Hello all,
The way I see it, when it comes to pricing it all comes down to three factors: The Client, The Product, The Managers/market.
The Client
At the end of the day, it′s always the same - Allow me to explain my self, the users/people will pay what they are ready to afford. I know salary is important but when it comes to purchasing many times is lead by irrational decisions (that at the end of the day we try to justify by finding reasons to rationalize them). Remember that there needs and wants, and in the case of gamming industry it′s all about "wants" therefore will be up to each individual to decide what this game and it′s fee it′s worth to them.
The Product
Now, having understood that at the end of the day the decisions will be completely subjective... we enter into the product, I don′t really want to enter and discuss how this game is better or worst than other RPG′s... The only thing I would like to state here is that the game it self and what we think of it, is what will make our "want" for the game be bigger or not (I know, this is obvious).
The Management & Market
Here is where the magic really happens when we talk about pricing. As any important business decision, the market needs to be anolyzed in order to understand what the users/people are ready to pay for the product that you are about to offer (specially for newly introduced products). - This is the part that worries me the most. I have the believe that the Gamming market is suffering important tactonic shifts which are changing the way the games are being distributed and consumed (4 ever). This being said, many managers, companies instead of truely understanding what the market is ready to afford try to make the market adapt to their own pricing models. Don′t get me wrong, it can be done, nevertheless, you need the power of your Brand extreamly strong amongst your user base in order to do so. A perfect example would be Apple and/or Harley Davidson. I'm not sure Bethesda or Skyrim has this brand awareness yet (this is a very subjective opinion). Now, when it comes to RPG′s we all know that the game that probaly thas generated by far the most money has been WoW, believe when I say that before this project was approved, at some point an anolyst when to their managers and said "look at this, our game could reach these audience which are xxxxx numbers of users that with a monthly fee we would be earning zzz,zzzz,zzzz €/$". Well, my answer to this is, it′s ok to dream, in fact is needed in order to achieve greatness! Nevertheless, we also need to be realistic, and be prepared for different case scenarios... in this case it′s more likely that this game or any other RPG game will have a very very ver hard time replicating WoW′s success. In this regard, my message is simple: Please Bethesda don′t blind yourself!
At last, when it comes to pricing, there are several strategies that managers tend to adopt, nevertheless, the most common ones are go for quantity or for quality. The first one will be focused on trying to appeal to as many users as possible. The best example for this would Freemium Games, this model it′s slowly becomming the new standard in the Gamming world (take a look at LOL, Dota, WOTanks, etc). The second one, does not focus so much in quantity but in quality, here is where the company decides to target to customers that are ready to pay their premium price. This is all measured, if the company has decided that they are implementing monthly subscription, the company knows that they will be giving up xxxxxx amount of users by doing so, but instead they may have 100,000 users (instead of 500,000) that are willing to pay a premium price that would equal to the 500,000 users being in the freemium model. At last, in my personal opinion what is a kick in the balls is making the users pay for the game itself before you pay for the subscription. These to me, tells me the managers thought the following: "I don′t believe with my product enough, so I will get my money back ASAP and later on I don′t give a [censored]." Now, this being said, all comes down to the product. Is this a good enough game in order to attract the minimum required audience to make this game and community sustainable?
Not that my opinion matters too much for any of them,,, but if you ask me, they are making a terrible mistake whne it comes to their pricing strategy. First you need to focus on building and consolidating your elder scrolls RPG community which is not the same as the stand alone game (it may have the same characthers/world but it does not necessarly appeal to the same audience). Later, once your fan base is big enough is when you can evolve your pricing model.
Regards!