Chapter 16 Pricing and Review
Originally, it was still troublesome for indie games to be released on the Steam platform, and the platform formulated a set of more troublesome rules for the release of small factory games or indie games.
However, this rule has now been removed, and now for a small fee, the game can be sold directly on the platform, which has led to a sharp increase in the number of games on the Steam platform.
Of course, there are some garbage scammers who take this opportunity to make a fortune and run.
Su Li, who has already released a game, can be said to be familiar with this process, and now the process has been simplified, and the time taken is much less.
Before the release, Su Li also had to solve a key problem, which was the pricing of the game.
The pricing of a game is based on the content of the game, and there is generally a reference range. Typically, the standard price for a triple-A game is $60, while the pricing of an indie game is based on data such as the length of the process, the amount of development effort, and so on.
Of course, none of this is absolute, and it's okay to want to price as much as you want.
The publisher of the game has the right to decide the price, for example, there are many games with low prices, and some Japanese companies that are confident will set a high price for their games.
The production cost of Su Li's game is actually not high, the development time is short, and he is doing it alone, and the labor cost is low.
The system comes with a black technology engine and black technology software, and there is no need to pay commercial licensing fees.
Outsourcing accounts for the bulk of the cost, but it's not much, and the game has little cost pressure.
It's probably the lowest-cost 3D action game in the world.
Based on the feedback he received from the demo, Su Li found himself underestimating the length of the game's process.
The average time it takes players to clear the demo version is close to an hour and a half.
And Su Li's estimated time was half an hour.
The gap is mainly due to Su Li's overestimation of the player's game level.
The testing of Deep in the Mists 2 - Unreal City was done by Su Li alone, so Su Li used his own game level to evaluate the general flow of this game.
But Su Li's level is still much higher than the average player, not to mention Su Li's familiarity with these levels as the game's designer.
Generally speaking, the length of the process of a game is based on the average level, and now there are so many perverted gods among gamers that they can shorten the limit clearance time of a game to an incredible level.
Because of the restrictions given by the system task, Su Li can't use low prices to rush sales, such as setting a 6 yuan, let alone 50,000 sales, maybe he can rush a million.
Some people who don't play these kinds of games at all are willing to rush to this price tag, and sales have skyrocketed.
However, this kind of pricing, in Su Li's eyes, is also a kind of harm to the game itself, and it is naturally not advisable to treat people as fools at a high price, and the low-price strategy is not a right way.
He has always believed in the right price, perfect quality.
Use quality to make players feel like they're getting the best value for their money.
After a brief discussion with the staff of the steam platform, Su Li decided on the specific price of "Into the Mist 2 - Unreal City".
National pricing, 39RMB.
US pricing, $10.
Prices in other regions are measured with reference to the U.S. prices multiplied by different exchange rates.
According to the quality of Su Li's game, this price is considered a low price, but it has also been recognized by the future Oasis system, and it is judged that this price is a price that meets the conditions of the mission.
Release date, July 15.
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"Oh, what kind of rubbish is this, is it embarrassing to release a game like this? The price of the application is twenty dollars, is this man's mind full of Franklin? ”
Maphos closed the game window with a look of disgust and whispered a complaint.
After the release of the indie game support plan, a large number of indie games wanted to take advantage of the plan, and in addition to some really well-made products, those things that were obviously still half-finished and shoddy garbage accounted for a large proportion.
According to him, it was a huge pile of garbage coming in.
Matthes was recently in charge of moderating these indie games, and he and several colleagues formed a review team to decide which games to support, including assigning recommended slots and reviewing server applications.
These colleagues are all people who care deeply about indie games and genuinely want to help the indie game community grow.
The review of referral slots is the most important part of the work, because compared to things like servers, the resources of referral bits are the most scarce, and the competition is also the fiercest.
The part of the recommendation that is allocated to the old games is easier to deal with, and Maafus and his colleagues are well aware of the good indie games on the platform, and there are not many disagreements or disagreements.
They pull up a list of the great games and recommend them in turn.
However, the review of new games is a bit torturous.
With the greatly relaxed access rules of the platform and the bonus of the support program, a new batch of indie games has come flooding, but most of them are unsightly garbage.
Mafors was plagued by this garbage, but as a reviewer, he had to do his duty and have to play every new indie game himself.
He felt that his spirit was heavily polluted in the process.
For most games, Mafors only spends five minutes on them, and then classifies them in the "garbage" column, without even needing to rate them.
For a small number of games, he will spend a short time, maybe half an hour, maybe an hour, to get to know the game.
For these games, Mafors will give a rating, but most of the ratings are useless, and it is difficult for these games to be selected for the recommendation position.
There are only a handful of boutiques that will allow Maaffos to spend more time on a full experience of the game, putting it on the shortlist for the recommended spot.
He is not alone in deciding on the recommendation, each group member has his own list, and at the end of the group discussion needs to decide on the final list.
Closing the window, Maphos looked at the name of the next game on his review list.
Into the Mists 2 - Unreal City.
Seeing the name, Mafors whistled lightly.
As an industry insider in the indie game industry, Mafus naturally paid attention to the small hot spot of publicity fraud these days, and also played the demo version of the game himself.
For this demo version alone, Maphos gave the game a good review.
After rounds of garbage games, Maafus couldn't help but be a little excited when he saw that there was finally a boutique.
He looked at the time, and there were still three hours left before the end of work.
He decided to spend the rest of his time on the game.