

You can also view it as a strategy to extract more money from richer people, without sacrificing all the poorer customers.
You can also view it as a strategy to extract more money from richer people, without sacrificing all the poorer customers.
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.
Nix has the same mix of conceptual simplicity and atrocious user interface as git, but somehow magnified three times over. I’ve tried it multiple times, but could never get over the unintuitive gaggle of commands.
There are exceptions, but usually that is absolutely not true. Making as much money as you can is 100% the goal for the vast majority of goods produced, physical or digital.