Deus ex Machina wrote:why should i pay full price for a game that only evolves at a pace a snail outruns?
You got a point there, but the answer is: they do it because people buy it! You cannot really blame the company for this, but only the buying customers. On the other hand yes, the reputation suffers from this in the so important hardcore community - which will make up 99+% of the Automation community hehe.
Daffyflyer wrote:We'd like to price as low as possible, but it all depends how many people are likely to be interested - as we are fairly niche, the minecraft strategy might not work for us
I know that you have to be careful with your expectations, but saying that a car game is niche is like saying soccer games are niche...
potentially Automation is not niche at all. Let me give you a lead. Remember the awful Need for Speed Underground and all the bad tuning car games that followed? Remember the huge success of the whole car/tuning movies and games 5-10 years ago? Those kiddies are now grown-ups, and probably there is still at least a hidden spark of interest in them, probably for something a bit more serious. Enter Automation! Doing it right (and you have till now, in my opinion), this game can potentially get huge. The potential audience for your game is really large if my above example holds true to some extent. The Minecraft strategy, but also the Mount & Blade strategy (a game that is REALLY niche as compared to Automation), works because people don't have to think twice before shelling out 10$, but they DO think twice if they have to cross the barrier that is 20+$.
If you indeed make a high quality game, which we all hope for,
and achieve good initial sales by a low entry barrier, make a good demo and get some kind of exposure in the media, word will spread rapidly and do the rest for you. I see the low price tag as an essential piece in this puzzle. With a higher price tag the threshold of general interest cannot be broken as easily.