Official Xbox Live Arcade Thread

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MercuryLS said:
I haven't been following XBLA recently (in the last few months to be exact), what are some recent titles that I should check out? I'm trying out the golf game right now.

Schizoid is pretty damn awesome. It's like a dual-stick shooter, except you don't shoot anything. Basically you have two little "ships", which can both move in 360 degrees. One is orange, one is blue. There are blue enemies and orange enemies. Blue can only kill blue, orange can only kill orange. Mayhem ensues. There are several modes--you control one, CPU controls one... co-op... and Uberschizoid, where each stick controls one ship. It's really challenging and highly entertaining. 120 levels, $10.

Puzzle Quest price dropped from $15 to $10.

Ticket to Ride is a board-game adaptation. The game centers around building train routes across America using cards that you draw. The game adaptation is not perfect, but I like it even more than Carcassone or Catan, putting it firmly on top of the XBLA board game pile. I'm not sure if the demo is very representative or not. $10.

Geometry Wars 2 came out last week. Mega-dose of extra modes and content, same trippy visuals. $10.
 
FightyF said:
As far as rising game prices are concerned, I think that as users we should pay for these games what we think they are worth to us. Unfortunately for developers, this doesn't equal the amount of effort put into the game.
I don't think it's a stretch at all to think that a ton more general effort was put into a lavishly hand-drawn 2D game by a dev with a skeleton crew and little corporate backing than was put into a retread of an existing game (an awesome retread, granted) featuring wireframes of basic shapes on a black, one-screen background, developed by an experienced developer with a large staff and bankrolled by a massive publisher.
FightyF said:
I think that a slight increase in 200 pts or so would have been more appropriate. A 400-600 increase is simply too jarring considering the prices of games released during the last 3 years.
Penny Arcade did just super at 1600. Lumines and Puzzle Quest did likewise at 1200. Those games came out long enough ago to set a precedent if that's what they were intended to do... but they didn't, the overwhelming majority of games released since are still under $10.

I just don't see the angle some of you seem to be approaching this from, wherein MS saw a new IP in a very niche genre by an independent developer and said "That's the one, that's our trojan horse to get people to pay more for games!"
 
Damn. I don't know why all of you guys are so giddy about 4-player co-op, co-op, which has become a standard for this generation. Also, they Say Braid is short as hell. It should only cost $10.
 
HolyStar said:
Damn. I don't know why all of you guys are so giddy about 4-player co-op, co-op, which has become a standard for this generation. Also, they Say Braid is short as hell. It should only cost $10.


dont buy it and stop bitching.
 
HolyStar said:
Damn. I don't know why all of you guys are so giddy about 4-player co-op, co-op, which has become a standard for this generation. Also, they Say Braid is short as hell. It should only cost $10.
I don't know why you're so damn sure that anything over a certain price point is part of some grand scheme to screw you over, and couldn't possibly be a case of the people involved asking what they think is a fair price for their effort.
 
For people in Europe, at what time are new XBLA titles usually up on the marketplace?
I'm thinking about staying up / going up early to get and play Braid, but i got no idea at what time it's actually released.
 
Railer said:
For people in Europe, at what time are new XBLA titles usually up on the marketplace?
I'm thinking about staying up / going up early to get and play Braid, but i got no idea at what time it's actually released.


between 10 am and 11 am, dont stay up.
 
Brakara said:
So, where can I download Half-Life for free on Steam? Last time I checked, it was $9.99.
I can gift Half-Life to you, then you can download it for free on Steam.

Oh yeah, I bet that just blew your mind.
 
HolyStar said:
Damn. I don't know why all of you guys are so giddy about 4-player co-op, co-op, which has become a standard for this generation. Also, they Say Braid is short as hell. It should only cost $10.

4-player LOCAL co-op + game with a sense of humor/style + pizza + beer + couch + 3 friends > usual FPS co-op bullshit.

