Package prices are too high.

For blueprints and coding systems, you should contact the developer first and see how quickly they respond to you and the kind of tutorials and documentation they have ready to prove how well their packages perform. Don’t buy unless they have these things because otherwise you might get stuck with something that doesn’t work. If you have a specific need for the things they are selling get in touch with them, tell them how you expect to use their packages, and if the package would be a proper fit for you. It’s for the best if you wait a month or so before making any purchases if they are slow to respond to your concerns so you can see if anyone else has any issues.

For art packages, it’s important you get a look at the artist’s portfolio before making a purchase. It’s a big reason we’ve constantly updated our Pixel Perfect Polygons thread on the Got Skills? forum. You can see the quality of our work over the past year, along with the highly positive feedback we’ve received, before you make your decision to support our forthcoming packs with your hard-earned cash. Make sure that the artists whose packages you’re considering buying know the PBR workflow as it’s still very new and artists are still getting their heads around it. Don’t be afraid to google them and see if anyone has anything negative to say about them. It’s a small industry and it’s not too hard to find out about the background of an artist. Don’t be afraid to ask how long they’ve been creating art for or to request their resume.

That’s my point. You pay a low wage, you get low quality work. What did you expect? The more you pay, the more higher quality artists will show up and throw their work on the Marketplace.

You see, and then we look at the audience on the market place - hobbiest, some indies - and they do not pay industry standard wages. They pay low prices.
Therefore UE4 market place is doomed to be like Unity asset store in near future.
Simply because UE4 and Unity are hobby/indie engines, and no one using them -especially now for free - will pay prices that are designed after industry standards.
But hey, you can try your luck. Just have a Plan B ready…

But if hobbyists and indies pay sub-industry standard prices then they get low quality Marketplace items man and no support when something goes wrong. You get artists who create as many packs as quickly as they can without making sure their work is of good quality. You get coders who don’t stick around to fix bugs so you’re stuck with broken software. It’s not just about the low prices. It’s about the ramifications of low prices. By arguing that hobbyists and indies pay low prices all you’re telling content creators is that they shouldn’t even bother investing any of their time into making content for this community because it won’t be worth their time.

Bro i got one quesiton for you, you do realize triple a studios can afford those prices to pay for triple a work ? they have a ton more money then indie places and ALSO most of there work is strictly for that studio, so you pay to own the work,.,…i get what u are saying but if u pay triple a prices to a developer then you should

  1. be the only people to get that quality product,
  2. be a triple a studio which usually has millions(most indies do not)

one of the reasons you sell on market place at a much lower price is because you are selling to multiple users and not just one. right? you can’t be hired by naughty dog and charge 35 per hour for a model then take that model when your done and sell it to 100 other studios right? right

Now you understood. My saying the whole time and the reason why said pro from above and the hundreds of professional AAA modeler at studios do not worry.

Summary is: If you are fishing in a shallow hobby/indie pond, you can talk about AAA and industry wages as much as you want, you ain’t going catch big fish.

Actually, if Epic re-introduced the $20 fee, they would make the pond a little deeper again. But face it, you talk and talk about AAA, industry and quality while standing only ankle deep in water. UE4 and AAA has like the same relation as Blender and Maya/3dsmax has. Go try to sell $100 assets to Blender users!

Yes. But the prices on the Marketplace are ALREADY at a much lower price.

I have a couple points I’d like to add on this one and maybe a couple ideas for improvements :slight_smile:

Price Point:
I believe in many cases, you are getting a great deal! You need to factor that people are likely spending in some cases a couple of hours or maybe more. The hourly rate can vary from artist to programmer but the price points are in many cases far cheaper 99% of what you would get typically if you hired directly or outsourced.

Quality:
This is a tough one. A good chunk of what I’ve personally seen, IMHO, is no where near what I consider “AAA”. However, there are actually some pieces of content that I’ve seen that is extremely high quality work and ends up being a steal for the buyer in more ways than one (hobby or commercial project). The Marketplace is also new so it’s best not to jump the gun and instead provided some concrete examples on how to improve it. But the processes of getting the content in peoples hands is only going to improve over time so I’m sure you can look forward to more ways to “Preview” something before purchasing. Another key thing is AAA work can cost in some cases thousands of dollars so you need to keep things relative. But in 9/10 cases, the price is more than worth what you are getting than what you could be paying for Professional assets.

