"Unless you're Nintendo," developers should never price games over $70, expert says, even though pricey Steam games usually make more money
$70 has become the video game industry's new standard premium price, which both I and my credit card bill find distressing. But video game sales expert Tom Kaczmarczyk, founder and CEO of business intelligence company IndieBI, makes an interesting case – in both me and my credit card's opinion – as to why most developers should avoid it.
Kaczmarczyk discusses video game prices at a Digital Dragons Conference panel attended by GamesRadar+. One of his slides on the topic poses the question seemingly at the top of developers' minds, now that we're at a point in history where fans talk about GTA 6 costing $100 and don't immediately dive under the bedcovers in horror – "Is '$69.99' a good pricing strategy?" The slide answers itself: "(not unless you're Nintendo)."
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But "there is not a tidy correlation – not a very, very clean one," he continues. “More expensive games seem to be making more money,” according to Kaczmarczyk. But, he adds, “more expensive games, if they end up on discount […] on Steam” rarely outcompete the platform’s best deals. This is yet another way Nintendo is an exception to the rule.
It makes its own consoles for which it can release its own games onto its own storefront – which rarely ever offers significant sales prices. Nintendo has no need for them, because it's created a closed ecosystem. Sale or no sale, where else are you going to buy Yoshi and the Mysterious Book? Barnes & Noble?
I think not. Meanwhile, other developers are in a bind. They don't have their very own console or their very own storefront. So, Kaczmarczyk advises them to prepare chunky discounts to attract players. Otherwise, "the customer has many other options for spending their money on cheaper games," especially on Steam.
It sounds backward, but his advice is ultimately to price "a very expensive game" and then "consider having a steeper sort of discount debt evolution, because it will be more impactful, and it will make it so that you can keep generating substantial revenue bumps early on in the lifecycle of your game, when it's still relevant and people still want to play."
Unless you're Nintendo, in which case, people always want to play.

Ashley is a Senior Writer at GamesRadar+. She's been a staff writer at Kotaku and Inverse, too, and she's written freelance pieces about horror and women in games for sites like Rolling Stone, Vulture, IGN, and Polygon. When she's not covering gaming news, she's usually working on expanding her doll collection while watching Saw movies one through 11.
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