I read this blog on Worthless Customers to game developers: You are Worthless
Very interesting points about the gaming industry and how developers interact with their customer base.
I wanted to comment here instead of reddit...
I understand his point on supporting customers when they purchased a game for $1.00
Time is money and supporting games requires a lot of time to troubleshoot different systems, hardware, drivers and operating systems. So I can definitely understand the frustration of spending several thousand to make a game and then selling hundreds for $1.00
I almost wonder if it would be better to not support customers at all? I know that gives developers a bad name, but if their game works fine in most instances, then the few people who don't know how to update their hardware or drivers would be left to buy games elsewhere.
This way developers won't loose so much money on support...
But the real problem seems to be selling games.
If your game is worth $10-$15 at release, then it should be sold as such.
If your game is worth $50-$70 at release, ten it should be sold as such.
If your game is selling for $1.00 several months later from bundles, Steam or GOG... that is related to your business model and marketing strategies.
Indie developers will never have the same budgets as big publishers when it comes to marketing.
So they have to resort to advertising on moddb.com, desura, Steam, GOG and the like.
Of course, at their own risk.
Publishers and Developers for games, movies and music have dealt with this for a long time. When you release a product, your largest profit is always at the beginning. Depending on the industry, the product looses value and people spend a lot less. Those statistics are usually not included in the marketing strategy.
For example, when movies are released you have to spend $7-$10 to see it in the theater. Within a year, you can just rent it for a $1.00
Back when all games were retail, publishers charged the most money for the game on the shelf at release. Meanwhile, people like me waited until we saw the game at a second-hand store and purchased it for $8.00
I almost never see movies on the first weekend or buy games when they are first released. I actually waited a year before purchasing Skyrim.
I understand the frustration and do not have a solution, but this is the way competition works. Some games just go viral like Minecraft, other games spend years in development to end up selling for $1.00
Writing a blog about customers being "worthless" isn't helping their company, reputation or industry in any way.
Very interesting points about the gaming industry and how developers interact with their customer base.
I wanted to comment here instead of reddit...
I understand his point on supporting customers when they purchased a game for $1.00
Time is money and supporting games requires a lot of time to troubleshoot different systems, hardware, drivers and operating systems. So I can definitely understand the frustration of spending several thousand to make a game and then selling hundreds for $1.00
I almost wonder if it would be better to not support customers at all? I know that gives developers a bad name, but if their game works fine in most instances, then the few people who don't know how to update their hardware or drivers would be left to buy games elsewhere.
This way developers won't loose so much money on support...
But the real problem seems to be selling games.
If your game is worth $10-$15 at release, then it should be sold as such.
If your game is worth $50-$70 at release, ten it should be sold as such.
If your game is selling for $1.00 several months later from bundles, Steam or GOG... that is related to your business model and marketing strategies.
Indie developers will never have the same budgets as big publishers when it comes to marketing.
So they have to resort to advertising on moddb.com, desura, Steam, GOG and the like.
Of course, at their own risk.
Publishers and Developers for games, movies and music have dealt with this for a long time. When you release a product, your largest profit is always at the beginning. Depending on the industry, the product looses value and people spend a lot less. Those statistics are usually not included in the marketing strategy.
For example, when movies are released you have to spend $7-$10 to see it in the theater. Within a year, you can just rent it for a $1.00
Back when all games were retail, publishers charged the most money for the game on the shelf at release. Meanwhile, people like me waited until we saw the game at a second-hand store and purchased it for $8.00
I almost never see movies on the first weekend or buy games when they are first released. I actually waited a year before purchasing Skyrim.

I understand the frustration and do not have a solution, but this is the way competition works. Some games just go viral like Minecraft, other games spend years in development to end up selling for $1.00
Writing a blog about customers being "worthless" isn't helping their company, reputation or industry in any way.