MXS Price

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mxmadman374
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Re: MXS Price

Post by mxmadman374 »

yzmxer608 wrote:$42 is fine. Even if you think it's too high the "extra" amount on the price I'd give to jlv anyway because he's so awesome.
In the end we all lose as consumers because the game would benefit as a whole from having more participants and modders.

Also, jlv could make more money by lowering the price, just like every other company.

companies like ea don't drop prices of older gamers out of the kindness of their hearts, they do it to make more money out of an aging product.
robos
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Re: MXS Price

Post by robos »

JLV isnt EA, he needs every penny and MORE of those few dollars, if you cant pay that little for 5 years++ of fun...
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mxmadman374
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Re: MXS Price

Post by mxmadman374 »

robos wrote:JLV isnt EA, he needs every penny and MORE of those few dollars, if you cant pay that little for 5 years++ of fun...
That's not how business works. Charging more per sale reduces total sales. There's a good chance jlv could make a lot more money by charging less.

That's why the most successful Indie developers (meaning the ones who've made the most money) only charge 10 to 20 dollars.
Boblob801
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Re: MXS Price

Post by Boblob801 »

mxmadman374 wrote:
robos wrote:JLV isnt EA, he needs every penny and MORE of those few dollars, if you cant pay that little for 5 years++ of fun...
That's not how business works. Charging more per sale reduces total sales. There's a good chance jlv could make a lot more money by charging less.

That's why the most successful Indie developers (meaning the ones who've made the most money) only charge 10 to 20 dollars.
Whilst that is true, they also make 10000 games to compensate for the fact that people only play them for a week and then move on.
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will96
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Re: MXS Price

Post by will96 »

mxmadman374 wrote:they do it to make more money out of an aging product.
But this game is being further developed every day. You will never have to buy the next one in the franchise. In 2018 when the game is absolutely incredible,(more so than now of course), you will be able to play the new update on the key you bought 5 years ago.
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[color=#FF0000]jlv[/color] wrote:I'd probably ban him if I understood what he just said.
mxmadman374
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Re: MXS Price

Post by mxmadman374 »

will96 wrote:
mxmadman374 wrote:they do it to make more money out of an aging product.
But this game is being further developed every day. You will never have to buy the next one in the franchise. In 2018 when the game is absolutely incredible,(more so than now of course), you will be able to play the new update on the key you bought 5 years ago.
That's far too reliant on factors we cannot know. If someone decides to make an mx game with an attempt at realistic physics and a current engine, this game will likely die. That's just how the world works. Especially if that game is cheaper than this one.

Not to mention other companies have solved that dilemma through expansions, dlc, and remakes.

I would gladly pay another 20 dollars every two years when I know exactly what improvements have been made over the predecessor. Paying 42 right off the very and hoping the developer has the same priorities as you makes people uneasy, like the op.

If jlv cannot find a way to make more money from existing customers his revenue will flat line, no Meyer what he charges. The demographic for this game is rather small, comparatively speaking.

Sorry for horrible grammar and such, paying from my phone.
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Re: MXS Price

Post by Osari52 »

Plus if I'm not mistaken there's more people buying the game now than ever. This game came out in 2007. Sounds like it took til 2010 to get above 2000 UIDs. I bought the game in early 2012 and have UID 4928. Now there's well over 10,000 UIDs merely a year later. So 5000+ people bought the game in one year. Also this game is way more expansive than any MvA game ever was and it started out cheaper than they all did and is still approx the same price as a new copy of Alive and Reflex. IMO $42 for a game this amazing is under-priced.
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mxmadman374
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Re: MXS Price

Post by mxmadman374 »

Osari52 wrote:Plus if I'm not mistaken there's more people buying the game now than ever. This game came out in 2007. Sounds like it took til 2010 to get above 2000 UIDs. I bought the game in early 2012 and have UID 4928. Now there's well over 10,000 UIDs merely a year later. So 5000+ people bought the game in one year. Also this game is way more expansive than any MvA game ever was and it started out cheaper than they all did and is still approx the same price as a new copy of Alive and Reflex. IMO $42 for a game this amazing is under-priced.
It would be great if companies could charge based on how creative they think it is, or how superior the players think the chosen mechanics are,.bit you've already bought the game. Jlv cannot make more money off of us in the current situation.

frankly I wouldn't use 10k total sales in 6 years as justification that the game is doing well, I would argue the opposite using the same figure.

