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Midnight 2.0 PDF on sale now...for $50!!!!
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<blockquote data-quote="aguynamedbry" data-source="post: 2496990" data-attributes="member: 26946"><p>It's not much in comparison to the costs of printing, but how do you assign all the various incidental costs?</p><p></p><p>You would be a rare person who actually uses the costs incurred by the manufacturer to impact spending habits. In my experience, consumers will spend the least amount possible to get the most enjoyment from their entertainment dollar. Comparing against other forms of entertainment is common but taking into account the costs to the manufacturer? Where would one begin and what metrics? </p><p></p><p>I know of cases where if things weren't priced the same way between channels (core gaming vs. online being two) particular retailers wouldn't carry your product. So do you include the possible lost sales of the book product against the cost? Projecting this isn't easy. </p><p></p><p>You could argue (with sound logic) that the PDF should be given away (or lower cost) to those who bought the hardcover, but will that actually increase hardcover sales? Or have you just made it easier for the person who bought the hardcover to give the PDF to a friend so they don't buy the hardcover? Even if this doesn't happen, core retailers might think it would happen and might order less of your product or not carry it - especially for the smaller companies).</p><p></p><p>Overall the pricing strategy for each company/release is quite complex between virtual and “real” product and each company has a lot to think about when they do it. In general it’s considered “safer” to price them equivalently for a variety of reasons. Examples include pricing the PDF too low and having people think that the books are too expensive and staying away from the books – if this happened you’d be hard pressed to continue being in business as a small company in this industry.</p><p></p><p>Your mileage may vary...</p></blockquote><p></p>
[QUOTE="aguynamedbry, post: 2496990, member: 26946"] It's not much in comparison to the costs of printing, but how do you assign all the various incidental costs? You would be a rare person who actually uses the costs incurred by the manufacturer to impact spending habits. In my experience, consumers will spend the least amount possible to get the most enjoyment from their entertainment dollar. Comparing against other forms of entertainment is common but taking into account the costs to the manufacturer? Where would one begin and what metrics? I know of cases where if things weren't priced the same way between channels (core gaming vs. online being two) particular retailers wouldn't carry your product. So do you include the possible lost sales of the book product against the cost? Projecting this isn't easy. You could argue (with sound logic) that the PDF should be given away (or lower cost) to those who bought the hardcover, but will that actually increase hardcover sales? Or have you just made it easier for the person who bought the hardcover to give the PDF to a friend so they don't buy the hardcover? Even if this doesn't happen, core retailers might think it would happen and might order less of your product or not carry it - especially for the smaller companies). Overall the pricing strategy for each company/release is quite complex between virtual and “real” product and each company has a lot to think about when they do it. In general it’s considered “safer” to price them equivalently for a variety of reasons. Examples include pricing the PDF too low and having people think that the books are too expensive and staying away from the books – if this happened you’d be hard pressed to continue being in business as a small company in this industry. Your mileage may vary... [/QUOTE]
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Midnight 2.0 PDF on sale now...for $50!!!!
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