Also, you never know if someone has a natural talent even if they haven’t shipped a successful title. It doesn’t mean their work would be less quality of a industry-proven professional, it just means even though it’s highly unlikely, it’s possible you would be far beyond impressed for what you paid for in the end.

At the moment, I personally haven’t purchased any Marketplace content but I do purchase SpeedTree assets and am looking at some sites that have a great track record for accurate PBR textures/materials. I think, and this is just my opinion, it’s best to have them created specifically for the project so that they are unique and were crafted to specifically fit your game world and design. But I’m sure it’s also in the Eye of the Beholder and also is a case by case depending on the asset in question.

Now I do agree with those on the topic of knowing the background of a content creator or developer before purchasing the content. I don’t assume to rate someone’s background on a couple renders as it doesn’t tell me much about their standards, contributions, work ethic, passion, etc. I absolutely don’t care or not if they have a track record at big name studios as much as what games did they contribute to, how much did their work influence the final product and also in general, how polished were the titles they were working on. That tells me a great deal about someone’s background and hell, I might want to have a call with them to find out more about them and what drives them whether it’s passion, a hobby, or just simply a quick buck and no heart.

There is nothing wrong with those in the community who do this as a hobby either. However, if I were to purchase some assets, I’d want to know that going in to make a more educated decision on whether the price fits the level of quality and experience from the person creating it.

I’ve seen many bad reviews so I don’t spend much time looking at the new posts unless something catches my eye. The more I see them, the more I back away from checking them out and I’m sure I’m not the only one. That’s a bad thing and probably hurts people from even more sales and also takes some quality/expectation level of the Marketplace in general down.

Some Ideas To Improve This:
Now let’s not go ahead and compare Apples to Assets/Development, not anywhere close :wink:

Let’s think of a couple positive ways to turn this around and get people more excited and confident in their purchases…

  1. For 1, I think there needs to be a deeper level of inspection of the assets in question by Epic (which I assume you already do to a degree). If people are complaining about UVs and the such, these should have been picked up by those inspecting and I would hope those people were all refunded if they didn’t get what they purchased, right? :slight_smile: I haven’t purchased the assets so I can’t assume this aside from going off of others comments and reviews. But if they are true and some pieces of content are causing more headache for those trying to implement them and/or things are incomplete/broken, then something needs to be improved during the process of the content getting it’s final approval from Epic. This is a win win for Epic and those making the content will get more sales as those purchasing will have a higher confidence level in coming back more often.

  2. There should be a direct review option right on the primary Showcase page for the content in question. Akin to Newegg’s or Amazon (can’t remember) where you have to be a verified owner of it before it can be reviewed but have it front and center with their content. Also, implement a way that the creator can have direct dialog that others can see to see if maybe a fix or solution came through that would otherwise make you avoid the purchase. This would also give the creator an opportunity to highlight their level of transparency w/ their customers and make them feel confident that you’ll work your butt off to make any negative a positive. This speaks a lot about the creator and is a plus!

  3. For previews, create a web service that can automatically throw a UE4 water mark on the image and make it mandatory during submission (in the example of art assets), to also submit things like a High Res view of UV’s, wireframes, poly/vertex density, material instruction count, etc. Considering UE4 now supports HTML5, then I’d like to think Epic is one step ahead and creating an HTML5 app that acts as a Turntable maybe w/ HDR Image Based Lighting :smiley:

That would be huge as the user doesn’t have access to the asset, but they can see it from all angles, far away or up close, different lighting conditions, maybe under certain post processing conditions, etc. This would give people the ability to actually preview before buying. That would prob be a big game changer. But I think Epic, if it’s not already being done, a preview HTML5 app that can do that but also load other assets like custom Post Processing, sounds (w/ watermark), but maybe a specific sound cue to hear spatially how it would sound in 3D, etc. All positives to know what you are actually buying.

In the case of Blueprints, even if a developer puts one that is able do what they claim, it doesn’t tell me anything about the level of optimization, variable/comment/tooltip management, readability, etc. So doing something to also show this off would really be a plus.

  1. List the background of the creator
  • Shortened Resume
  • Notable Projects
  • Notable Companies
  • Years in the industry
  • Asset Creation Software/Middleware/Engine experience and years spent
  • How many completed projects?
  • Links to reviews of the games they completed
  • etc.
  1. Community reviews of a Content Creator. So not just a review for a specific item, but for the creator themselves. It doesn’t have to be specific as those can go on the content page reviews but something that highlights a general consensus from those that purchased their content.

