Unscientific Pricing Poll - What would you pay for KF2?

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Unscientific Pricing Poll - What would you pay for KF2?

  • $9.99

    Votes: 22 3.5%
  • $19.99

    Votes: 93 14.7%
  • $29.99

    Votes: 244 38.7%
  • $39.99

    Votes: 158 25.0%
  • $49.99

    Votes: 61 9.7%
  • $59.99

    Votes: 53 8.4%

  • Total voters
    631

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
There are a few thousands KF fans (including myself) who'll pay any price for the game.
But there are a few millions potential buyers who'll think twice before buying HD remake of KF1 with very limited content at the beginning.
Milking former and then giving up to 75% discount to latter is not a good way to go imo.
 

KaZe_DaRKWIND

FNG / Fresh Meat
Mar 28, 2015
191
0
0
i misread the post, i voted for how much i would pay for early access. subtract a vote for 29.99 and add one to 39.99

also jake has it right about dlc. the first pack was the level up pack, and it was completely tripwire (i'm pushing that phrase, do you like it?).

it added weapons to classes that only had 1 or two weapons at the time, characters, maps, an entire new perk level, hell it was like a mini expansion. i think the second dlc added more of the same, plus the husk ontop of it. i'd say it was a whole new game after that. everything else though...

then suddenly there were alternate dimension steampunk characters the pyro for some reason, neon / gold weapon skins for weapons that already existed, weapons that were in free, whitelisted mods. i hear they paid the modders sure, and i don't question they have a deep respect for modding, knowing tripwire's very orgins, but i dunno, it was kind of lame. and it did a great job of breaking my immersion (not the most realistic and serious game, but still)

i would love to support tripwire by buying a dlc, but, they really need to be meaningful. if it takes 4 or 5 months in between each dlc, i bet you'd find even less people complaining, instead of "oh gee, a golden sledgehammer pack, that'll go great with the pizza eviscerator skin we got three weeks ago". i'm sure to my disgust there will be more chicken suit commando / steampunk characters, but i guess there's really nothing anyone can do if you guys keep buying that crap.

the only exception tot his is harry enfield, that **** was legendary. i still never bought that dlc though

Most, if not all, of their meaningful DLC was free. Likely so that it didn't split the userbase like so many other games with DLC.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
*angry rant*

Explain to me how KF1 and TWI did all the things you mentioned (map packs, DLC, compatibility) on a $20 game.

I can offer you an answer though: it's because lower price points generate more sales than $60 console and AAA publisher prices. That's called actually having your business based on realistic prices instead of relying on the whales of gaming who declare they'll spend a minimum of $60 to feed their habit. The same companies who release everything at $60 are the same people who now do Season Passes and Day 0 DLC. Because simply getting paid top dollar for the game isn't good enough for them. Publishers now need as much money at release as possible, because in 3 months they're going to let go on sale before they move on to their next bloated, overpriced and underdeveloped product. Knowing all that, why would you EVER push to pay the maximum amount someone could potentially ask for?

You also act as though indies are immune to not giving players real value for their money. They're not. They're just as capable of selling you the moon and delivering moon rocks. Do I think TWI is that kind of developer? No. But gone are the days when I'll throw max dollars at a dev out of trust and loyalty.

And for the record, I don't think an arena coop shooter is a $60 game. I just don't. They have so little overhead compared to your bog standard AAA FPS, that were TWI to ask $60 for it, to me that'd be them cashing in on the expectation of a $60 price point. As I said above, I buy so many games now for $5 to $20 from indie developers who give me almost triple digit hours of entertainment. Why SHOULD I decide to pay $60 for an unknown quantity of game? Simply because I like TWI? That's how suckers spend their money, and I feel like the current AAA/Console pricing model is built on suckers and whales.
 
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Gallic_Taffer

FNG / Fresh Meat
Mar 30, 2015
406
0
0
Alesia, Gaul
Reading discussions about video game pricing is such an endeavor, I don't know why. It's one of those topics that has no real solution, yet everyone has the perfect solution for it.