Quit bitching and don't buy it.
 
Has a price been announced for Galaga Legions yet? I thought that I read that it was at 800, but I couldn't find confirmation of that anywhere...
 
pswii60 said:
GT5P wasn't any cheaper on the PSN store than it was in the shops. Albums aren't generally cheaper on iTunes than they are in the shops. It doesn't work like that.

Ignoring the fact that albums are generally cheaper on iTunes, I wasn't calling for a change in price. I was just stating that there's a difference in perceived value, for better or for worse, between disc-based games and downloadable games.
 
JLateralus said:
Has a price been announced for Galaga Legions yet? I thought that I read that it was at 800, but I couldn't find confirmation of that anywhere...

I just noticed how great that game looks. Braid is actually pretty fun too (nice soundtrack). Of course im holding onto all my points for Bionic Commando and Castle Crashers first.

Really hope the 3d Bionic Commando turns out great. Rearmed is supposed to unlock Rad in the 3d game right?
 
http://www.videogamer.com/news/06-08-2008-9020.html

Rare: XBLA GoldenEye 'locked in no man's land'
By James Orry - 06/08/2008 - 3:57pm GMT

'It's probably going to go down in the annals of gaming history as one of the big mysteries'.
goldeneye 2 - Rare: XBLA GoldenEye 'locked in no...

Speaking to VideoGamer.com at last week's Develop conference in Brighton, Rare senior software engineer Nick Burton has expressed his own disappointment regarding GoldenEye for Xbox LIVE Arcade.

Last we'd heard the supposed project to bring the classic N64 FPS to XBLA had collapsed, despite the game being almost complete. Rumours indicated that Microsoft and Nintendo were unable to reach a financial agreement that would see the Nintendo 64 game released on the Xbox 360.

"That was a tricky one. To be fair, I kind of wished that the differences got sorted out, but obviously there's the licensing issue for Bond, even if it's something that's already come out," said Burton. "It's incredibly hard to solve because there's so many licence holders involved. You've got the guys that own the license to the gaming rights now, the guys that have the licence to Bond as an IP, and there are umpteen licensees."

Burton continued: "... but for me I just kind of thought that we'd never manage it, never quite make it. But the feeling's not too bad really. It's what it's like as a games developer. You have to treat something that's not seen the light of day as a prototype. I've had, what, four or five things that never happened. It's funny that we don't even talk about them a lot of the time, because you think, well, we might revisit it."

So what of the future regarding a possible release? Burton says it's not in Rare's hands.

"The ball's not in anybody at Rare's court really. It's squarely in the license holders' courts. It's a shame. It's kind of locked in this no man's land. There's nothing on LIVE Arcade, there's nothing on Wii," he explained.

"It's just what happens legally sometimes. Not necessarily with games, but you see it with music and films. Things get locked in this legal limbo. Even most of the parties involved, probably all the parties involved want to solve it. It's such a complex issue."

He added: "It's probably going to go down in the annals of gaming history as one of the big mysteries."
 
August 6, 2008 - Blazing Lizard, represented by Flashman Studios, is proud to announce Pirates vs. Ninjas Dodgeball, a critically acclaimed action-packed arcade title, has been named a winner at the Austin Independent Games Festival (IGF). In honor of the prestigious recognition, Pirates vs. Ninjas Dodgeball will be exhibited at the Austin Game Developers Conference from September 15th to 17th.

Pirates vs. Ninjas Dodgeball, coming exclusively on the Xbox Live Arcade for the Xbox 360 video game and entertainment system from Microsoft, transforms the innocent childhood game of dodgeball into a vindictive, heart-thumping battle between outlandish groups of characters including ninjas, pirates, zombies and robots! Characters must use a red rubber ball to tag opponents out of the game, but can also utilize a variety of weapons, including ninja and pirate swords, to harm enemies along the way. Pirates vs. Ninjas Dodgeball battles take place in several different arenas that all promise to add unique challenges to gameplay from sandy beaches and snow capped forests to a spooky graveyard.

