Art + Money = ?
Filed Under (Uncategorized) by admin on 30-09-2009
Happened upon an interesting post this morning about making art and making money.
Warning, this does contain strong language: “Why I am not afraid to take your money”
One of the interesting things about the App Store, which ties a little bit back into the post about Halo 3: ODST, is that the concept of “value” in the new mobile space is highly unusual. With ODST, the issue was that there was an expectation of what ODST was - the total value it brought to the table, and what it was worth.
In a single dimension - the length of the single player campaign - regardless of quality, ODST was perceived as a budget game. When it was revealed to be a $60 product, people felt slighted - and Bungie was unable to convey that the combined value of the campaign, a brand new multiplayer online mode, and a “complete” Halo 3 multiplayer package was worth the $60.
With the current crop of mobile games, it’s a similar situation. People expect to pay $1. In extraordinary circumstances, people may pay $5, even $10 - but absolutely not one penny more than that. The interesting thing is that these games, in many cases, are as complicated, and as fully-featured - in some cases even better than - PSP or DS games, which people are used to paying anywhere from $20-40 for.
Somewhere along the way, $1 became the default price. So now, selling a $5 game is like trying to sell a console game for $200. There will be some people willing to make the investment if the game is extraordinary, but not many. And the expectation is that for $1, you’ll get a fully featured game you can sink hours into.
So, with Word Ace, our goal was to try something different. As I’ve said in other posts, the basic goal is to let the player decide what they want to pay for the game - to let them establish the value of the experience. In many ways, it’s very similar to putting your hat out there, and hoping that someone will value the experience enough to put some change in.
We’ve had a number of people buy chips already (either buying Word Ace Pro, or the associated chip packages) in values from $1 to $20. We’re grateful for every single purchase. Every single one. We’re hoping to roll out the “hat” to Palm Pre and Facebook users soon, and then making the experience even more rewarding - showing others that you were one of the awesome users who helps keep the game growing.
As Amanda says,
“i believe in the future of cheap art, creative enterprise, and an honorable public who will put their money where there mouth is, or rather, their spare change where their heart is.
can i get a f***ing amen?”
Amen.


How does one buy these chips? Or a card version of Word Ace? I can’t find any links to these things through your website. Stuff that seems like it should be clickable isn’t.
Like the WordAce section of your “Games” page should have links to get the iPhone or Pre versions, and if you *are* working on a web version, it might be a good idea to mention that there too.
Also, you want people to donate, but you’ve given them no links to click to do so. At least, no obvious ones…
First, Amanda has been, is, and always will be the shiz.
Second, what if we want to contribute without receiving chips in return?
Raketemensch - you’re entirely correct. The web version just went live at http://apps.facebook.com/wordace - literally hours ago. I’ll add the link to the page soon. You can’t, unfortunately, link to the Palm App Catalog, which is a shame.
Physical cards aren’t done yet, but we’ll have a clear place to purchase when they are. As for donations in-game, they’ll be rolled out in the next update.
So that’ll be the “donate without receiving chips in return” bit that RolandHTG is looking for. Next update. We’re working on it now.
This is not an entirely fair comparison. The iPhone and Palm Pre target the “grown-up” market. iPhone/Pre users are not like DS/PSP users. So while a developer’s effort might be worth $20 to a dedicated game buyer, it might only be worth $1 to someone who’s only looking for a brief diversion between meetings.
Kwo - While I agree that there’s a difference between what people are getting for their $1 on the iPhone and their $20 on the DS for the most part, there are certainly some types of games where the $20 DS experience is *worse* than the $1 iPhone experience.
That said, though, the core idea is the same - that getting someone to pay more than $1 on the iPhone is *very difficult*, because the audience expects to spend $1 to fulfill their need for something cool. If you’ve got $10 worth of game, trying to convince someone they should spent $10 is incredibly hard.
But if you give it to them, and they love it $10 worth, it’s a win for everyone. Maybe they’ll love it $20, maybe they’ll love it $5. But the person who loved it $5 would feel ripped off if they’d spent $10, and would rather have spent $0, right?
We’ve had players who’ve sunk literally *hundreds* of hours into the game. They’ve played more Word Ace than most people play $60 console games. So we’ll see, I guess.