Don't limit your earnings with fixed pricing

Don't limit your earnings with fixed pricing

Hannu Kuusi bio photo By Hannu Kuusi

I posted this article to Reddit a while ago and got some nice feedback back then.

This post is just a reminder to allow players to pay more if they wish to do so. You might be limiting your earnings if you only allow people to pay certain amount even if they would be happy to pay more. This is not about selling consumables or other in-game item / currency stuff, just about selling the game itself. If it’s possible to implement flexible pricing, it could really be worth the time.

I’ve made several games for kids (published in App Store around 2013) where the game had one playable level and the rest could be unlocked by paying. After I published the first one with set pricing of 0.99 for unlocking all the content, I took some time to revise the purchase screen. Instead of charging just 0.99 I allowed parents to pay what they want, from 0.99 to 3.99. This was simply done with four different in-app products in Apple App Store and buying any of those would unlock the game.

I made a separate purchase view with all the options named based on the amount paid: Small Thanks (0.99$), Big Thanks (1.99$), Bucketful of Thanks (2.99$) and Boatload of Thanks (3.99$) with appropriate graphics for each one.

Flexible pricing
Buttons are not named properly in this screen shot as it was taken during testing.

Also the purchase view was accompanied with positive color and cheerful expressions from the characters in the game. I didn’t expect much to come out of this but was surprised that roughly 15% of the buyers chose the most expensive option, then around 3-5% bought the options between and the rest (~80%) paid 0.99$. The games never sold so much overall but in scale, those up to 20% of sales for higher prices made huge difference.