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Pay-What-You-Want Game Sale Closes Totaling $1.8 Million

Pay-What-You-Want Game Sale Closes Totaling $1.8 Million

The Humble Indie Bundle 2, a sequel to the overwhelmingly successful Humble Indie Bundle pay-what-you-want model for selling games closed earlier this week. The sale by independent video-game developer Wolfire earned a total of $1,824,476.16, easily surpassing the previous total of $1.27 Million.

Since the sale has earned more than $1.75 million, Wolfire has said the promise made of releasing the source code of Revenge of the Titans will be kept.

While Wolfire is no doubt happy with the success of the sale and fans of the sale are cheering about the success of the alternative business model for video games, there was some controversy along the way. Some have questioned whether or not such a model is sustainable – particularly for mainstream game development companies.

Another criticism is whether or not such models erode the overall gaming industry. An example of this criticism is if someone is use to paying 60 dollars, sees the sale and realizes they can pay 5 dollars instead, would that erode prices and, thus, reduce the quality of video game development because people are expecting the price tag to be lower now that competition is reducing the expected cost of a video game?

Personally, when I examine the criticisms towards the success of the Humble Indie Bundle, I actually think of sports. Is it typical that a football player wears pink and yellow over-sized polka dot pants and goofy goggles while playing their games? No. If it helps that player win the Super Bowl, who are people to complain about it? It’s what business in a competitive market does, find something that works and benefits the company and take full advantage of it. Already, there are surveys coming out recently saying that 65% of internet users pay for content.

Really, taking all of this in to account, a success is a success. If the pay-what-you-want model ultimately fails in the long run, then the market will probably either revert to the old system of paying for games or someone else will come up with something better and gamers will migrate to that method instead. In the mean time, what would it hurt to watch how these types of sales turn out and take notes?

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Drew Wilson
Drew Wilson is perhaps one of the more well-known file-sharing and technology news writers around. A journalist in the field since 2005, his work has had semi-regular appearances on social news websites and even occasional appearances on major news outlets as well. Drew founded freezenet.ca and still contributes to ZeroPaid. Twitter | Google Plus
Mike
Mike

The study was not that 65% pay for content (implying ongoing, constant payment). It was 65% HAVE PAID for content. ie. Some have only paid once and never again. Interesting how you changed the phrasing to suit yourself and what the study actually reported, huh? Otherwise I have no problem with the subject. If people want to work as digital buskers, that's their choice. I just don't see why it should be coerced by piracy.

Jared Moya
Jared Moya

Of course it's have "paid", the point being people are willing to pay for stuff.



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