  2. Finally, maybe Epic does something like adds a “AAA” Epic Seal of Approval for pieces of content that over deliver and/or would be accepted based on their standards from their own in-house teams. This may influence and/or motivate others to improve their standards. I understand this would require Epic to spend more time/money on review so it might be possible but as I’m thinking about this one, I’m starting to think this should be highly considered. Also, I’d add a post once a month that highlights deals on the marketplace considered by Epic, to be at a high level of quality (doesn’t have to be AAA). But a couple ideas for giving the creators some more exposure and highlight the gems already in the Marketplace.

At the end of the day, the amount of time and money, even if we compared an entry level artist or programmer’s salary, would still exceed the costs in almost all cases that you will find. In the end, I think if some of the things I mentioned above happened, then you can at least feel confident in your decision to purchase it.

My recommendation is if this were a hobby, unless you have money to spend, either grab what you can find for free on the internet or pick up a couple lessons and create it yourself. There is also nothing stopping you from linking up with others that can create it where you work together on your project.

Anyways, hope I was able to share a couple opinions and thoughts on how to improve this, enjoy the 4th everyone :wink:

Well that i can’t really comment on because I have never been in the industry bro, I am a business/marketer/programming dude by day and just recently got into the game dev side of life.

there is some great stuff on the market place i think some beautiful stuff. but then there is some mehh stuff as well. but in the end i just wan tot be able to test stuff lol

perfect post man perfect post

Check this. For example lets say an environment pack takes a full business month to complete. That is 160 hours. At 35 an hour that is $5600. That’s pretty close to what you would have paid for the Urban City pack if you got that by itself for your own personal use. Instead he chose to sell it on the unreal forums for $85.99 per person. He would need 65 people to buy it at that price in order to make to make it worth his time. Because he didn’t earn enough to make it worth his time he will support this pack less and his next pack will have less effort put into it. That’s why any issues with that pack haven’t been resolved.

The argument can now be made that he should drop the price and more people will buy it. The is that would the price drop make him more money than he would at the current price point. Do enough people need an Urban City pack for that to be the case? He’s decided probably not. It’s better to just drop it and move on. You decided the pack was worth your money. Others did not. Now you’re stuck without support because people like Mazi1 think $84.99 for a $5600 pack is too much and only want the prices lowered more.

Yeah see i thought the pack was well worth the money but it does not load into projects without causing errors which is my lol . I atleast expect to be able to sue something correctly you know. so it felt like its been broken since the begining. take the modular building pack that thing is amazing and worth double what he asked for it.

1 word. GREED

It takes me so much time to read through this thread and this thread is tedious :wink: I could just ignore it. And everyone who complains about high prices could just not buy the stuff he thinks that is priced too high. Incredible how easy problems could get solved :cool:

Really, I don’t see any reason to discuss so much about this… Yes, some stuff is overpriced. I just don’t buy it. But I still like that it’s on the marketplace, cause the real problem of the UE4 Marketplace is that there is almost nothing to buy. I don’t know how many thousands items are on the Unity store, but I buy all the stuff for my UE4 game on the Unity store or on turbosquid. And I am willing to pay way too high prices if there is no competition. For example I yesterday bought some armor on turbosquid for $50, 4500 polys in total and 256x256 textures, only albedo texture, no normals or even specular maps. After I bought it I saw it was created in 2006 :wink: But it’s still really nice, I have perfect use for it in my game. It would never have been allowed to be on the marketplace, and that’s the problem. I need it, I am willing to pay $50 for this quality some people would call “disastrous”. As long as the quality is clear before I am buying something, I have no problem with it and I think it should be allowed to be on the marketplace, even if someone wants to charge $500 for some s*it. But since Epic is managing all the packs on the marketplace manually I also understand that they don’t have enough time to care about such assets which are probably bought by very few people.

