Why is it developers don't realise that people will be more likely to take the plunge and buy an unknown cheap game, than an unknown expensive one.
Its almost a self forfilling prophecy.
They price high because they believe not many people will buy.
Then not many people buy because they price high!
I am no businessman, but even I can see the flaw in their logic.
it really depends on how quickly you need the money.
Lets say 5k people would buy a game at $40
10k at $30
20k at $20
30k at $15
40k at $10
50k at $5
keep in mind that taking the game from $40 to $30 after launch won't net you an extra 10k sales but the difference in sales so 5k more at $30.
so lets assume that would be day one sales if they launched at that price and no copies of the game would sell after that day unless the price was dropped. it's not how reality works (so please don't get hung up on the numbers i am using to give the example of my concept

) but it's less messy then assuming large day 1 sales and then low next days sales until there is a sale.
so day 1 you could have
200k if you sold it at $40
300k if you sold it at $30
400k if you sold it at $20
450k if you sold it at $15
400k if you sold it at $10
or 250k if you sold it at $5 of those the $40 would be the worst case for value, but if you did that $40 sale, and then dropped the price to $15 you would make 200k plus 375k or 575k which is higher than any of the single totals.
my point being that while yes the price is high and it will make the game sell less that doesn't mean they lost sales, but that they won't get those sales until it reaches the price point they want. They will have some people wait for a lower price than they would have paid day one had they launched at that price but in general for a really niche title like EDF it's not a horrible idea to start high and trickle the price down with sales try to get each person who buys it to buy it at as high of a price as possible.
If you need money right away it's not a good plan, but with such a niche title it's not like you need to move as many copies as you can while you have marketing going. A good example of this would be titles on steam. They tend to follow the exact model I am talking about. The start the game at a high price lets say $40. They sell some copies and their sales trickle off so they put a 25%-50% discount (so down to $20-$30), their sales boost up again until the sale is over and then go back to a slow trickle of sales. The next time they put it on a bigger sale and sell even more copies again. It's a process that has been proven time and time again, with plenty of companies reporting that when their game is 75% off they often get as much if not more revenue then when their game first launched.
for the to long didn't read. If all they are worried about is day 1 sales then yes they need to lower the price to move copies. if they are worried about maximizing profits over long term though starting high and working their way down is the way to go.
Ideally we start seeing the console digital distribution become more and more like the PC, where we have regular good sales on items. I would say since the introduction of plus sony has gotten a lot better about it, they aren't there yet but it's not like decent sales are unheard of anymore. Microsoft is also not terrible but i don't feel they are quite as good as sony with the deals. and nintendo... well I think there has been 2 like 15% off sales in the history of the eshop so yeah.....
anyways... one long, mostly unasked for thinking out loud rant over