Anyway, after reading this thread and doing some soul searching, 30 burgerbux for the base, 40 for those season pass thingies all you kids these days are tweetering about. Maybe 45 for season pass, I won't settle on a solid number yet. Absolute is how disappointment happens.
 

RuMan

Junior Member
Nov 19, 2012
440
0
0
Bulgaria
steamcommunity.com
Well. I'll never pay 40 euro for a video game.

40 euro = 80 bgn while 400 bgn is the average sallary in my country so to pay 1\4 for a single video game is crazy.

Also the biggest Early Access - DayZ was 20 euro.

If it is 20 euro EA and 40 euro on release it will be ok. But to pay 40 euro to beta test a game ... no.

I will probably die a little bit inside but knowing that in a month the game will be 75% off in CDkey selling websites. I am sorry but I am a smart person and 40 euro for Early Acces is a HUGE NOPE SIGN on such a great game.
 

Deathgrip22

FNG / Fresh Meat
Feb 27, 2015
699
0
0
Explain to me how KF1 and TWI did all the things you mentioned (map packs, DLC, compatibility) on a $20 game.

Easy, the art resources required were extremely low compared to those of modern AAA titles. It's as simple as that. Everyone thinks that the programming side of gaming is the most work intensive. And I mean no offense to the people who work on that. But artistic assets are the most costly aspect of a game, simple because so much has to be scrapped just to be created. Then whats there has to be finalized and implemented. And the more updated the engine is that you're working on, the more complicated that gets. There isn't a way around it.


I can offer you an answer though: it's because lower price points generate more sales than $60 console and AAA publisher prices. That's called actually having your business based on realistic prices instead of relying on the whales of gaming who declare they'll spend a minimum of $60 to feed their habit. The same companies who release everything at $60 are the same people who now do Season Passes and Day 0 DLC. Because simply getting paid top dollar for the game isn't good enough for them. Publishers now need as much money at release as possible, because in 3 months they're going to let go on sale before they move on to their next bloated, overpriced and underdeveloped product. Knowing all that, why would you EVER push to pay the maximum amount someone could potentially ask for?

You've sort of stated two contradictory things:
1 - AAA developers always release games at $60, which generate less sales and
2 - AAA developers always lower the price of the game 3 months later.

So which is it? Either a $60 game is an issue because not enough people will buy it at that price, or it's not because the people who don't buy it at that price will pick it up when it's cheaper 3 months later, generating more sales.



You also act as though indies are immune to not giving players real value for their money. They're not. They're just as capable of selling you the moon and delivering moon rocks. Do I think TWI is that kind of developer? No.

When the hell did I ever, ever say that? Ever? I generally don't play low-graphical-quality titles. With Doom 2 every now and again as the only exception.

Thats why I got into KF1 so late in the first place: I didn't know how much better the graphics were than the screenshots demonstrated and the upgrades I could do with SweetFX.
You are projecting some kind of attitude/perspective onto me, and it's completely inaccurate.

But gone are the days when I'll throw max dollars at a dev out of trust and loyalty.

[sarcasm] Oh, good for you, you bitter poor betrayed wretch of a soul [/sarcasm]

You think, for one second, that you pronounce that you won't spend your money without knowing what your getting, and that is creating an actual deep and compelling point?

As I stated in http://forums.tripwireinteractive.com/showthread.php?t=104034&highlight=price

Online reviewers will tell you if the game is worth your time (and money) in its current state, or not. That is what you are to be basing your purchasing decision on, not the price...
...games in The Sims series will never be for me, even if they gave them to me for free.

...

And for the record, I don't think an arena coop shooter is a $60 game. I just don't. They have so little overhead compared to your bog standard AAA FPS, that were TWI to ask $60 for it, to me that'd be them cashing in on the expectation of a $60 price point.

#1: Saying that an arena shooter isn't worth $60, is first of all an opinion, not at fact, you need to make an argument for your opinion...