So I agree that the quality should be 100% clear before clicking on “buy”, but let the sellers price it as they want. If you don’t like it, don’t buy it. I actually would like to see a lot more low quality and very cheap stuff on the marketplace, for example some weeks ago I bought 10 characters on the unity store, rigged and including basic animations for $10 or $15 I think. Epic would not allow them because they are too low quality. But my game is a RTS, so from 30 meters away they still look really awesome. I manually have to rig them again to the epic skeleton, so I probably have to invest 50 hours to make them work with UE4 (and my setup), but at least they were cheap :wink: Of course I would have gladly paid $50 for the same quality if they were already rigged to the Epic skeleton… But Epic would never allow them on the marketplace. **That’s the problem I see with the marketplace. Not the pricing. **

I sell my minimap for $20 and I think I give significant support to anyone who bought it (skype, fixing bugs or even adding (simple) features within some days if someone needs). Now, am I an idiot? :cool:

I am offended that you suggest my work should take a week to produce, else it is unprofessional. It takes considerable time to plan for modular assets, especially for such a grand scale series that I have conceived for the marketplace. Backwards compatibility adds further strain on the design, as you have to ensure that each pack fits perfectly with one another. And this is just coming up with the ideas, the general guidelines or blueprints so to speak. Creating the concepts for the design takes even more time, as you have to strike a balance between functionality and visuals and make sure that you have established a unique identity that can remain consistent upon each release. Bringing the concepts to life adds on to that, especially when you have to ensure the aforementioned backwards compatibility and a level of consistency between assets. Doing this work for assets that are designed to be highly modular so as to benefit the consumer while also being highly detailed is a tremendous amount of work, and I can assure you it doesn’t take a week to do it. It took me a little over a months work for the first pack, about 2 weeks for the free update, and nearly two months for the current pack that is about to be released this month. High quality assets take time, not only to plan but to execute. I may not be at the level of most industry workers, but I am in no way a beginner. I have been working with the unreal engine for years, and have been creating architecture for just as long. My development time doesn’t last a second longer than it has to, I work hard to get these assets out in a timely manner while ensuring quality does not suffer. I think it’s easy for some people in here to be judgmental of a process they know little to nothing about. If it were so easy and quick to put out high quality assets, I and many others would be pumping them out much quicker. I have to say I’m a bit disappointed to see these egregious remarks from some of the members here. You yourself claim you are not a modeler, so I feel you should be the last to cast unsubstantiated judgement on those who are. This sort of behavior is enough to discourage content creators from selling anything here at all, as we are vilified for trying to do right by the consumer as best as we can.

In most markets prices changes as product get oudated or competition caches up with it. You made a good point about this is a new market and the content will grow and so will the range of prices as well. Hobbyist in my opinion need to do their research on each product before they buy them and really read up on these forum where products have been tested and where hobbyist can ask questions. If the developers have a FAQ available as well it would make it easier for the hobbyist to make a decison to buy or not. Most developers,programmers,artists are not sales people and not very good at explaning or demonstrating their product as well as convince people why they should buy their product over others. There could also be a set base data sheet that all products should have in common beside showing what version it is compatible with. For hobbyist it is more important in my opinion to get encourage to try out some of the cheaper products and do the most with them and really learn this. I tried another product before with package availble to hobbyist with no expetation to make money on it but have fun with it.

@John I can see why they want to have a minimum standard though. That way when you get on the market place you aren’t flooded with 10,000 meh assets and have to sort through it.
Unity asset store reall NEEDS some way to narrow your search. Something like amazon tag check boxes would work; sort by price, rating, style, targeted platform etc.
http://stream1.gifsoup.com/view4/3335503/i-m-gonna-do-an-internet-o.gif

Wow I stepped away for a day to go to an engagement party and there was a lot of activity. I’ve only read through the one page and just wanted to comment so far on what I’ve read before I lose the thoughts:

  1. The point of the thread was to discuss this overall situation. The title was attention grabbing on purpose but the first post never says anyone is ripping anyone off or the prices are necessarily too high, though some are. I’m glad the discussion is happening and views are being expressed, by consumers and by producers alike.

  2. Uprentiss has some valid points, if more so that the consumer has a right to ask and understand. At the same time they have a right to agree or not even after the fact. Please keep this in mind when rebutting, since you’re at all times representing your business.

  3. Someone mentioned that in this thread packages were asked to be lowered to $2 or even free. I either missed that post completely or this is simply not true. No one asked for anything for free and anyone has continuously said the prices should reflect the package. What’s being said is that the amount of time put into creating the asset has a bearing on the price but can not be the determining factor. In fact it shouldn’t even be in the top 5 factors when considering price. Again keep in mind that this is a time investment ONCE and the package is resold x amount of times. Sampling the product virtually would be helpful for sure. If the system is something simple but legit then the price should be lower than something that is more complicated or offers more. Models priced differently than blueprint or C++ systems etc. Not all packages are $15 no matter what. Thats just silly and that wasn’t mentioned as a “should do” at all from what I read. My preference was a “hobbyist” “license”, for a fraction of the sale price. So if it’s $100, make the hobbyist price $25. If the sale price is 20, make the hobbyist one $5. While this may not be the end result best solution as mentioned by a staff (rightly so) it would be incredibly difficult to implement, it’s a point of view to be considered.