Pirates vs. Ninjas Dodgeball Features:

-Gameplay and graphics enhanced using Infyrno game engine
-Multiplayer support: 4 players (local) / 8 players (online) / 4-player co-op modes
-4 teams of characters: Pirates, Ninjas, Zombies and Robots
-4 detailed arenas
-Numerous unique abilities and weapons hosted by each character

For more information about Blazing Lizard please visit: www.blazinglizard.com. For more information about Pirates vs. Ninjas Dodgeball please visit: www.piratesvsninjas.com.

ABOUT BLAZING LIZARD:
Founded in March of 2007, Blazing Lizard, Inc. is a videogame development studio focused on bringing highly original and creative titles to the home console and digital download arenas. Its founding members Sandeep Shekar, Jiovanie Velazquez, and Christopher Stockman are all game industry veterans and bring a combined 30+ years of experience to the development table. Some of the titles the Blazing Lizard team was instrumental in developing include The Punisher (PS2, Xbox), the Red Faction series (PS2, PC), Saints Row (Xbox360) and many more. As a cohesive team, they are now dedicated and focused to applying their creative, technical, and artistic skills to create high quality, highly entertaining titles. For more information, please visit www.blazinglizard.com

ABOUT FLASHMAN STUDIOS:
Flashman Studios represents game developers and intellectual property in the interactive entertainment industry with a particular focus on the videogame market. Flashman Studios offers clients a wide range of expertise, including corporate strategy, sales, marketing, public relations, business development, corporate finance and mergers/acquisitions by utilizing the strength of a team-based approach and strong industry relationships. For more information on Flashman Studios please visit: www.flashmanstudios.com
 
Team Xbox pulls the curtain off a couple of here-to-fore underground games.

Team Xbox goes hands-on with Crazy Mouse

http://previews.teamxbox.com/xbox-360/2077/Crazy-Mouse/p1/

In its day, Pac-Man was the start of the maze-chomp genre, but also influenced a rash of similarly styled titles from other gamemakers. You just don’t see many new ones these days.

That’ll change when Ultizen Games’ Crazy Mouse makes it to Xbox Live Arcade.

This new title has you guiding a mouse through a 2-D, overhead-view map, endeavoring to grab and eat more food pieces that are lying in the walkways, so you can score more than your opponent.

There are numerous variations in Crazy Mouse, however, that set it apart from Pac-Man. Here you can also pick up items, such as a boomerang to daze your opponent for a few seconds (or you, if you don’t throw carefully). You can also push the A Button while you’re running to do a little sprint—but be careful, because if you hit a wall or object at too high a speed, you’ll become dazed and lose some of your food gatherings.

Single-player gameplay consists of a Story Mode, that puts you into sequential puzzles to earn more points than your opponent, which earns you a score (and rank) on each puzzle; and Battle Mode, in which you complete against a number of AI mice for who can rack up the most points in the shortest time.

Multiplayer is also supported in Crazy Mouse, with up to four players (locally or online via Xbox Live) let loose in the same maze to compete for the highest score. Food items and power-ups respawn regularly to keep the pace high throughout the entire battle.

Obviously, the controls are simple for what you’re required to do: It’s mostly just moving the stick to navigate your mouse, with a couple of button presses to speed you up or use an item.

Of course, Crazy Mouse comes with XBLA-standard 12 achievements for a total of 200 Gamerscore points. There’s a good mix of relatively simple to extremely challenging in the list, which is posted at the end of this preview.

While we don’t have a firm release date from Ultizen, Crazy Mouse has received an ESRB rating, which usually indicates it’s close to shipping. Once we know more about when the game is coming out, we’ll pass that on, as well as any other details that may come to us.