Here's an example:
Quake 3 Arena and Unreal Tournament and Counter-Strike (a reason many bought the original Half-Life game yet never played it) titles were $60 and still known as legendary titles of their time, not "overpriced $60 arena shooter, cashing in on the modern expectation of a $60 price point..."
It's fair to say, that going as far back as 17 years ago (1998) that a really god damned good "arena shooter" has been widely accepted to be worth a AAA, $60 price tag.
Because of the quality of what it is, and the value, commonly derived from the product because of it's high quality,
not
what type of game it is.

#2: They have a lower amount of overhead? You don't know how much overhead they have, just as a starting point.

Furthermore: What is that overhead spent on creating?
Is it spent on creating another cookie cutter military FPS game on a barely updated graphics engine of a year ago, with a single-player campaign based on the accumulated psychiatrist-documented wet dreams of Micheal Bay fans, with 12 multiplayer maps shoved in at the end?

Or is it in TWI taking a graphics engine that would be accessible to the most people possible, upgrading it to make it appealing as much as possible to the PC-elite users, creating and balancing and fine tuning as much possible: 8 multiplayer classes, monsters and (difficulty level varied) AI, unique gore system, multiple maps (3 map just in the EA launch, which is 1/4 the number of maps in COD launch titles and 1/3 the maps in BF launch titles) and all the artistic assets.
And creating them with a level of quality that the consumers of the game derive a lot of enjoyment and therefor value?

I suspect the latter.

As I said above, I buy so many games now for $5 to $20 from indie developers who give me almost triple digit hours of entertainment. Why SHOULD I decide to pay $60 for an unknown quantity of game?

You shouldn't.
If the only thing you care about from your game is getting hundreds of hours of gameplay from your $5-$20 purchase, then a $60 KF2 game isn't for you, and wasn't made for you.

There are literally hundreds of old games and modern indie titles that provide many hours of gameplay. They also look like complete s*** when comparing their graphics to modern AAA titles like KF2.

A large part of what you are paying for is the graphical fidelity.

Saying that a game with low graphical fidelity and hundreds of hours of gameplay (KF1 for example)
-- is equal to --
a game with spectacular graphical fidelity and hundreds of hours of gameplay
and therefor they should cost the same,
is like saying
a Hyundai Accent hatchback provides 260,000 Miles of transportation, is equal to a Lexus 460 LS sedan that lasts the same amount of miles, and therfor they should both cost the same amount of money.
The absurdity is absolutely obvious.
The question of why to buy one or the other is based entirely on your cost/benefit calculation as an individual.

However, when the entire staff of the Lexus dealership start laughing until tears stream down their faces because you want to argue them into selling you a Lexus for the Price of a KIA, please upload it to youtube.


Simply because I like TWI? That's how suckers spend their money, and I feel like the current AAA/Console pricing model is built on suckers and whales.

You are proposing an attitude towards purchasing that I don't endorse, and arguing against it. Don't do that.
As for who the AAA games are "built" for, they are "built" for their respective market, based on the purchasing decisions of consumers. You might refer to them as "suckers" while you sit there, smiling smugly, sitting with your SNES emulator ports (or modern low-cost indie equivalents), but that doesn't make them so.

The majority of people who purchase AAA games, are casual users, who aren't so dedicated to gaming that they'll spend money on something they've never read good reviews of.

In that respect, they have more common sense than many of the hardcore gamers who vocally complain about the un-researched purchasing decisions they've made, that have turned out to be bad purchasing decisions. Like buying a sticker-price Dodge Charger SRT because you saw it in a Fast & Furious movie.

Is the game worth $60? Probably, but that doesn't mean definitely.
As always:

1: Wait for review(s).
2: Buy if worth highest price now, or
3: Wait until worth lower price later, or
4: Don't buy at all.

If this is an issue for you, there are several books available with multiple steps toward developing impulse control.
 
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Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
I'm going to do this whole post without swearing or saying gay or anything like that. You should try to chill out.