  4. Nowhere in the description of the urban city does it say you can enter the buildings correct. Nowhere in the description does it say there are interiors. I know how to model things at a basic level and I do know how long it would take to make interiors for each building. I was NOT expecting that. I was expecting to be able to place a building and then walk into the doorway of the building. Yes I was indeed. On the inside I was expecting the walls on the inside to EXIST and be able to see out the windows. Thats it. I’d create my own interior structure. Once can’t use subtractive space to cut out doorways on models so in the end, they’re just props. Not functional. I would have preferred them to have just left the doorways cut out at least!

  5. Also, I wouldn’t expect support for any package under $50. I’d expect a quick how-to explaining the structure of the blueprint or something. But I wouldn’t expect continuous support or even updates really. I’d leave it up to the seller to decide if they want to go above and beyond on their personal time to hope sales would reflect that. But I wouldn’t expect it, nor complain. At the same time I was looking at 's Ledge Climbing system… but from the reviews it looks like he’s not around anymore… and thats something since I don’t know how hes done it at all… I might want help on… and will not buy now since I dont know if I could get it to work on latest versions of UE4

EDIT after reading the rest:

**SE_JonF **: You are an example of a producer who responds professionally, thank you.

I think people need to stop throwing around “triple a” and “X + hours” because at the end of the day in this particular scenario its not fully relevant and before you freak out, let me explain. As mentioned by someone already, (paraphrasing) “all of these people asking for lower prices really don’t know the amount of work that REALLY goes into doing this”. Lets say you hit the nail right on the head there. Yep… none of us know anything about how long it takes to do any of the stuff you do. Ok fine. But at the end of the day you’re selling YOUR products to THOSE people. So what happens now? There isn’t just 2-3 people here thinking “well theres gotta be a better way, cuz I’m not happy paying over $100 for this right now”, there’s just 2-3 VOICING it. And telling the few that voice it and the rest that think it to just not buy it then, is only hurting yourselves.

If we didn’t give a sh*t about what you do and didn’t appreciate it, we wouldn’t have bothered discussing it to begin with. We simply wouldn’t bother buying it at all and then where are you? You aren’t making assets for Rockstar or Naughty dogg. If I go and take Nathan Drake model and animations and use them in my game… guess what… I get sued… because those were made for a triple a game specifically. They weren’t made for general release. You can say your stuff is triple a quality til you’re blue in the face and it doesnt change the fact that 1000 other people have the same models, same characters etc… you are NOT developing your assets for triple a companies guys, you’re developing them for us. We are the one’s you’re trying to sell them too and we’re here trying to tell you what we’d like to see and feel from that transaction. You don’t have to listen. And you can continuously tell us to get lost if you’d like… but thats not really the best way to handle it.

Lets say Linkin Park spent 3 months working on writing the song “in the end”. Should that be sold on itunes for $50 000 then? No… its sold for 0.99 to 1.99. Because once it’s made… its made. the time investment has been made and it can now be sold an infinite number of times, can I use that song in my game having bought it? yep… I sure can… as long as I don’t release it! IF I want to release it, I have to pay them a fee on top of that. Now unless you’re “linkin park” caliber in your industry, you wouldn’t get “linkin park” usage fee. but I could definitely pay reasonable price for a song by an indie artist to use when I’m ready to release it commercially. A song which I can also purchase in the meantime for .99 to see if it fits what I want first.

We can compare game assets to cars, food, clothes and any other worldly item but realistically it’s not any of those things. We can all accept its it’s own market and it’s not consumed by the majority of humans like the items its compared to.

So there are two main points that have come out of this discussion:

  • price of asset at final sale
  • preview of asset before sale

to accurately talk about this topic, those must be separated per point.

The question is will more people buy the assets if they’re priced lower? If yes, the next question is will the producer make any more this way had they listed it higher with less sales. Lets say the answer is no.
There is still value to more people having bought your product then fewer. Those are more likely to buy your next product, you’re going to get more feedback and reviews. If less people buy it overall, then you might think there is no market for it at all… and just give up.

