cuz shadow cost SE 75-100 million to make and has fully voiced scenes and CGI while boundless on the other hand i would be shocked if at its current sate was costing five hundred thousand given the server costs add up but to see they use AWS even if they paid amazon 20 years in advance for access to the service we would not even hit close to 10 million.
so when i see a game that costs a ■■■■ ton to make on sale for 50% off and a indie title on sale for 30% with only a 5$ diff that makes me 2ed guess picking up the indie game.
also on a side note if i was a person who got the game on sale via steam i would be pissed cuz on the 2ed day of the sale SE thow in a extra 10% if you got it form there website
By this logic, Minecraft’s retail price should have been $0.40, assuming a generous development budget of $500,000. It goes without saying that this is not a convincing argument.
depending on what point of minecrafts life we are talking about in alpha it was only 5$…full launch was only 25$ and that included the windows 10 version still waaay cheaper then boundless at 50$
When I just looked at it you were still able to continue your road straight behind your sign and there were 2 plot wide spots on the right that could be used. Only the left side was blocked with that long single line of plots. Straight ahead was open. That was why I asked because I could see the stuff to left but not how that stopped full movement.
If it was a new account I would assume it is a 4 week fuel unless they still play afterward… I highly doubt they could have made longer lasting fuel in a short time unless they bought it… who knows… Still was a pain to deal with I’m sure.
It probably was a troll account, but they may of come across a player giving away large amounts of T6 rock. I’ve filled up many shop stands with free rock from diamond runs.
I played MC from the beginning. It was free to download on PC for quite awhile. Then it was free via Windows. Then it was free via the Microsoft store. When it finally released on console, I paid $20 to get the PS3 version.
Personally, I don’t think BL really compares to MC. I think BL more compares to Creativerse, Trove, PortalKnights, etc. Complicated skilling/crafting system, portals, character leveling, etc. It’s more complicated, more intelligent.
I do think the initial cost is too much. Maybe it should be a F2P up to $20, to start. Then they could add a lot more things people could buy that are cosmetic, to support the development like pets, special clothing, & personal planets.
I first invested in Boundless in 2014. That’s at least 5 years of development, a team of at least 10 people (probably more), costed at 100,000/yr, comes to at least 5 million in debt on release. Operating and development costs going forward are going to be similar. If you pick up a copy of Shadow, with all its assets and all, and play it for a few dozen hours until done and that’s a one-time cost to the distributor amortized over the many units sold and the ongoing costs are zero. With Boundless, it’s one-time revenue covering ongoing costs in exchange for limitless hours of play. The costs vs. revenue of the two business models are not comparable.
You might see the products as $40.00 for each of two game titles you install on your computer, and limit to that, but that is a naive and fundamentally unsound equivalence.
Then again, this is the internet. It’s built on naive and fundamentally unsound equivalences.
true i forgot to take into account the long time it has been in EA but even at lets say today 6 million plus whatever they owe SE (forgot to take that into account too) you got to go for volume over speed if you can sell 100 copies at 20$ over maybe 50 at 40$ it will take longer but you will get more steady income add on to the fact the game has around 50+ reviews form both good and bad saying the price is just too high sure it may have that value but it des not mean anything at the end of the day if hardly anyone is buying it
even at 2.5M i will admit i was still waay off on the math i was only counting operating costs and not salary but yea i will leave it at that cuz i dont want to turn the thread toxic or get it derailed and locked
Devs were smart to launch at $40. They can lower the price later or run sales to bring in new installs. You want to launch at the highest price to capture your price insensitive players then slowly lower the price to get maximum revenue from each customer.
It’s a triple play. Maximizes revenue, gives more headroom for promotions to drive installs, and lets them control the rate of new customers for both technical and design reasons.
The free weekend was very positive but you could see the attitude shift of some players who only came in cuz it was free. They want the world handed to them on a platter and will quit instantly if it’s not being given to them. Trying to acquire these types of players is a waste of everyone’s time. A high price point naturally selects them out of the customer pool.
I think devs will do even more first time user experience improvements before opening the floodgates again. Slowly as they hone the opening pitch of the game to be more and more appealing the price can go down.