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From what I've read sales are not about making a lot of money in a short period of time, but are instead about seeding the community for more word of mouth. That games do best over the long run when they hit a critical mass where they get most of their purchases from people recommending it and sales were a strategy to ramp that up faster.


AFAIK sale-based pricing is about squeezing consumer surplus, as described by Joel Spolsky [0].

[0] https://www.joelonsoftware.com/2004/12/15/camels-and-rubber-...


Yes, it's about collecting the money from people who wouldn't buy it at all otherwise.

Relatedly, I have a crapton of games purchased of Steam that I will probably never get around to playing.


One alternative option is to offer rebates (or credits for subscription based products) based on referrals.




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