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档案库 · 商业模式 · 财务决策 · 2009

这条还没译成中文,下面是英文原文。

2D Boy drops World of Goo's $20 price for a week and gets 57,000 sales

For World of Goo's first birthday, two-man studio 2D Boy let buyers name the price — 57,000 copies sold in a week at a $2.03 average.

2D Boy

创意是什么For one week, drop the $20 price and let buyers pay anything from one cent to $50, betting attention and goodwill beat a discount — then publish every number.伤筋动骨

当时的题目

World of Goo was a critical hit but a year old, and 2D Boy estimated that around 90% of PC players had pirated it. For the game's first birthday the two-man studio ran no ordinary sale: it made the game pay-what-you-want on its own site.

它是怎么成立的

World of Goo, the physics puzzle hit from two-man studio 2D Boy, was a year old in October 2009 and selling for $20. Rather than run a conventional sale for its birthday, co-founders Ron Carmel and Kyle Gray removed the price entirely for a week: buyers could pay anything from one cent to $50.

The experiment was a press event before it was a sale. Rock Paper Shotgun called the disclosed sales data 'an unprecedented amount of detailed sales information': 57,000 copies in the first week, an average of $2.03, 16,852 people paying the one-cent minimum, spikes at round numbers like $5, $10 and $20, and 306 people who paid the full original price anyway.

The numbers told a story about pricing psychology — most buyers said they paid what they could afford, and most thought the game was worth $10, not $20 — while the free version actually pulled buyers into paid channels: Steam sales rose 40% and Wii sales 9%. 2D Boy walked away with over $100,000 from a game it had already finished, and the model it proved carried straight into the Humble Indie Bundle the following May.

妙在哪

  • A free-price experiment is more newsworthy than a discount, so the promotion itself generated the coverage
  • Removing the price let each buyer pay what the game was worth to them, capturing money discounts would have left on the table
  • Publishing the sales data turned a sale into a case study other developers studied
  • The spillover effect — free copies driving paid Steam and Wii purchases — showed the offer advertised the game

做出来什么

Roughly 57,000 copies sold in the first week — over $100,000 even after PayPal's 13% cut — plus a 40% jump in Steam sales and a 9% rise on Wii from the publicity. The experiment became the reference point for pay-what-you-want in games and preceded the first Humble Indie Bundle.

可以借走的

Letting buyers set the price turns a discount into a news story and a goodwill gesture, and lets each customer pay what the game is worth to them — publishing the data doubles the impact.

后来

2D Boy extended the sale to October 25 and kept reporting figures as they climbed. The experiment made pay-what-you-want a named indie-games strategy: when the first Humble Indie Bundle launched in May 2010, World of Goo was in the pack and the whole bundle ran on the same let-buyers-name-the-price model, this time with buyers splitting their payment between developers, charity and the platform.

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