Easy, the art resources required were extremely low compared to those of modern AAA titles. It's as simple as that. Everyone thinks that the programming side of gaming is the most work intensive. And I mean no offense to the people who work on that. But artistic assets are the most costly aspect of a game, simple because so much has to be scrapped just to be created. Then whats there has to be finalized and implemented. And the more updated the engine is that you're working on, the more complicated that gets. There isn't a way around it.
I'm going to skip around your post a little, but please compare what you just said there to:

#1: Saying that an arena shooter isn't worth $60, is first of all an opinion, not at fact, you need to make an argument for your opinion...
If you're going to hammer facts vs. assumptions, you should practice what you preach.

I also work with and around programmers and graphic artists, so, thanks but I don't need an education.

And again, if you compare what a cinematic big budget shooter has to have to meet expectations, it makes arena shooters with smaller, less scripted levels, less voice acting, 3rd party tech and outsourcing, less multi-national development teams, simpler localization, marketing, q&a managers...I mean have you ever watched the entire end credits of a AAA release? Assassin's Creed Revelations ran for over 20 minutes. Tell me a game like that doesn't have significantly more overhead than a game like KF2 from a company like TWI.

So which is it? Either a $60 game is an issue because not enough people will buy it at that price, or it's not because the people who don't buy it at that price will pick it up when it's cheaper 3 months later, generating more sales.
From their shareholders perspective, they're both problems. Ideally gamers would pay $60 in perpetuity until every last person who wanted it paid full price. From the gamer's perspective, it's a problem (overpriced games) with an eventual solution (they're forced to put them on sale quickly after release because games don't sell for months on end at full price unless they're CoD or Skyrim or some other breakout success. Which is not most games.)

I want things to be priced for what they're worth at the time of release, not on a default assumption of a price point, which is what the AAA market has done traditionally (has gotten better somewhat as they've woken up to the idea of smaller titles.) I don't want TWI to start to assume that because they have a fan base and they've been pretty successful that no one would notice they're playing that game now too. Fans going "I'LL PAY YOU $60 RIGHT NOW" makes that more likely. Would it be wrong? If there's demand, then honestly no. But that's what this poll is about, and you are in a minority opinion. People want the game. Fewer people want to just give them top dollar for it. That could be because they're cheap, they want TWI to prove they can make a game worth $60 before they'll pay it out or because they honestly don't think KF2 is worth that.

When the hell did I ever, ever say that? Ever?
In fact, you didn't. I guess I was reacting to all the swearing at AAA games and companies and publishers. It didn't exactly seem even handed, which is why I made the point.

[sarcasm] Oh, good for you, you bitter poor betrayed wretch of a soul [/sarcasm]

You think, for one second, that you pronounce that you won't spend your money without knowing what your getting, and that is creating an actual deep and compelling point?
Because being snide to me then quoting yourself like you're Moses on the Mount was so much better?

You are reflex telling TWI they deserve the maximum price on their game, because they just DO, because that's how good games HAPPEN. For someone who talks like they're super measured in their buying choices, you're acting like a zealot. And yes, I do think that caring about what you buy and how much you buy it for because of the message it sends to the people who make it IS important enough to state.

#2: They have a lower amount of overhead? You don't know how much overhead they have, just as a starting point.
I know how much overhead they don't have compared to people asking the exact same price for their game.

Furthermore: What is that overhead spent on creating?
I actually agree with you on this to a point. TWI does good things with its money and that's a reason to give them more. And that's why I'm willing to pay them more than I did for KF. How much more? That's what we're "debating."

But this guy: http://i2.kym-cdn.com/photos/images/newsfeed/000/264/200/acb.jpg

Is not a gamer thinking rationally. If you start treating a dev like this consistently, I think the likelihood you start turning them into a AAA dev who does the stuff we don't like becomes a lot more likely. In this case, I go with what I feel, and that is: knowing what kind of game KF is I'd feel weird about paying $60 for it. Because if I'm completely honest, KF2 is the first game from TWI that even looks remotely like a AAA game and I'm really happy about that. But I'm not about to go "Well guys, you've reached the top of the mountain, here's your $60 and let me know when I can pre-order the Season Pass." For all we know, that's all the game ends up being, is a graphical overhaul for the exact same gameplay, and you just paid 200% more on top of the original for what's mostly new graphics and aesthetics, some additional enemies, perks and weapons. KF is good, but it's a pretty narrowly constructed game. And I'm not going to assume it has more depth just because it looks like it does, and pay all the dollars based on that assumption.