Also, I disagree with the comparison of a games price brand new vs. this games current price, just current vs. current. We already know how well mva worked out, business wise, for those guys ;)
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Re: MXS Price

Post by Osari52 »

Bottom line is if you have a problem paying $42 dollars for a game that has an established replica AMA Supercross and National Series, replica World Grand Prix Series, tons of outside sponsors pouring support and product into this game, countless already made user created content, the ability to create your own gear/helmets/bikes/models/tracks, and tons of online racing servers to ride any type of track you want at any time you want... then maybe your $42 dollars would best be used elsewhere cause there's not a whole lot of places you can receive that many things for that cheap of a price.

Also never said anything about the total span of people who have bought this game, only said that you were arguing that the amount of people buying this game would decrease as it got older and I simply proved you wrong
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BuddyTheElf
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Re: MXS Price

Post by BuddyTheElf »

I wish I could remember more about Price Elasticity of Demand (PED) but this is basically what it is. Depending on whether the product is price elastic or inelastic, lowering the price may not result in an increase in revenue. You only get an increase in revenue when reducing the price if the number of people buying the product increases by a certain amount as a direct result of the price reduction.
wheels1758
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Re: MXS Price

Post by wheels1758 »

mxmadman374 wrote:
Sweendoggy wrote:I pity the fool who loves motocross but doesn't have 43 dollars to his name :lol:
That's not what its all about in my opinion. I bought the game and still play, but it is over priced.

The fact that this is an extremely low budget and low quality Indie game that has never been lowered in price from what is basically the double_a (nearly triple a) price point is astonishing.

We would have a lot more people to race against if the price reflected the overall quality of the product when compared to others in the industry.
Those games that decrease in price are the SAME EXACT game, but years later. If this game had no updates (not models/skins/tracks, but real game updates) then it would make sense for the price to decrease. But this is a game that is in constant development. Find me another game that starts at $42 and gives FREE updates periodically. Sounds to me like you saw the game came out in 2007 and the price hasn't decreased, but you have no idea about the progress of the game over the last 5 years.

Go create a low budget, low quality Indie game then you can decide how much it should cost.
mxmadman374
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Re: MXS Price

Post by mxmadman374 »

wheels1758 wrote:
mxmadman374 wrote:
Sweendoggy wrote:I pity the fool who loves motocross but doesn't have 43 dollars to his name :lol:
That's not what its all about in my opinion. I bought the game and still play, but it is over priced.

The fact that this is an extremely low budget and low quality Indie game that has never been lowered in price from what is basically the double_a (nearly triple a) price point is astonishing.

We would have a lot more people to race against if the price reflected the overall quality of the product when compared to others in the industry.
Although I doubt I'll be the next big indie development sensation, there are quite a few examples out there that I'm sure you're already aware of.

I think, though, something that has been missed in this conversation is that the model's I suggested would have cost the folks who have been around for years a lot more money. It seems as though you believe I'm saying something to the effect that JLV doesn't deserve the money, or more of it. I'm just trying to be a realistic. The world judges a book by the cover, and the price tag.

More money = more/better MXS. I'm simply suggesting that smaller payments over time is a better way in this particular instance. It doesn't scare folks off (like it almost did to the person who started this topic) and it means all 10,000 of those id's could potentially be a customer again.
Phathry25
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Re: MXS Price

Post by Phathry25 »

Well then, I must be King Asshole because I brought the game twice because I didn't think $42 was enough for it.

I love that you assume that JLV's only goal it to make loads of money off the game. I'm guessing he has his reasons for the $42 price tag. 8)
mxmadman374
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Re: MXS Price

Post by mxmadman374 »

I'm certainly still being misunderstood then, since now I'm accused of calling JLV greedy as well. I'll take my leave since I don't think we can benefit from furthering the debate, but just remember that if you had purchased, say, 5 DLC packages - or purchased MXS 3 by now - you likely would have spent about the same amount as buying the game twice.

If I implied that you have to be an asshole to give JLV your money (as I have) then I apologize, it was not my intention. See you on the track =P.
Robert196
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Re: MXS Price

Post by Robert196 »

The Texas Bros have you beat, Mark. :lol:

The game is not overpriced. I've actually won enough that the game paid for itself and then some. You'll never be able to download every track and every bike skin made for the game, either. I suppose you could, but it would take literally forever. So unlimited and FREE DLC and replica tracks and replica championships WITH prizes? I'd pay $100+ for that!
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