I had asked what is the Secret, but it was too late and nobody’s answered.
Here’s the whole interview (with our comments):
I had asked what is the Secret, but it was too late and nobody’s answered.
Here’s the whole interview (with our comments):
Do we know how much RTMI will be?
If it’s like $60 I might wait for a sale.
You’re just fishing for a meme post, aren’t you?
Ron said $20 on twitter
Cool. I wouldn’t want to pay more than that for a computer game.
Even back then, you had to pay more to get it at release… $60 to $70 depending on the version. It would drop down to $20 at best on budget re-releases.
Corrected for inflation, the retail price would be $135 to $155.
The comment in the game was always meant as “I’ve paid way too much for this… I feel ripped off by this ending.”
Getting RTMI for $20 today is less than $9 in 1990! And we’ll get more puzzles, more dialogue, more voice acting, more pixels for it.
Unlike Thimbleweed Park, this time Ron can’t make the game price decisions. I doubt the price will be less than $ 39.99
But will we get more Hernando?
Wow. I didn’t think about the price until this moment.
I think that a price like that might represent a serious disincentive if they want to extend the audience to new or young players.
But he told you you’d spare 20 bucks. You think he was joking?
If I was an evil Disney marketing genius, I’d sell the game for $70 on release, knowing that some fans have been waiting for decades to know the secret and will pay a lot for it… and then after a few months, once that demographic is tapped out, I’d lower the price to $40, to get the general adventure game fans who couldn’t stomach the $70.
Then maybe 6 months after that, start dropping it to around $20 for the general audience who might take a punt at that price.
It will also depend on how much money was put up as the budget and how much they need to recoup.
Ron never jokes, huh?
Probably, alternatively Disney’s team relies on the subscription plans, that is: for 10 $ a month, you can play any newest game you want…
…and then, after a year or so, giving it away for free! Just like a pusher would, to create a new generation of addicted people who will spend $70 for a future game thirty years from now.
Mwahahahahahahaha!!!
Serious question: would a long-time fan pay that much?
I’m not sure whether I would. I have probably spent a lot more than that on the whole TWP project, especially if I include the merchandise, but… I don’t know.
I would have spent even more than $70 on MI3a, but RtMI will not be that game.
I’ll do. And I won’t wait for sales.
Wait, why not? Of Course it is!
Wow. No matter what? Even without waiting for the first reviews?
I don’t think I would… unless there was so much hype around how incredible it is that I couldn’t wait.
$40 is more like my upper level.
I don’t think they’ll actually sell it for $70, I think it’ll be more like $20 or $40.
I think I’m about on the same page.
For some reason, I’m behaving in and extremely cautious way. The only thing that hyped me a lot about the game were Noah’s words.
The development of TWP became almost a collaboration with fans and the developers provided a lot of information and details about what the players could expect. But would I spend $70 on a new game by Ron Gilbert & Co without knowing much about it? That’s unlikely.
I’ll tell you what would motivate me enough to make a $70 priced RtMI an instant-buy:
Jokes apart, what I’m saying is that the TWP development phase provided both a lot of reassurance that the game would have been something that I would have liked and a lot of pre-release “exclusive”, emotional involvement. I did feel part of the project, in some way.
RtMI took a different road and that’s probably why I’m cautious about it.
I might pay € 45 if I wanted to play it right there and then, but I doubt I’d pay more.
That would actually be a terrible marketing strategy. Firstly, game sales are at their best potential and peak immediately after release because that’s when the game has the most visibility within online stores and the marketing/PR for the game is in full effect. If a publisher prices the game at an absurdly high price, then they are discouraging sales during the most important period of a game’s release schedule.
Secondly, adventure games are a niche genre, so the number of gamers who are salivating to play a new Monkey Island game from Ron Gilbert really isn’t that high, relative to other genres and AAA titles. If the publisher prices the game at $70 dollars, then they would be fragmenting that core audience even further because not all fans would be willing to spend that kind of money, no matter how much they want to play the game.
If someone at Disney actually used that release strategy, they wouldn’t be a marketing genius. What they would be is shown the door and looking for a new job within the week.