![]() ![]() The 'early purchase' model (including pre-orders) suits both sides better for digital distribution, I think.I’m always on the lookout for upcoming indie games with a Souls-like flare, and the debut title from Acme Gamestudio caught my attention with its vibrant visuals and interesting premise. It seems like the strict 'pre-order' thing is a remnant from physical distribution that some publishers haven't stopped to think about. That way, they could catch a greater number sales from 'completionists' who only heard about the game when it launched. ![]() I think this would especially benefit smaller studios with less marketing, because a lot of hype gets out just after the game's release, when people start posting videos, reviews, etc., and a lot more people find out about it. I think a good solution is what I've seen a few other studios start to do: offer not 'pre-order' bonuses, but 'early purchase' bonuses that are available both for people who pre-order, and continue to be available for the first month, few weeks, etc. The problem with that is that they've missed some number of early, full-priced sales (assuming the first month or week is still early) from people who missed the pre-order window but won't buy an incomplete game. The best explanation I've heard is that they want to use pre-order bonuses to drive early, full-price sales, which are probably most beneficial to them. Originally posted by Homeless.:I also don't understand why they don't continue to sell said item though
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