Some Final Stats On The Humble Indie Bundle
from the slice-the-humble-pie dept
BigKeithO writes in with some more followup, including some more results numbers from the Humble Indie Bundle experiment that we've written about a few times, involving some indie developers bundling up a bunch of PC games in a "pay what you want" pricing scheme. The program went on for two weeks, bringing in a grand total of $1,273,588. $833,630.69 went to the developers (or $166,726.14 to each), while the EFF got $183,601.47 and Child's Play got $188,578.04. I'm sure some will knock these numbers, suggesting that they're significantly lower than what some big name EA game would get, but you have to remember that these games were a bit older and weren't likely to get that many new purchases. On top of that, in two weeks, that's a pretty good sum of money for some indie developers on older games.The other interesting tidbit, as many noted, is that despite suggestions from some that the "open source" world are folks who "just want stuff for free," the average amount paid by Linux users ($14.52) was significantly higher than those paid by Mac ($10.18) or Windows ($8.05) users. Obviously, averages are only so useful, given that they can be skewed by outliers (anyone got the medians? standard deviations?) but it's still information worth pointing out. All in all, a very interesting experiment, with some great results for those who participated.
Filed Under: business models, humble indie bundle, indie video games
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Linux FTW
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http://arstechnica.com/gaming/news/2010/05/torchlight-sells-500000-copies-publisher-buys-in -for-84m.ars
Independent games have a hard road to tread—little to no marketing budget, small teams, competition from huge, well-known names. That's why it's worth celebrating when a great game from a small developer becomes a hit. And Torchlight didn't just sell in decent numbers, it sold in huge numbers for a game of this type: 500,000 copies to date.
That's not just a hit in the world of independent gaming, that's a hit in any corner of this business.
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you would have to wonder how much they were paying for the products, and how much they were paying just because it was convenient to get them all in one shot, or "for a good cause" mentality.
another very inconclusive grey nothing in a sea of give it away and pray.
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If you'd like to be taken seriously, try using an argument that doesn't rely on whining emo angst. Maybe for the hell of it, throw in some credible research, argument, or anecdote or something other than "It isn't how *I* would have done it, so it's shit and means nothing" tirade and maybe you'll actually contribute to the conversations around here.
Bottom line: you were trolling; you know it, we know, move on with you life.
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The average Windows user paid $8.05. The average person paid $9.17.
And comparing those numbers to the $19.99 retail is a false statement. You think all of that money goes to the developers? $20 on Steam is not $20 in the companies pocket.
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What else is new, and isn't fail?
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In the case of World of Goo, the games are now 100% profit. They are all older games that have covered their development costs. The distribution is so close to free as to be insignificant. So, every sale was profitable. They gained a lot of new customers, and they attracted users, like myself, who have never even heard of them prior to this sale. How were they dumb again?
As far as how the public values stuff...it's pretty clear. They value it far less than corporations want them to value it. Games are diversions, like a DVD or a book. For some reason, games are far more expensive, and people don't value them at that price. Anyone who has taken basic, junior-high economics understands that pricing a product is a game of finding the sweet spot of price and demand. Halving the price, but tripling your sales is a net gain, especially with digital distribution. Corporate collusion has done such a good job brainwashing people like you into believing that a game is worth $60+ (!) that you think it's "wrong" for people to pay less. Well, time to wake up.
Direct distribution is empowering a lot more developers, and prices are going to fall, dramatically, until they reach that sweet spot.
Personally, I love paying $5.00 for a quality 3D title on my phone while DS and PSP users pay $30+ for the same game. I'm not ripping anyone off. I'm paying the true market price, and I am happy to do so. I have purchased more games since I got my phone 2 months ago than I have in the last 3 years combined. Why? Because they are priced at a point where they are a value. It's not even worth the effort for pirates when they're that cheap.
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Windowing generally refers to distribution channels, not pricing. In the case of movies, windowing refers to timetables for distribution in theaters, on pay cable, on basic cable, on broadcast networks, at Netflix, at Blockbuster, on airline AVOD systems, etc.
No, "standard techdirt logic" does not preclude price changes over time. If you have evidence to the contrary, please include a TechDirt link next time.
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But with things like this, there are dozens of factors that skew the results.
For example in my case, I already own World of Goo & Gish. If I didn't I would have "paid" more for the bundle. Secondly at the time I bought it I was just thinking of the windows side (and registered my preference accordingly).
Since then, quite literally the weekend after I bought the pack, I was stuck out in the country with my macbook for a day, with only my mobile as a modem. Wanting to play some games all I had installed was Spore which I played to death and WoW (which would have sucked being rural and on mobile).
So I downloaded a couple of the titles for the Mac. If I had thought of this before I bought them I would have definitely paid more. Hindsight is unfortunate.
On a similar note I often buy sale titles on Steam or GoG. Steam in particular there are dozens of titles I've bought just because they were on sale - that I've never played (particularly from last Christmas when there were dozens of daily sales). The marginal cost for sending me these games is very small, but they got HUNDREDS of dollars out of me.
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Pessimist thinks the glass is half empty.
Engineer thinks the glass is twice as large as was necessary."
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I'm betting they didn't get that much selling it the normal way.
Revenge of the penguins LoL
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Cost of gaming
If you can lower the price in order to let more people to get the game, in the end you can have more profit (if your game's not those "a waste in time to play with" quality).
So much for school level economic class on "demand and supply" and "cost and profit"...
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I almost never buy PC games anymore...
1) I'm old.
2) FPS are boring. Most new games are FPS. (I did love Portal and playing Lego Star Wars/Indy with my daughter was fun.)
3) DRM is annoying and not worth buying. (Steam's DRM is tolerable. Although I haven't tried to install Portal on my new computer, so I guess I don't really know yet.)
4) MAME and console emulators keep me plenty busy when I want to play something. Plus we have a Wii and the games on there are more fun than most PC games.
I bought the Humble Indie Bundle for $20, because I've been meaning to buy World of Goo for years and never got around to it. I have no desire to play the gory MA games (although Lugaru/Kung Fu Bunnies training mode was fun). World of Goo is a poor man's Lemmings with better graphics, but not bad.
Pretty much, I just wanted to support the concept.
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Didn't Like The Games
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Gish is pretty fun too, but only if you like platformer games. The others... meh :) Actually pandora wouldn't work for me.
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My daughter liked Lugaru, but I found it extremely repetitive and empty.
As senshikaze said, "to each, his own."
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Two weeks?
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And the obligatory...
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