Achievements

One Small Bite for Mousekind—Clear any stage with a rank of A or better. (10 points)

Gastronomy Graduate—Complete the single player campaign. (20 points)

Ultimate Gastronomist—Clear all stages with S rank. (25 points)

Gourmet Duo—Win a match in Live Team Match. (15 points)

Chomp Champion—Take a total of 10000 bites in the single player campaign. (15 points)

Crikey!—Use boomerangs to make a 3-combo-hit on your rival in single player campaign. (20 points)

Chubby Mouse—Build a 100 Bite Chain. (15 points)

Crazy Skill—Clear Stage 16 by eating up all 3 foods without using any item. (15 points)

Satiated—Score 3500 points in a single player level. (15 points)

Champion—Get first place in a tournament match. (15 points)

World Food Party!—Complete 50 Live multiplayer matches. (20 points)

The Sweet Taste of Victory—Get first place in a ranked match. (15 points)

First screeenshots of Crazy Mouse

http://screenshots.teamxbox.com/gallery/2100/Crazy-Mouse/p1/

Team Xbox goes hands-on with Domino Master

http://previews.teamxbox.com/xbox-360/2076/Domino-Master/p1/

Dominoes as a game has been around for hundreds of years. Lately, it’s certainly been overshadowed by the variety of genres and titles of video games that are available, but, like games such as checkers and chess, dominoes are still enjoyed by many people as a fun pastime. It’s that audience—and, in the hope of publisher/developer TikGames, expanding beyond that to others it might interest—that is the main target of the upcoming Domino Master on Xbox Live Arcade.

The title certainly fits in TikGames’s catalog, In fact, Domino Master was initially released by the company for PC players. But TikGames understands that XBLA could very well bring it to a new crowd of players who might be willing to spend $5 or $10 to add the game to their hard drives. This is the same developer behind Texas Hold’em Poker on XBLA, as well as the forthcoming XBLA releases, Minesweeper Flags (which it also will publish) and Interpol. The latter title is slated to be released under the Sierra banner—though the recent merger that brings the label under the Activision Blizzard umbrella means that it might be released by the new company or instead could be sold off for publishing by another company.

Domino Master contains five variations of dominoes with full tutorials of each mode. Mitzi McGilvray, TikGames’s VP of casual games, told me that the company has tested its tutorials with young kids to see if they can adequately pick up on the gameplay after using the tutorials, and it appears that Domino Master is passing the test. It also helps that, during a regular game, Domino Master gives you other help, such as showing your what pieces are usable for that turn, as well as any potential moves you can make.

The five modes are Standard, where the players need to remove their dominoes from the board until one person has cleared out their tile tray; All 5’s, which has players scoring by having the end dominoes on the board divisible by 5; All 3’s, which similarly gives scores for making a move to have the end dominoes total a multiple of 3; Bergen, which is a variation requiring players to clear dominoes and gives points when the end tiles have a number match; and Mexican Train, the interesting mode that has you attempting to create a run of tiles by matching the end numbers one after the other until the tile tray is cleared. The latter mode is perhaps the most fun, due to its dynamic gameplay and its fit as a good multiplayer contest.

If you find that the AI players are too easy to beat, there are three difficulty settings (Easy, Master and Guru) that really crank up the challenge. Additionally, each mode has a detail settings screen, which enables you to mess with the rules that you’re goverened under. (In multiplayer, all players must confirm the use of rule changes by all agreeing to any setting change.)

Speaking of multiplayer, these adversarial battles against others support gameplay for up to four players. Of course, the most exciting aspect is that, taking on humans means there’s little to no predictabiliity in their moves, which opens up the gameplay even more.

Domino Master can also be “reskinned” through the addition of other tilesets. The game will ship with a few, but TikGames promises that others will be added for download, so that you can tailor the board’s look to your liking—though it doesn’t force the decision on your opponent’s desires or whims.