As to the quality of the product… its a tough debate. Does a true triple A quality pack of assets deserve a price tag over $100. Well yes, that we will all agree on. Does the hobbyist need a triple A quality product today? no… will they need it when they release their game? … preferably. On the flip side, if you’re the producer, your personal ideology may be to deliver only the highest of quality regardless, who pays for THAT?

I’m not saying I know the answer; the point is not everyone can throw 4K into the hobby and try out all the assets to see what they like.

The preview of assets ahead of time I think everyone agrees is pretty important. So thats a major thing to come out of this… it would help not only ease the mind of the buyer and of course nothing will ever stop the “price is too high” complaints…(which this thread is not)… but it will let the user know what they’re gonna get before buying. It will also allow the users to voice their opinions on the asset before purchasing and let the producer know what they think a fair price should be in this case. There should also be direct ratings and rating systems on the package overview… the forum should be for everyone to ask, comment and rate, the market place direct should be for actual buyers to leave their ratings.
That system alone would help stabilize OR justify the pricing.

John Alcatraz: It is a high level of generosity as mentioned that you support people fully that purchased your product. I actually saw a lot of posts by you helping others on your product when I was searching for info on mini maps. And on that note I can tell you straight up, if you put out another product that I needed or wanted and the price is fair I wouldn’t hesitate to buy it knowing that you’re always around. So that works in your favour for sure. It’s not just lost in the mix and it doesnt make you stupid at all. On that same token, take a look in the threads and answerhub for all the people that haven’t released content and attempt to help people everyday just because they love the scene. I try to help people in answerhub when I know the answers to things whenever I have time to read latest questions. I have been helped lots of times. the people I help don’t pay me, and the people that help me dont get paid… are we all just stupid? No man.

Lastly I’d just like to say, that I spent the last four months making a game in blue prints that isn’t done yet… creep seems to keep me from finishing lol. But a lot of the systems in my game are in the generic shooter recently released, I don’t use steam I use my own external server for WAN MP and I also have a lot of different animations, chars and maps etc… Now I know how much work is involved in making those systems now that I’ve done it all myself. However I was learning BP and a lot of general game programming… etc along the way. If I lost everything and had to do it again from scratch… well it wouldn’t take me 4 months to get to where I am now. It would take me a couple weeks, maybe less. If I wanted to sell my total package now, what hours should I base it on? The first time around? Or the second? The product is the same. (i’ve no intention of selling anything). I’d price it at what I think the consumer can and will pay for it, $30 maybe. Would I sell it to someone for $15 if they said "im going to take all your systems and make my own instead using yours as an example " yes I totally would. Because it will still take them over a month or more to get their product where it is even with my project because they won’t know what any of it does by looking at it. Even if they copy and paste it and get stuff working inside of a month, they most likely still won’t know how to add to it or change anything since they won’t fully understand it anyway since they didn’t build it up they didnt learn how it works… there’s no shortcut to understanding, if someone used my project as a learning tool and learned it all within two months rather than four… great. I got $15 for helping them and some good reviews.

You see you cannot afford 50-150$ per asset, well that is fine. But some creators cannot afford working for week or two and sell 10 copies of asset each 10$.

Personally i could try and sell few quite good blueprint systems. And here are my thoughts:

  • they are currently crafted for my game, each needs about week or so of working to make them more idiot proof and usable as standalone with minimal changes required.
  • i know most assets are very situational, potential marketplace customers are not big group, so i will sell 10 or maybe 20 copies.
  • as they are code assets, maintaining them and support after release is required. But there is high of selling such asset to somebody with very weak coding skills, such person for sure would require help. So spending few extra hours on support is almost certain.
  • with new engine version part of code would require update, cleaning. Again few hours every time epic releases new engine.
  • that above means many hours spent on creating and maintaining.
  • 10$ * 20 is 200$, this is totally not worth my time

So I am considering releasing them all for free instead, but as it is free its low on my list.

Selling 2 things for $50 is always better in the digital space, as you are now supporting 2 people, not 50. The market is also not as simple as you may think. Sometimes you want to pre-select the type of customer you get, and one way is by price.

First, someone that pays 100 dollars for your product is actually invested in you and you work. They may be more likely to make a product work. You also may want to pre-select you customers so that they are willing to make the best of your work. Epic has a vested interest in the exact same thing, as they are competing for developer mindshare, as well as gamer mindshare.