In the past and up to now, there's been a variety of different approaches to the pricing of games that offer alpha and/or beta releases before the full game is released.
Some games choose to start off at a low price, and increase the price as the game becomes more complete and playable. Others decide to do the opposite, and price alpha access highly, then decreasing the price as the game gets more complete. Others may decide to have one set price, no matter what state the game is in.
Which approach do you think is best? The Minecraft-style "get in early for a lower price" approach, or that seen with the likes of Planetary Annihilation, which is currently charging $90 for the alpha, which will decrease to $60 for the beta, and (presumably) $30 when the final game releases? (They said these levels were set by their Kickstarter campaign, which is fair enough, however the same basic "charge more for earlier versions" idea still applies, and in fact seems to have been adopted by a lot of KS campaigns)
I prefer the first approach personally, as by buying the game early on in development you're supporting the developer and helping to keep the cash flowing for them to add more things to the game and get it to a more feature complete state. Some developers like to reward that by offering a lower price while the game doesn't contain its full feature set, and I think that's a fair approach if it provides enough income for the developers. I can see the arguments for the "high priced alpha" approach, I don't agree with it personally as I think it punishes people who are excited enough to want to play the game early, but it does keep there from being a huge amount of orders that could lead to complaints from anyone not familiar with how alphas and betas work.
There are pros and cons to each strategy really. Which approach do you prefer?
Some games choose to start off at a low price, and increase the price as the game becomes more complete and playable. Others decide to do the opposite, and price alpha access highly, then decreasing the price as the game gets more complete. Others may decide to have one set price, no matter what state the game is in.
Which approach do you think is best? The Minecraft-style "get in early for a lower price" approach, or that seen with the likes of Planetary Annihilation, which is currently charging $90 for the alpha, which will decrease to $60 for the beta, and (presumably) $30 when the final game releases? (They said these levels were set by their Kickstarter campaign, which is fair enough, however the same basic "charge more for earlier versions" idea still applies, and in fact seems to have been adopted by a lot of KS campaigns)
I prefer the first approach personally, as by buying the game early on in development you're supporting the developer and helping to keep the cash flowing for them to add more things to the game and get it to a more feature complete state. Some developers like to reward that by offering a lower price while the game doesn't contain its full feature set, and I think that's a fair approach if it provides enough income for the developers. I can see the arguments for the "high priced alpha" approach, I don't agree with it personally as I think it punishes people who are excited enough to want to play the game early, but it does keep there from being a huge amount of orders that could lead to complaints from anyone not familiar with how alphas and betas work.
There are pros and cons to each strategy really. Which approach do you prefer?