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Joined 2 years ago
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Cake day: August 3rd, 2023

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  • Can you elaborate where your confusion lies? It’s a digital good, there is no marginal cost. So they can pretty much price a game however they want. So pricing is mostly about maximising revenue, i.e. get as many sales as you can at the highest possible price.

    A sale is a relatively straightforward strategy where you first sell the game at a high price to all the people who are fine with paying a lot, then you lower the price to sell more copies to the people who weren’t willing to pay the higher price. The result is more total profit. There is a time limit too to create a sense of urgency (“I better buy now so I don’t miss the opportunity”).


  • The confusion arises because there are 5 different ways to do the same thing, the non-experimental methods shouldn’t be used even though they’re recommended in the official docs

    I appreciate what you’re trying to say, but you’re kind of illustrating exactly the point I was making about conceptual simplicity and atrocious UX.