The total is going up by over $300 a MINUTE right now.
Exactly. I just paid $15 just because I thought it was a neat idea. I don't know if I'll even play the games since I don't really play video games much any more these days. If I do, I won't spend much time on them, and I definitely wouldn't have ever purchased them. So my money to them is 100% money they would never have had otherwise.
exactly. I bought World of Goo when 2D Boy had such an offer. And i had not heard of the others. Now after the video i want to try Lagaru HD
I have repeatedly found personally, and talked to other software developers, that increasing your price drives pathological users away and decreasing your price (particularly dramatically decreasing your price) draws them in like flies.
I do not think it is obviously true that selling 8 games for, e.g., $1 is better than not having that sale. If folks offered me the option of participating in a similar deal, I would decline. In addition to customers paying essentially nothing but requiring disproportionate support, I would be worried about auto-commoditizing my software offering. Why pay $30 when I've publicly demonstrated that I consider it to be worth less than a buck?
On a related topic: dangrover's comments about participating in Macheist are a great read, regardless of your feelings on the matter.
Also, even a cost of $1 incurs the friction of the transaction. That ought to turn away a significant percentage of the freeloaders, who probably paid 0 on pirate bay a long time ago anyway.
I think that's where the charity comes in. I see a generous indie developer giving to a good cause, not one admitting their goods are worthless.
In general I see what you're saying.
It's the same with Frictional Games (creators of Penumbra) and the game that they're funding through preorders, Amnesia.
They're not making more they're just selling more.
Read the attached article, it's their response to their sale: http://2dboy.com/2009/10/19/birthday-sale-results/
But relative to other models the "pay what you want" is a terrible failure - any of those games could have singlehandedly grossed $30,000 to $60,000 from the number of sales they've had today, and that's going to lose a big chunk to advertising but still make them a lot more than $1.66 a sale.
Appstore-like pricing is the exception, not the rule.
That some of the 6000 purchasers today would not pay $20 is irrelevant, others would and others from the remaining millions of game players would too.
You also disregard that I already factored in a 50% - 75% discount - the prices I put assumed a $5 - $10 price on sale.
Cheers.