The achievement list is also likely to be challenging, as some require a fair amount of gameplay to take them down. If you’re a dominos fan—or willing to try and become one—you won’t mind playing to try and pull out the toughest ones. The full list is below, so you can plan ahead.

Mexican Train is an exciting, unique gameplay mode..


I played Domino Master for a while and was hit by how easy it was to learn how to make moves under each rules set, as well as what differences there are in the gameplay modes. For me, it might not take the place of such heavily anticipated releases as Gears of War 2, Rock Band 2 and Star Wars: The Force Unleashed when each of those hit store shelves. However, it seems to make a great, entertaining challenge despite its “casual game” labeling.


Achievements

First Win—Win a game in single player. (10 points)

Beat the Masters—Win 10 games against Master level AI(s). (15 points)

Guru Beater—Win 40 games against Guru AI(s). (20 points)

Doubles—Win at least 1 round with at least 1 of each double placed last. (15 points)

Super Blocker—Win 30 blocked rounds. (10 points)

Perfect Game—Win a game without drawing. (20 points)

All 5’s Winner—Win 50 All 5’s games. (10 points)

All 3’s Winner—Win 30 All 3’s games. (10 points)

Real Win—Win a multiplayer game. (10 points)

Domino Explorer—Win a game in all game modes at least once in both Single Player and Multiplayer modes. (15 points)

Mega Player—Win 5 rounds in a row. (25 points)

All 3’s Guru—Get 36 points 3 times (when playing All 3’s game with double 9 domino set). (40 points)


First Screenshots of Domino Master

http://screenshots.teamxbox.com/gallery/2099/Domino-Master/p1/
 
Shig said:
I just don't see the angle some of you seem to be approaching this from, wherein MS saw a new IP in a very niche genre by an independent developer and said "That's the one, that's our trojan horse to get people to pay more for games!"

Were you aware that Jonathon Blow preferred a price point of 800 pts, but MS was pushing for 1200 pts?

Clearly, MS is wanting to squeeze more profits out of XBLA games.

I think Blow recognized how long the game was, how limited the replay value is in comparison to other titles. He knew the game didn't feature multiplayer...so he came up with a fair price.

I love the game, but I think 1200 pts was a bit too much and could justifiably turn away potential buyers. 800-1000 would have been more appropriate, IMO. I know for a fact that MS lost sales when they chose that price. On the other hand, they knew that this would be a critically acclaimed game.

So when people complain about the price, I can't argue with them. They have a valid reason. This is the risk MS took, in the name of maximizing profits. Will it have paid off? We'll see.

Whether this game is a "trojan horse" to raising prices, I didn't really say that. All I'm saying is that there is clearly a trend of game prices increasing, and I think that trend is not a bad thing. Games like V8 XBLA should probably cost more than 800 pts. What I'm saying is that it seems that the prices have gone up by too large of an increment too soon. If Castle Crashers ends up being 1600 pts, I really think people will react negatively, despite the fact that considering all that it offers, with online play, lots of replayability, it is probably worth that price.
 
FightyF said:
Were you aware that Jonathon Blow preferred a price point of 800 pts, but MS was pushing for 1200 pts?

Clearly, MS is wanting to squeeze more profits out of XBLA games.

I think Blow recognized how long the game was, how limited the replay value is in comparison to other titles. He knew the game didn't feature multiplayer...so he came up with a fair price.

I love the game, but I think 1200 pts was a bit too much and could justifiably turn away potential buyers. 800-1000 would have been more appropriate, IMO. I know for a fact that MS lost sales when they chose that price. On the other hand, they knew that this would be a critically acclaimed game.

So when people complain about the price, I can't argue with them. They have a valid reason. This is the risk MS took, in the name of maximizing profits. Will it have paid off? We'll see.

