So your solution would be to price your game accordingly to however other games are priced? I'm not clear on this making sense. And to be fair, there's always the 'first company' that steps it up once in a while, and I don't think it hurts their sales all that much in the end, and though they get slandered for it, every other company soon follows because, quite frankly, the cost of production increases over time (and inflation keeps on ticking) so you can't sells games at 60 forever... they get to 70, then 80... etc
Not sure 'lining up' is necessarily the best attitude, especially as an indie.
Well, over time, the price of AAA games have stayed more or less the same, they even became cheaper. Back in the nineties pretty much all games costed 100 bucks on consoles.
Granted, there was the price for the module involved, but even the PC game prices at that time was more like 80 bucks.
I am pretty sure game prices came down considerably, most probably because of digital distribution.
Will the price go up again at some point? I don't know. But most probably that will be a tough battle to fight, and needs to be spearheaded by the very companies that can afford pricing lower because of their bigger customer base in the first place.
As to disregarding your competition when it comes to prices: Of course, you can do that. If it is a good or bad idea depends solely on your brand and name IMO though.
If you are an unknown Indie, and price too high, you might not get away with it. Your marketing dollar is scarce as is, and now you have to spend MORE on marketing to overcome the bad press caused by your high price? I am not sure I would agree that the higher income per sale really is worth the damage to your overall sales. Not to mention the damage to your name, which is only becoming known to many people. Do you really want to become known as "that Indie that always asks WAY too much for his/her games"?
Lets not forget that most depend a lot on the sales spike in the first few days. If exactly during those days there is a trash campaign because of the price, and you have to focus your marketing effort on fighting that instead of promoting your game as usual, that might do a lot of damage... they do say "bad press is also press", but I am not sure that applies to game marketing too.
To apologize would be to admit you've actually done something wrong, but most likely, by putting the game to market, selling it, and getting a low of positive feedback from other players, how could you justify apologizing to one (or a few) user for something and actually believe it? I think you can professionally agree to disagree with their perspective on your game, you can relate to their frustration but you can't possibly apologize.
Good point... "apologizing" is most probably the wrong word. Taking their point of view into consideration, and just giving them some feedback to show that you value them as customers is the more appropriate approach.
After all, you most probably did nothing wrong. You just didn't meet THEIR expecations with your game, which isn't your fault (most of the time, without blantantly lying about game features and quality) .
I'm going to disagree here. Word of mouth rarely gets the job done. It's not uncommon for a true gem to fail to garner attention. Marketing is something critical that you can't just leave to players and youtubers to handle.
Yes... I was more referring to not trying to compare yours to other games yourself. I am trying to explain my point with 3 examples, 2 bad and a better one:
"Best game of the year" - is that a good marketing stunt? Don't think so....
"Better than game X" - you sure? Sounds quite subjective to me...
"Game features are X, Y and Z, and they are awesome!" - sounds better. Features are facts, and the hyperbole statement at the end is also subjective, but without trying to make a comparison.
That example is flawed in that, though the specs are complex, they are objective. Games are far more subjective to analyze. It would be impossible to gauge and compare games in a similar way.
True... still, given that players don't know about quality yet and you don't have a wellknown brand, your game will be compared based on genre and features until somebody puts up an unbiased review/comparison.
So while it might be flawed, until they played it or read a review by someone they trust, RPG X = RPG Y given same length and feature count, or RPG X > RPG Y if RPG X has 60 hours runtime, while RPG Y lasts for 20 hours, RPG X has an openworld 3 times as big as RPG Y ones, and has more features for most players.
Does it make sense? Not so much. But this is IMO how most humans think.
Might be not so much of an issue, given you can start with some good vids of youtubers making your game look way better than all the others in your genre. Then you might be able to justify that your game > all the other games in your genre and tier.