
"In a player's mind, what does it mean to spend five bucks? Well, that's five bucks. But six bucks? Well, that's still five bucks. Four bucks is also kind of five bucks."
"Three bucks is two bucks. And two bucks is basically free. So we've got these tiers: You know, twelve bucks... that's ten bucks. But thirteen bucks is fifteen bucks. And we found that eight bucks is still five bucks. It doesn't become ten bucks. Seven ninety nine, that's five bucks, right? So, eight bucks going to five bucks is the biggest differential we could find in pricing, so we found it very optimal."
Peak launched last June at a discounted sale price of $5, three dollars below a normal price of $8. Price perception operates in psychological tiers where small nominal changes often register as the same cost for players, while certain thresholds shift perceived value dramatically. Very low prices can feel nearly free and mid-range reductions can map to a lower perceived tier. Developers select specific price points and discount steps to exploit these perceptions and maximize perceived value and sales, with indie pricing strategies increasingly guided by such psychological patterns alongside seasonal sales and subscriptions.
Read at Kotaku
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