If the only thing you care about from your game is getting hundreds of hours of gameplay from your $5-$20 purchase, then a $60 KF2 game isn't for you, and wasn't made for you.
I didn't say that but thanks for doing your own bit of projection on to me. It is the trend of over the last few years though that I buy way fewer $60 games and way more cheaper indie games because how much I enjoy what I'm playing and the care and attention they have to them does feel more in line with what I've paid. Bioshock Infinite, for example, was so basic it was almost depressing, once you got over the visuals. Especially when you'd been following information on it prior to release.

The question of why to buy one or the other is based entirely on your cost/benefit calculation as an individual.
Then why are you ragging on everyone else in your angry rant post about the choice they're making for themselves as individuals? You don't get to be a jerk and then back pedal to "we're all special snowflakes."

Saying that a game with low graphical fidelity and hundreds of hours of gameplay (KF1 for example)
-- is equal to --
a game with spectacular graphical fidelity and hundreds of hours of gameplay
and therefor they should cost the same,
is like saying....
Are you on the TWI development team? Know what they paid for mocap? Know how cost-effectively they enhanced the engine over the last couple of years? How much better or faster their art pipeline is? How much more they're either paying the same artist for getting better, or how much more they're paying new artists? I'd like you to refer back to your own statement about assumptions vs. facts based on the visible evidence. And then I'll say: I see a better lighting engine, mocap animations, weapon animations recorded at 200 FPS, new skeletons, gib system, better textures and the blood decal tech.

I said I'm willing to pay them more than KF but that's commensurate on how far I feel things have come compared to KF. KF2 is definitely a stunning looking game. It also looks and plays exactly like KF from what we've seen. They didn't add a SP campaign or new ways to do MP that we know of. The game has grown laterally rather than vertically. And I'm opening my wallet more to the same degree.

You are proposing an attitude towards purchasing that I don't endorse, and arguing against it. Don't do that.
Then maybe we're not as far apart as either of us believe. But just because KF2 looks great doesn't not mean I'm going to stampede from $20 for the original to $60 for the sequel. That seems like a fan reaction rather than an informed buyer reaction. I want TWI to succeed and I have no doubt that they will. But there's a limit to how much I'm just going to throw at them.

That's part of the reason I like indie games. I actually feel like I have some input in how I pay, rather than AAA games which are generally like "Pay $60 now to get most of the game, $90 to get all of it with all our DLC, or wait until it goes on sale in 3 to 6 months and we no longer care about it because it didn't break sales records." Is it any wonder I wait for sales then? Companies living and dying off release sales is bad, IMO, and it's the #1 thing I hate about the gaming economy because it fuels the hype to irrational degrees like we're in the Gold Rush or something. So I choose to actively not participate in that kind of behavior until my inner fan can't help itself. And that's gotten rarer, and rarer as the years have gone on. I like TWI, and I've been around their games a while now because of it. But I'm not going to contribute to the pattern because of that.

Maybe it's just because I've been doing so many Kickstarters the last couple of years, I'm a lot more sensitive to what people say they need for their game and what I get out of it. There's also plenty of "Pay out the nose for the good of the dev studio" there too, and there have been some pretty spectacular disappointments because of it. It's part of the reason I'm increasingly unwilling to give more than feels sensible out of trust or wishful thinking.

1: Wait for review(s).
2: Buy if worth highest price now, or
3: Wait until worth lower price later, or
4: Don't buy at all.
That's all after the fact though isn't it. This is about affecting the price point, now. Maybe I don't want to wait until the market forces the price down, maybe I want it to release a price that is palatable. And based on the polls, I'm not alone on that.

You said earlier that the reason TWI did so well with KF at $20 is because, essentially, you believed it was dirt cheap for them to make. They've said that's part of it. But to me it's always been about what you see vs. what you're being asked to pay right now. KF did really well in that regard. People saw an interesting looking game at a price that surprised them and they want "LETS DO IT." That helped KF be a phenomenal success.

