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If I really want a game, I'll pay full price. Most of the games I buy on sales, I wouldn't buy for full price.
The only game I really wanted that I still waited for a sale was Trine 2, but that's because I don't have a job right now and can't afford to pay much for games. And I still paid $7.50. It got down to $3.74 during the summer sale, I believe.
>http://www.gamasutra.com/view/news/174587/Steam_sales_How_deep_discounts_really_affect_your_games.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29 > >Steam sales: How deep discounts really affect your games >by Tom Curtis >Business/Marketing, Exclusive] >51 comments > >July 25, 2012 > >Valve's Steam sales have always proven a great time for >consumers to score some cheap PC games, but over the past >several months, there's been some debate over whether these >promotions are good for game developers. Some have argued that >the major discounts devalue games, and end up hurting the >industry in the long run. > >But according to a number of developers that took part in this >year's Steam Summer Sale, that doesn't seem to be the case. >The teams who've discounted their games during this or >previous Steam sales have found that the promotions not only >attract more sales, but also generate more revenue and breathe >new life into aging products. > >Runic Games CEO Max Schaefer, for instance, tells us that >while it's been almost three years since his studio launched >Torchlight, Valve's Steam promotions have helped the game >maintain healthy sales to this very day. > >"We find that we get several thousand percent increases in >units and revenue on the days of the Steam sales, and unit >sales are usually about double the normal for a few weeks >after the sales are over," he says. > >This year's Summer Sale (which ended July 22) was particularly >noteworthy for Runic, as it helped Torchlight hit its second >biggest day ever in terms of overall unit sales -- not bad for >a game that came out in October 2009. > >And Runic's case doesn't seem to be an anomaly; Supergiant >Games' Amir Rao tells us that these Steam sales have proven >more lucrative than his game's initial debut. > >"A lot of times we judge the success of a game -- and predict >its sales -- by looking at its launch day numbers. Steam sales >have made that delightfully impossible. Our launch day >Bastion], which we viewed as very strong, is only our fifth >best day of sales ever on Steam due to the power of the >promotions we've had the opportunity to participate in," Rao >says. > >According to indie developer and Super Meat Boy co-creator >Edmund McMillen, these promotions can increase sales to an >almost staggering extent. His 2D dungeon crawler The Binding >of Isaac, for example, saw sales multiply by five when it was >marked down by 50 percent, and once it hit the front page as a >temporary "Flash Deal" (for 75 percent off), sales multiplied >by sixty. > >Believe it or not, those figures aren't all that unusual. >Valve's director of business development, Jason Holtman, says >plenty of developers have seen their sales increase >exponentially, giving them a very healthy boost in revenue. > >"It's not uncommon for our partners to see 10-20 times >revenue increase on games they run as a 'Daily Deal.' Some >titles really take off and see as much 70-80 times >increase in revenue," Holtman said. >Is there a catch? > >Despite the fact that Steam sales mark games down to just a >small fraction of their usual price, the developers we spoke >to don't think these promotions are devaluing games at all. >Based on the data they've seen, Steam sales have only been a >good thing for their business. > >Sure, players will jump on the chance to buy a game for $2.50, >but the developers have found that Steam consumers are still >perfectly willing to pay full price for a game once the sales >are over. The "race to the bottom" we've seen on the mobile >markets just doesn't seem to be there on Valve's platform. > >"While some may argue that contribute to an >industry-wide price deterioration problem -- where smartphone >games have made people unwilling to spend more than $5 on a >digital game -- are a bit different," says Ken >Berry, the executive VP of XSEED Games (Ys Origins, Ys: The >Oath in Felghana). > >"Rather than looking at it as a 'lost sale' when people wait >for these Steam discounts, I think it needs to be viewed as >reaching out to a new customer that never would have purchased >your game otherwise." > >Valve's Holtman says he's never noticed any negative >consequences from these promotions. Instead, most games still >see positive trends in their sales numbers well after the >discounts are over. At the very worst, a game's sales will >just revert back to what they were before the promotion >began. > >And of course, it's not only about generating more sales. >Sometimes, you just want to make sure that people are playing >your game in the first place, so they pay attention when >you're building excitement for whatever comes next. > >As Toxic Games' Daniel Da Rocha (Q.U.B.E.), puts it, ">people] have the opportunity pick up a copy for next to >nothing, this only grows the fan base around the game, so when >we release new content or future games, we have a large >community already there to market to." > >For those still looking to reap the benefits of these sales, >you're in luck, as Holtman says "there's no secret handshake a >developer needs to know to get their title on the front page >" – all you really need to do is put out a >product that consumers want to play.
<--- It's the place to be.
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