Whether this game is a "trojan horse" to raising prices, I didn't really say that. All I'm saying is that there is clearly a trend of game prices increasing, and I think that trend is not a bad thing. Games like V8 XBLA should probably cost more than 800 pts. What I'm saying is that it seems that the prices have gone up by too large of an increment too soon. If Castle Crashers ends up being 1600 pts, I really think people will react negatively, despite the fact that considering all that it offers, with online play, lots of replayability, it is probably worth that price.


Did you also read the part about how much money he owes from borrowing to get the game out? Selling it at 800 points wouldn't probably get him enough on a return.
 
FightyF said:
So when people complain about the price, I can't argue with them. They have a valid reason. This is the risk MS took, in the name of maximizing profits. Will it have paid off? We'll see.

Unfortunately, we'll never know if it was the right price for maximizing profits. We can speculate, but we'll never know for sure.
 
Sure, it'd be nice if the Braid was 800 pts. But as far as I'm concerned the game -- even with its limited amount of hours -- is worth the 1200 points and more. While Portal might be cheaper when it finally arrives on XBLA it wasn't as cheap when it was released. Both Portal and Braid are cases of fantastic short games that probably only would lose if they were twice as long. They might be short, but they're solid right through.
 
Rottweiler said:
Did you also read the part about how much money he owes from borrowing to get the game out? Selling it at 800 points wouldn't probably get him enough on a return.

It could be if it sells a lot more than it does at the current 1200 pts. If a 800pts game sells twice as much as a 1200 pts game, then obviously you'd have more revenue at 800pts.

Brakara said:
Unfortunately, we'll never know if it was the right price for maximizing profits. We can speculate, but we'll never know for sure.

Agreed.

Another benefit of a 1200 pt pricepoint is the possibility of a price drop (limited time sale, or permanent) in the future if the game doesn't sell as well as expected. It allows MS to test the waters, and see if people are biting.
 
Here is an interesting bit of news that was apparently so low key everybody missed it.

http://en.wikipedia.org/wiki/Carbonated_Games


According to the Wikipedia entry on Carbonated Games, the studio apparently got dissolved about 3 months ago and literally nobody else noticed. There is a bit of credence to this as the Carbonated Games Website now redirects to the larger Microsoft Casual games Website.
Still, if Carbonated Games is indeed gone is does beg the question as to who is developing UNO Rush and who exactly finished Fable 2 Pub Games.
 
Has anyone posted that the Fable 2 Pub Games have been confirmed for August 13th?

http://community.lionhead.com/blogs/fable_2_development/archive/2008/08/07/2999121.aspx

Fans eager for a head start will have the opportunity to test their luck in the Xbox LIVE Arcade title developed exclusively for “Fable II,” available on Aug. 13; those who pre-order a copy of “Fable II” at participating retailers will be given free access to download the “Fable II” Pub Games, or they can be downloaded without pre-order via Xbox LIVE for 800 Microsoft points. The high-stakes casino-style pub games, titled “Fortune’s Tower,” “Keystone” and “Spinnerbox” will offer players the opportunity to start earning a bounty of gold and treasures to fund their adventures in “Fable II,” ahead of the title’s release on Oct. 21.
 
FightyF said:
It could be if it sells a lot more than it does at the current 1200 pts. If a 800pts game sells twice as much as a 1200 pts game, then obviously you'd have more revenue at 800pts.



Agreed.

Another benefit of a 1200 pt pricepoint is the possibility of a price drop (limited time sale, or permanent) in the future if the game doesn't sell as well as expected. It allows MS to test the waters, and see if people are biting.

I still have yet to try the demo, pretty much do not see the point as I wont pay 1200 for the game.

Shame really as its the same with Puzzle Quest, loved the DS version but wont pick it up for 1200 on arcade.
 
c2morg said:
I still have yet to try the demo, pretty much do not see the point as I wont pay 1200 for the game.
Does the extra few dollars really mean that much to you that you'd deny yourself an excellent game?

It's like never going to a restaurant because McDonalds is a few dollars cheaper.
 
Teknoman said:
ahcharacter.jpg
Win.
 
