But that's exactly the point - a large proportion of sales are 'false positive', at least as far as saying that not every purchase (of games, films, movies, shows, etc) lives up to the expectations. And developers can't afford to give up that revenue.
i've always used demos, therefore i've never relied on revenue from false positive sales. the LAST thing i want to do is make a false positive sale. that's not the way to build a good rep with your user base. i've typically offered discounts of 50% to users of previous major versions of my games. imagine 50% off on the next elder scrolls cause you bought this one.
nobody seems to get it...
you don't want to sell games to people, you want people to subscribe to your games!
"the easiest sale to make is selling something to someone you've sold to before".
you want a rabid fan base itching for the next version. and a whole stable of products. and you should reward your fans.
deliver the minimum value you can to the customer, and you may make one sale. deliver the maximum you can, and you may have a customer for life.
its better to sell $20 per year over 5 years than it is to sell $50 once over 5 years.
Rockland has always been about providing a good value to the customer and building long term customer loyalty. if i hadn't stopped and re-started the company three times now over the last 27 years, i'd have a massive user base waiting for my next release.