't be restricted to any area either. I can only offer a for instance, in perhaps having the ability to display a World Rank in an online game, could be something later added as a Membership ability. I'm sure we can all suggest others, but the point being, it's an area I hope won't be overlooked because of the insistence to stay away from those "with more money". I also don't wish that to sound too anti-profit to those of us who may not be able to afford such privileges.

 

However, offering giveaways and competitions with prizes of Memberships and Invitations etc can also keep your newsfeeds active..



#128 Sliceapottomus

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Posted 26 May 2014 - 06:27 PM

Opinions are like bum holes, every ones got one............ :P

so here's mine.

Basic game (say 10 courses) - 39.99 us dollars

newly introduced courses could come with a price point of $ .99. to 3.99 maybe a free course thrown in once a month. 

memberships for online play -  meaning tourney play or multi-player - free month with game purchase. after that I suggest pricing based on duration of contract., 1,3,6,and 12 moth memberships. go ahead and charge 9.99 for 1 month membership for those who come and go. After that I would expect a deep discount for  a longer contract, say  $69.99 for a year use of game servers. 6 months for $45.00. 3 months for 26.99. AND THIS IS ASSUMING  THE SERVERS CAN HANDLE THE LOAD AND NOT DISCONNECT USERS IN MULTI-PLAY ENVIRONMENT...

credits could be awarded for game play and used for equipment....

IF YOU WANT TO HAVE A REVENUE STREAM OF GIMMICKY EXTRAS. I THINK THAT IS FINE. BUT IT SHOULD BE ON THINGS THAT DO NOT AFFECT GAME PLAY, SUCH AS APPEARANCE...FOR INSTANCE  IF YOU WAN'T TO PAY 5$ FOR A PAIR OF FLAMING SHORTS, FINE THAT'S YOUR CHOICE.GOLFER ANIMATIONS ? SAME DEAL....

i WOULD ALSO SUGGEST, USERS THAT SUBMIT COURSES GET A FREE COURSE OF THEIR CHOICE, ONCE THEIR COURSE HAS  A PREDETERMINED NUMBER OF DOWN LOADS.


Edited by Sliceapottomus, 26 May 2014 - 06:46 PM.

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#129 ✠ davef ✠

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Posted 26 May 2014 - 06:37 PM

when you all are paying through the nose to play this just remember this thread

what a hoot such a silly thread


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#130 ☠InDaSkies☠

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Posted 22 June 2014 - 07:50 PM

I want to buy the game and then play it forever and ever and ever etc........    Someday! Soon I hope!


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