So, interesting comments. I'm willing to concede any points that anyone can provide convincing evidence and/or arguments for. I'm not so much interested in being right here so much as I just want to learn and explore solutions to this potentially scary problem.
I'll take this as an opportunity to step back and re-evaluate everything I've said so far.
Here's various theses that have been posited by different people:
1) Hib / Steam benefit 1% of indies, AND also harm the remaining 99% (ie, us).2) To succeed, you MUST be "hand-picked" by a gate-keeper3) Gate-keepers include Steam/Hib/Super-Indies4) Gate-keepers include the media and blogs5) Current downward pricing pressure is comparable to the 80's video game crash6) There is no solution. We're screwed My current stances:
1) Partially agree - see below
2) Disagree
3) Agree
4) Disagree - simply because it is waaaaaay easier to get a blog or even major news site to write about your game then to get on Steam or HIB.
5) Disagree - the market is much larger, more diversified, and is not nearly as concentrated into one platform. Secondly, we're dealing with digital goods rather than physical, and the principal cause of the crash was the dumping of large numbers of discount cartridges that were purchased en-masse from failed studios and then dumped on the market below cost, a pretty much guaranteed nuclear economic bomb. There's some useful comparisons for sure, but it's not apples-to-apples by any stretch of the imagination.
6) Completely disagree
#1 was the original thesis that started this whole thread, so lets start there:
Hib / Steam benefit 1% of indies, AND also harm the remaining 99% (ie, us)First, I think it's undeniable the first half is true. A small number of indies are doing super well and making out like gangbusters. Decent evidence has been presented that the second half is true - there's clearly downward pricing pressure, and some people using a fixed-priced pricing strategy right now are suffering. Paul is right that hosting costs, etc, are still part of your fixed costs and it's still possible to lose money on low-priced sales to fixed overhead and transaction fees.
That being said, there are a few questions I have in regards to #1:
1.A) Is the downward pricing pressure inevitable, or is it a distortion because of Steam/Hib's effect on consumer expectations?
1.B) Does the increased attention to the Indie space benefit the rest of us?
1.C) Are we forced to charge rock-bottom prices because of Hib/Steam?
Paul says 1.A is irrelevant, which is fair enough if all we're concerned with is how to deal with things and continue to make a living. My estimation is that it's an inevitable effect for digital goods. The fact that AAA games are still priced at $60 is due to price fixing on the part of the major publishers and console manufacturers. In fact, there's now a "AA" space on XBLA and PSN where studios are releasing games for $10-$40, so I think this counters Paul's point that downward pricing pressure is only affecting indies. It's affecting all games, though the big dogs are fighting it with price-fixing. Paul is right, however, that WHY this is happening isn't as important as whether we're screwed and what we can do about it.
As far as 1.B is concerned, I'll say right now I'm no fan of so-called "trickle-down" economics so I'm not making that argument. I will say there's the potential for people to be introduced to Indie Games through Hib/Steam, but also the potential for Steam and Hib to capture that consumer loyalty for themselves without transferring it to us, as Dan Cook explores in his
game of platform power article. I don't have any numbers on either of those effects so I have no answer to 1.B.
As for 1.C, I think this depends. If we aren't connecting directly and personally with fans in significant numbers, not getting attention from the press, etc, then we risk being relegated to commodity status, and then we are in the price War and "Prisoner's Dilemma" that Pompi referred to. Our games are just another anonymous title among hundreds, we have little to compete on other than price, the audience doesn't particularly care about us or our success, and the effect of downward pricing pressure, regardless of why it is happening, is going to be negative. This circumstance well and truly sucks, but I don't think we're all doomed to it.
The strong evidence is not Gabe's rant, so much as the numbers provided by Proun, Spiderweb Software, and Gratuitous Space Battles. Yes, Spiderweb and GSB are both on steam, but they also sell on their own storefronts and brought in decent money apart from Steam in part by offering discounted prices.
Links:
Jeff VogelGratuitous Space BattlesProun Sales DataHere's the key -
I am NOT saying we should all be selling our games for the fixed price of $1.00! In that I am in COMPLETE agreement with everybody here (Jeff Vogel says the same in the above link, a great read). That's insane. If that's the only avenue open to us then yes, we are screwed. But I don't think that's the situation.
My point is that we should lower the floor, and raise the ceiling on price. Let people simultaneously pay less AND more. There are various ways to do this - promotions and sales, pay-what-you-want, sell ancilliary things, free2play w/ microtransactions, pick-a-price, etc.
Gratuitous Space Battles found that by offering two prices for their DLC, it did NOT result in a larger number of people just buying it for the cheaper price - the majority paid the high price, but they got extra sales at the lower price. I imagine this is largely in part because they are a niche title with a devoted fanbase, and so the decision to pay more or less is not simply a cynical "maximize value for money" that we humans do when we don't care about the vendor we're purchasing from. Things like emotions, good feelings, loyalty, service-with-a-smile, etc, are all things people have shown a willingness to pay a premium for, and it's a potential thing we can use to fight downward pricing pressure.
So, at the very least it seems that the following strategy seems to work, at least for some people, and is not destroyed by the recent downward pricing pressure:
1) Work in a niche market
2) Raise the ceiling / lower the floor (promotions, sales, pay-what-you-want, etc).
3) Forge a strong connection with a small but devoted audience rather than a distant connection with a dispersed large audience
There might be other strategies, too. I'm not saying this is the only way to do things, or that it works for everyone. But it is A solution.
Recent comments by Hanako seem to be following the above strategy. Anybody else? Are we doomed, or is there a way out?
Again, we're mostly just throwing anecdotes back and forth at eachother so I don't pretend the above evidence I've provided is super rigorous or anything. If you've got better numbers, and better evidence, and better arguments, and can prove me wrong on any of these points, I'm completely prepared to changed my stance.
What say you guys?