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Signup + An account already exists for this email address, please log in. Subscribe to our newsletterNick Kaman of Peak co-developer Aggro Crab made a seemingly silly, very fair point when he reckoned that "eight bucks is still five bucks" when it comes to indie game pricing and player perception. Games director Mat Piscatella of analyst firm Circana says the idea is very real, and reaches way beyond the indie space, especially at a time of enormous price fluctuations in games.
Piscatella got onto the subject of price stability in a recent interview with GamesRadar+. Previously, he's noted a widening range of prices in games, including each year's top-selling games, and we're only seeing that widen with games in the single-digit range moving millions copies while more AAA games push the $70 and $80 ceiling and AA games sit happily at $40 or $50.
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Peak is $8 because the devs wanted you to see a $5 price tag and, hey, "eight bucks is still five bucks"
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"Silksong charged $5 more, 9 years later, and people lost their minds": Indie dev says pricing is actually really easy
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The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"
Peak, an $8 game that wanted to present as a $5 game, is an interesting example here. "I don't know how mechanically true that is, but I get what they're going for," Piscatella says of Kaman's comments. "You just try to find the right price point that fits. You can't science it all. Sometimes vibes pricing is OK." (More seriously, it's also an example of how games can, without massive content changes, seek to eke out more revenue at a time where way more games are coming out, but not much more money is being spent on games each year, and it's especially relevant for games that already appear cheap.)
"Vibes pricing" is a very real phenomenon across the games industry, Piscatella reckons, calling Kaman's comments a "little showing behind the curtain" at how prices are chosen, and often un-chosen and chosen again.
"A lot of video game players will think, 'Oh, they have these suits and they're running these hyper sophisticated pricing models on whopper computers,'" Piscatella says. "OK, there's a little bit of that. But a lot of it is also, 'I don't know, is this a $60 game or a $70, $80 game? How much? Is this good? What do you think? I don't know. 70 bucks seems right. All right, we'll try that.' There's a lot of that too. A lot of art with the science when it comes to pricing."
Sign up to the GamesRadar+ NewsletterContact me with news and offers from other Future brandsReceive email from us on behalf of our trusted partners or sponsorsBy submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.Ask players how games should be priced and you'll likely get a thousand different answers – genre, length, replay value, in-game monetization, graphics, production cost, multiplayer, or even Early Access progress. The only hill I'll die on is that 'hours of fun per dollar' is a silly way to go about it.
PC gamers and Steam customers are "a really bright spot" as the games industry struggles with pricing and sustainability, analyst says: "We can look at an audience that's excited to try new things."
CATEGORIES PS5 Xbox Series X PC Gaming Nintendo Switch 2 Platforms PlayStation Xbox Nintendo
Austin WoodSocial Links NavigationSenior writerAustin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.
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Peak is $8 because the devs wanted you to see a $5 price tag and, hey, "eight bucks is still five bucks"
"Silksong charged $5 more, 9 years later, and people lost their minds": Indie dev says pricing is actually really easy
The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"
PC gamers and Steam customers are "a really bright spot" as the games industry struggles with prices, analyst says
AAA games like the $70 Ghost of Yotei are really just for "more affluent people," says analyst, as soaring prices push players toward free games and Fortnite: "People just don't realize, because they're not paying attention"
Silksong is shockingly cheap at just $20, but Team Cherry says it just tries to "price the games at a reasonable level for people," man
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