Package prices are too high.

Did you even realize that package is NOT on the unreal marketplace? It’s not yet put for sale and no one has dropped a single dollar to so bashing him and his package because there’s no asset list and buyer doesn’t know what theyre buying because of that is just not wise. It’s a WIP and was nice to open that thread just to gather feedback as he works so the end result will be what the user base actually wants to pay for not what the developer thought he’d like to create.

When you use the word “if” you setup an analogy.

That analogy compares the pricing of food in comparison to the pricing of Unreal Marketplace assets. That is equating something. Maybe English isn’t your first language. In that case I apologize. But if it isn’t let me explain: When you make that comparison you’re ignoring the place that food serves in society and the place Unreal Marketplace serves in society. Food is a basic human need. We die if we don’t get food. The Unreal Marketplace is not a basic human need. So you’re comparing the pricing of things that are necessary for life to things that are necessary to your entertainment. Compare the prices of cars, cell phones, or other luxury items to the Unreal Marketplace and you have a more accurate comparison.

The reason I believe you went for food is basically food is something we all would get angry about if the prices were raised sky high. But the reason we would get angry is because we need food to live. That was your goal. To show me how upset I would be if food prices skyrocketed. The problem with that comparison is that we don’t need Unreal Marketplace assets to stay alive. That is why your analogy doesn’t work and your line of questioning falters. This isn’t an attack on you. This is being blunt that you are asking about the pricing of luxury items because you want those luxury items but cannot afford those luxury items to support your hobby.

Indeed. Though how many people actively use ue4 right now? How many of those people browse the market and never purchase? How many of those people do purchase? How many are looking for TPS/FPS assets? How many are looking for RTS, sidescroller, top down etc?

I don’t know. I’m not sure if that information is available somewhere but if I don’t know those answers, then I don’t know if my product IS selling well. If I get 20 sales for my pack. Is that 20 out of a potential 100? 1000? 10 000? How many people clicked on my package, read about it and then didn’t buy it? From the sounds of it, the stats to the sellers aren’t exactly detailed. How can even know if his idea to post an awesome blueprint pack at a low low price is better, worse or the same as posting it at 5 times that price without knowing the potential? If 150 people read that package and didn’t buy it for $20, they don’t know how hard it is to create that entire system, or it interested them but they simply have no need for that type of project. All of this affects pricing. Some things are universally wanted others are specific. You might have the most gorgeous looking rock ever made from polygons that you put your heart and soul into making, but if people don’t need rocks for their games… you can’t price it at a point equal to the work you put in and hope the return is quick. It’s not that kind of item. There’s just simply more to it than I put x amount of hours into it. If you want to be paid per hour, then get a job at a corporation that does this stuff and become a number. That’s the trade-off.

Point being is maybe its not selling well in context. Or maybe sales could be better. And again, its a cycle, the more people that intend to create games but need content will look to the market… if the prices are too high, they’ll quit the hobby or go to unity or something else where theres more availability. It’s up to both sides to promote the growth.

that is completely untrue, have you not seen people get mad abuot the prices of dairy skyrocketing? you do not need milk to live but people are complaining and petitioning the dairy counsel because of it. same about red meats like beef and etc. when there prices go high consumers complain and do frequently.

also has some great stuff but he treats peopel kind of bad in these type of threads.

Last I checked milk is food. Maybe not where you live?

Of course I know its not on the marketplace and there was no bashing at all.
In fact I said I really liked how they looked. But I think its a very valid point to say there shouldn’t be a price yet. Surely post the asset information and ask for opinions absolutely. The point is there is already a price in his mind and the product isn’t even finished. Theres more information in there today than there was yesterday when I read it. I just looked. But how can one say $15 is the price but theres no list of assets or any information on the quality other than the images. That is backwards! Thats the point.

milk is food but not a neccesity as you claimed, you claim his analogy was bad because food is needed to live. your correct but certain types of food is not,such as meat, milk and etc yet people complain and picket when those prices go up every single month. so he is still correct

Another thing to keep in mind about prices is this: Epic takes 30% from every sale. This factors into the price you end up setting.

Ok enough of the food to asset analogy, its off topic anyway. Maybe I should have said every car is now $500 000 regardless of model. There, now only the rich can drive. Would you accept that? and start taking the bus everywhere or would you question that?

The point of the topic was to discuss how there are probably many users here that even though they may not be able to afford all the high priced assets still want to learn and create games.
Telling those people to shut up or go away because they cant afford the higher priced assets isn’t fair. Thats a very real problem in society in general. Outside of this, even if you’re not rich but can afford the assets, it’s only fair to know what you’re paying for in any purchase. My suggestion was a model whereby the purchase price is what it is and the users can purchase at this price and release their game using that content freely and commercially while offering a lower price point allows the user to use the assets freely on their own but cannot release it without paying for the full release price.