Imagine what people would think when they saw what looked like a $60 game going for $30, or $40. They'd be like "no way it can be that good." And they'd buy and find out it really is that good, tell their friends, yadda yadda. I think that's better for sales and helps TWI and the game stand out more than slapping a $60 price tag on it and trying to prove to everyone else that the game is worth it. When so many gamers have been burned so many times on big budget titles, it's created a segment of the population just won't buy that price despite being able to afford it and wanting the game. And since this is all about TWI getting the most money possible, equitably, I think a lower price point works for them in many, many ways.

They knew they couldn't get away with a $60 price on KF, and I'd hope they didn't believe it should get that much. KF2 looks like a $60 game now but I'd hope they still believe in getting fans a great game at also a great, accessible price because it's what's equitable. If TWI actually needs KF2 to sell for $60 to make ends meet and make a reasonable profit, I'm willing to give them that for all the fun they've given me over the years. But if they're willing to lower the price to set themselves apart from the crowd and the continued inflation of the cost of gaming (to the $60 + Extras price point), I'd appreciate that more, especially when they can make a good profit doing it.

If this is an issue for you, there are several books available with multiple steps toward developing impulse control.
You know, for a little bit there, you actually weren't posting like a jerk. It'd be nice if you respond with more of the former and a lot less of this. I'm sure you're an intelligent individual and I'm not looking to make any points for trying to make you feel stupid. Do me the same courtesy at least.
 
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Theobaldus

FNG / Fresh Meat
Mar 16, 2015
77
0
0
Italy
KF1 is 20 bucks. Why would they just add 5 more Dollars for their sequal?

I was thinking about KF2 EA, which will have 3 maps and 4 perks. We are talking about an "actual" EA (a temporary phase, not just a shield against criticism), so I personally think 24.99 would be okay. The full game with all weapons/maps/ect? Even 39.99 ;)
Should the price be the same for EA and full retail? I don't know, honestly. You could say "pay less for less and for trusting TWI", but that would make TWI lose the extra profit.
You could say "pay more now for the whole incoming set and for trusting TWI", but then some users could choose to wait to have that extra content included. As I already wrote, I don't know, I'm no economist. But TWI will make the right choice about this. This I know. :eek:
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
My sense of EA is that it can undercut your release sales because many of your fans already dipped their toe in. You get that "now fully released" blip on Steam, but not as strong as your EA release. So going with your full release price in EA seems like a good way to hedge your bets.
 

Thaon

FNG / Fresh Meat
May 10, 2014
52
0
0
My guess is $34.99 full release.


EA will be -5% or -10%, along with an exclusive skin or similar for riding out the bumps along the way.

My sense of EA is that it can undercut your release sales because many of your fans already dipped their toe in. You get that "now fully released" blip on Steam, but not as strong as your EA release. So going with your full release price in EA seems like a good way to hedge your bets.


Gotta remember that KF2 will use skin and gun packs to generate Dosh, so the initial price loss won't be as heavy as you think. In addition, according to the PC Gamer videos, KF2 also has accessories to play dress up with (hats, sunglasses, etc.). And, if KF2 becomes quite popular, we could see TF2's hat craze all over again.


People (like myself, unfortunately) like to buy skins and gun packs quite a bit. Especially on games and developers I (we) want to support. My real concern will be the pricing and quality of upcoming DLC for the game. Though, I should have no issue with it if its similar to KF1's DLC, personally. Considering that TWI continues KF1's trend of free, high-quality updates to the game.
 
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Haagis

FNG / Fresh Meat
Apr 1, 2015
15
0
0
I think I would pay anything for this since I am a big fan of the original killing floor. But if I wanted my friends to buy killing floor 2 I think the best price for this game would be $35. It's indie game so $50 price would be out of question if I have to convience my frinds to buy this. They would propably wait until sales if it was $50. If you want newcomers to be interested, then it would be $35.
 

kliziflip15

FNG / Fresh Meat
Mar 31, 2015
498
1
0
I am willing to give my wife, my father, my sister, my 2 attractive female friends and my soul for a copy of KF2