@Zloth is a big proponent of this method as are many others. So here are some questions:
1) So what is the number? $5 per hour of playtime?
2) What about for sandbox games that have no end?
3) Can we agree on a minimum charge?
4) Can we agree on a maximum charge?
Also, should we consider other things? For instance, if Scarlet Johansson and @Brian Boru set up kissing booths, and Scarlet will give you a peck on the cheek for $1, but Brian will go tonsil diving for a good 10 minutes for the same price, which one would you pay for? (sorry, Brian)
Translating the above example into video games, where something like Portal replaces SJ, would it be worth more than whatever you selected for answer #1? Obviously, if it's a bad game, you are willing to drop your answer to $0.00, so wouldn't you be willing to up your answer for something extremely good?
And, of course, there are many different kinds of developers out there. I forgive a team for picking a high price much more quickly than I would forgive a solo dev for choosing the same price. Do we consider how many mouths there are to feed?
For me, although I have, a few times, felt a little ripped off when I finished a game really quickly, I don't generally think in terms of playtime per dollar. It has to be a really bad ratio for me to start complaining about it. On occasion I've played some mediocre narrative adventures that I thought weren't worth it more for how mediocre I found them rather than how short they were.
So, anyway, my answers would be as follows:
For a full time development studio...
$5/hour of playtime
Minimum charge: $20
Maximum charge: $60
For a hobbyist dev team with 1 or 2 people
$5/hour of playtime
Minimum charge: None
Maximum Charge: $30
IDK, maybe cut those dollars per hour in half if the game is merely ok and perhaps double it if the game is brilliant?
Anyway, off the top of my head, that's as good as I can do. I'll continue to think about it.
1) So what is the number? $5 per hour of playtime?
2) What about for sandbox games that have no end?
3) Can we agree on a minimum charge?
4) Can we agree on a maximum charge?
Also, should we consider other things? For instance, if Scarlet Johansson and @Brian Boru set up kissing booths, and Scarlet will give you a peck on the cheek for $1, but Brian will go tonsil diving for a good 10 minutes for the same price, which one would you pay for? (sorry, Brian)
Translating the above example into video games, where something like Portal replaces SJ, would it be worth more than whatever you selected for answer #1? Obviously, if it's a bad game, you are willing to drop your answer to $0.00, so wouldn't you be willing to up your answer for something extremely good?
And, of course, there are many different kinds of developers out there. I forgive a team for picking a high price much more quickly than I would forgive a solo dev for choosing the same price. Do we consider how many mouths there are to feed?
For me, although I have, a few times, felt a little ripped off when I finished a game really quickly, I don't generally think in terms of playtime per dollar. It has to be a really bad ratio for me to start complaining about it. On occasion I've played some mediocre narrative adventures that I thought weren't worth it more for how mediocre I found them rather than how short they were.
So, anyway, my answers would be as follows:
For a full time development studio...
$5/hour of playtime
Minimum charge: $20
Maximum charge: $60
For a hobbyist dev team with 1 or 2 people
$5/hour of playtime
Minimum charge: None
Maximum Charge: $30
IDK, maybe cut those dollars per hour in half if the game is merely ok and perhaps double it if the game is brilliant?
Anyway, off the top of my head, that's as good as I can do. I'll continue to think about it.