I know this is off topic and not particularly relevant, but milk IS a necessity for babies :slight_smile:

Good point. In a perfect world if they did offer a personal use price then epic shouldn’t take anything from THIS, or lower the take to under 10% since its their benefit too for users to release games so they can make their 5% on that. Creators could offer the personal use price on their own website or paypal. The commercial use through official marketplace in this case.

Did I specify a food? Or was I talking about food in general?

And you need meat to live. Did you know that? You will die if you stop eating all meat. Vegans have to supplement their protein from supplements in order to stay alive.

no you wont, you can supplement almost anything with the right type of supplement, and he said food you just decided to pick it apart and attack him. his analogy was great you just wanted to attack him because you did not like what he said and have a smaller understanding of business your self if you think that is how it works. food can be compared to this as food that is unneeded to live gets complained about every day price wise.

:wink:

Yes. All that falls under food. Glad we’re in agreement.

Alright guys this is going a bit off topic here. There is a lot of good discussion here already so please try and keep this thread on the marketplace pricing instead.

Food is an awesome topic that needs to be discussed (or digested?), but since this is in the Marketplace section let’s keep it to that.

Thanks! :slight_smile:

Certainly no one prices their package out of no particular reason. There is asset list, there is basic wind already, and there is continuous updates planned. That makes $15 a right point for launch in his mind. But that’s off topic for now.

While I do believe in the idea of lowering the prices to attract more customers and support the user base by doing so, I still don’t understand your main point.
You do believe because the packages are being sold to public they’re already priced so much lower than if you hired them to do it for you only.

It’s like seeing a jacket that’s on sale for 80% off but still the jacket costs more than you have in the pocket, then asking the owner to lower the price.

Edit: @, Long time no see… :cool:

See this is the problem right here. These are tools. You complain that the tools of the trade, tools that if used properly can make a lot of money should be so cheap that literally anyone can do it for practically nothing.

Take the recently released Ark: Survival Evolved. Sure, they had some custom assets. But a LOT of their assets especially environmental assets were from packs purchased on the Unreal Marketplace and Unity Store. There developments costs were tiny and they’ve already made over $20 million.

So what you’re saying is the problem is that artists are making too much money that the people who “want to make games” should be able to have their at multi million dollar products for even less?

You really need to get over this sense of entitlement. No one is entitled to make games. Your desire to want to do a trade skill does not grant you all of the tools necessary.

and it was a good analogy glad we are in agreement on that as well. i am sure he accepts your apology for attacking him.

soo what you are saying is because you can use a hammer to make a million dollar home that you are ok with craftsman or another tool company selling a hammer for 20 thousand dollars?

Unfortunately, implementing this would not be simple. The only way something like that would work is if it’s enforced, and who does that? It’d either be the honor system, or implementing DRM. Speaking as the guy that would be responsible for implementing this, these are the different scenarios I see:

  1. We implement a “hobbyist price” with no other strings attached. Everyone on the Marketplace opts to pay less instead of more, all prices and revenues plummet, and the Marketplace economy bottoms out. The top tier of talent would leave because there would be no profitability, and quality and output would drop. People would publish content commercially in violation of the license, and it would be the responsibility of each individual seller to legally enforce this, because they own the rights to their content and Epic cannot legally act on their behalf.

  2. We implement a “hobbyist price” and, in order to verify that no one is publishing content commercially under the hobbyist license, this would require Epic to significantly re-engineer UE4, the package system, and the Marketplace in order to add invasive digital rights management (DRM). Epic’s customer service and developer support would receive a massive surge in support requests due to the well-known problems inherent in any DRM solution and its deployment. It’s very likely that this would anger our licensees and affect our business, both from a practical perspective as well as an ethical one for those opposed to DRM. Even then, this wouldn’t work because it would require everyone to update to the latest version of UE4, which people interested in circumventing DRM would immediately stop doing. The only way around that would be for Epic to choose to deliberately start breaking the engine to force people to update and comply, and likely to deny support to people that won’t cooperate. The amount of manpower involved in enforcing this is not trivial.

I’m not writing this to throw a wet blanket on your idea; I’m actually entertaining the concept as a thought exercise and laying out precisely what would be required to make it happen, and highlighting the reasons it’s not likely to work based on my experience in running the Marketplace and convincing large organizations to do the things I want. :slight_smile: