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Haha, when I initially wrote my comment I referenced a little inside 'joke' of sorts I have with some friends in games, referring to stuff as 'Japanese pricing.' I decided to snip that off because I figured it might be too esoteric. But I guess none of us is a snowflake, are we? The thing I'd observe is that Japanese pricing fails, hard - even for Japanese games. It seems a handful of Japanese publishers have realized this. NIS is a great example - they publish a huge amount of stuff, nearly all of it's niche, and it sells crazy well - because it's sold at a reasonable price. SEGA is the equal but opposite example. They still seem to think this is 2001 and they're selling games on a ringfenced console to players starved for content. And so their games are completely flopping. Compare Etrian Odyssey (SEGA) with Disgaea (NIS). Both games are a fairly comparable genre, with fairly comparable production values, targeting the same demographic, and both were also PC ports/remakes of older classics. Disgaea is less than half the cost and has is pushing an order of magnitude greater sales. Also I think the concept of "niche" is somewhat obsolete.. kind of circling back to the point that none of us a snowflake. The market is so huge and diverse. Even for the most niche titles, there tends to be huge market potential, because "niche" markets now a days are larger than the whole market not that long ago. Games like Mount and Blade are just niche Eurojank embodied, yet has sold millions. Siralim is another great niche game. It sells excellently, especially considering the dev keeps releasing pretty much the same game ever couple of years. Finally, the West is an increasingly small part of the overall market. There are huge numbers of Chinese, Russian, Indian, and so on gamers. Region pricing kind of adapts to this, but not really. In terms of exchange rates it's extremely favorable, but what really matters is PPP - how much a unit of currency is "worth" in domestic prices. So for instance the $45 game is sold for about 1000 rupees. I don't live in India but a quick search turns up a rent-by-day place in the cheaper parts of India can go as low as 100 rupee a day. So even though $45 exchanges for like 4000 rupees, it's worth far less (in terms of how far it goes in America) than even the 1000 rupees that the game is sold for India. So when you set the price of your game high in dollar terms, you're setting it to just LOL terms for most of the world. |
The market is larger, yes. I don't think it's gotten that much easier to target your marketed towards those audiences. the privacy changes on IOS/Android are great, but it has an unfortunate consequence that these more intimate styles of ads are now nearly impossible to channel to the right person. So you have to go to the good ol' fashioned social media blitz. Something everyone else is also trying to do. It's never been harder to get a person's attention.
Essentially, those titles you mention relied heavily on word of mouth (except Mount and Blade, but that was from a different era of gaming). I'm not sure I trust WoM enough to stake my entire livelihood on it. Gamers can be fickle, or timing can just take some cruel turns and ruin all that trajectory built up.
>Finally, the West is an increasingly small part of the overall market. There are huge numbers of Chinese, Russian, Indian, and so on gamers.
I don't disagree. But the top factors still apply. Very few are going to risk losing the USD to try and get more rupees/yuan. Russia and China in particular are pretty infamous for their piracy rates.
On top of that, getting a good localization can be too much for a smaller indie, and even those who afford it can never assure quality. Localization is a very hard process for games that need more than simply UI text to be done.