Psychotext said:
Does the extra few dollars really mean that much to you that you'd deny yourself an excellent game?

It's like never going to a restaurant because McDonalds is a few dollars cheaper.

I have like 45+ live arcade titles, its principle, not being tight with my cash.
 
c2morg said:
I have like 45+ live arcade titles, its principle, not being tight with my cash.
You want the game, and you have no ther game like it, yet you refuse to purchase it over $5 extra?

Your loss. You suffer. And you'll continue to want.

Maybe if some of you understood what it takes to create an original title like this. But whatever. Who cares right? The game isn't worth as much as a large pizza.
 
FightyF said:
It could be if it sells a lot more than it does at the current 1200 pts. If a 800pts game sells twice as much as a 1200 pts game, then obviously you'd have more revenue at 800pts.
That's a colossally huge "if" that almost never comes to fruition in standard economics.

You tell me to read what Blow wrote and then you selectively choose which of his writings fit your argument. Read the part where he discusses how Space Giraffe probably lost money despite being priced at the bare minimum. There is not some magical infinite pool of consumers to draw from that grows exponentially based on price, there are people interested in paying for a certain type of game and then there are ones that are simply not interested at any price. "People that are in the market for quirky downloadable puzzle-platformers for XBLA" is a small niche and most people that fit into it are informed about Braid, what it offers for the price, and consider it a fair value proposition. There are still fence-sitters within those ranks, yes, but the notion that they would be prompted to jump to action over a $5 difference and immediately offset the profit disparity is a fairly unlikely bet, they would be a slow burn at best. The possibility of a price drop to cater to that end and renew interest more effectively is probably the better option as far as lengthening the long tail goes.
 
Shig said:
That's a colossally huge "if" that almost never comes to fruition in standard economics.

You tell me to read what Blow wrote and then you selectively choose which of his writings fit your argument. Read the part where he discusses how Space Giraffe probably lost money despite being priced at the bare minimum. There is not some magical infinite pool of consumers to draw from that grows exponentially based on price, there are people interested in paying for a certain type of game and then there are ones that are simply not interested at any price. "People that are in the market for quirky downloadable puzzle-platformers for XBLA" is a small niche and most people that fit into it are informed about Braid, what it offers for the price, and consider it a fair value proposition. There are still fence-sitters within those ranks, yes, but the notion that they would be prompted to jump to action over a $5 difference and immediately offset the profit disparity is a fairly unlikely bet, they would be a slow burn at best. The possibility of a price drop to cater to that end and renew interest more effectively is probably the better option as far as lengthening the long tail goes.

In any case, it's sold over 15,000 so far, netting Blow quite a chunk of change. Here's hoping we get more from him in the future.
 
Shig said:
That's a colossally huge "if" that almost never comes to fruition in standard economics.

You tell me to read what Blow wrote and then you selectively choose which of his writings fit your argument. Read the part where he discusses how Space Giraffe probably lost money despite being priced at the bare minimum. There is not some magical infinite pool of consumers to draw from that grows exponentially based on price, there are people interested in paying for a certain type of game and then there are ones that are simply not interested at any price. "People that are in the market for quirky downloadable puzzle-platformers for XBLA" is a small niche and most people that fit into it are informed about Braid, what it offers for the price, and consider it a fair value proposition. There are still fence-sitters within those ranks, yes, but the notion that they would be prompted to jump to action over a $5 difference and immediately offset the profit disparity is a fairly unlikely bet, they would be a slow burn at best. The possibility of a price drop to cater to that end and renew interest more effectively is probably the better option as far as lengthening the long tail goes.

This is a great assessment of the situation. From reading what he wrote it sounds like Blow had a tough choice. He had to go with what was most practical and make SURE he could repay his debts. It's a business in the end.

Still hard to believe SG sold less than 20k units at just 400 points! I like the game, though it is extremely weird and difficult.
 
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