Package prices are too high.

Epic takes 30% to cover the costs of the 50th time you download the asset, the moderation process for the Marketplace, the updates to the individual projects, prompting Asset Creators to update the assets and listings to improve the quality of the overall store, and the transaction fees associated with selling a product almost completely worldwide. And that is just the things I know of, and I am sure I am missing things like the advertising costs, and the cost of reviewing for the new Staff Pics.

Do you now expect Epic just to eat those costs, just to have your way? That seems rather unreasonable. If they decide to eat those costs for their own benefit, that is their decision as a business, but they won’t do it out of the kindness in their heart. Epic is a profit driven company, and even if they weren’t profit driven, they must still pay the bills and the people whom work for them, like the Community Managers that are literally catering to the needs of the community.

Good point. But I wouldn’t expect much support for a $10 item. I would for a $100 item though and for a $50 item. I also wouldn’t necessarily say its the responsibility of the producer to upkeep their products with UE4 changes. The user needs to know how to upkeep their own game witht he assets in it. That being said, I wouldn’t buy the ledge climbing system since there is already feedback that its not compatible with a UE4 version past X. If the creator wants to get new clients… they should upkeep it. If they don’t, dont. Lower the price if you want and simply state it works up to X version as is. nothing wrong with doing that.

If you want to pre-select your buyers, wouldnt you be better off making assets on freelancing sites for a set quoted price. You can directly influence the amount of people you have to provide support for there. If you’re hoping to sell $50 product to two people. I’m sure thats attainable on a freelance
site. I’m **thinking **most release on marketplaces to get most amount of buys out the gate.

Do not be offended. It is just that when you ask for AAA prices, I will only pay for AAA times.
You can turn it any way you want, that level of complexity of your pack can get done by a experienced modeler at a AAA company working for 8h for 5 days in a row.
If it took you longer, then I am not paying for learning curve or because you like to take more time with things or because you needed many iterations.
The reason people get hired and get eventually permanent positions at AAA studios is not because they *can do it, but because can do it faster * with the same quality than most others.
It just the market.

cheapmodeller: about your $5600 example:
if that guy publishes after 160h worth 5600$ and it still needs revision and support, then he should just take it off the market place.
To say, ‘yes it has flaws, but I only help you if you let me charge even more’ is just very wrong first place.

Good point. But I wouldn’t expect much support for a $10 item. I would for a $100 item though and for a $50 item. I also wouldn’t necessarily say its the responsibility of the producer to upkeep their products with UE4 changes. The user needs to know how to upkeep their own game witht he assets in it. That being said, I wouldn’t buy the ledge climbing system since there is already feedback that its not compatible with a UE4 version past X. If the creator wants to get new clients… they should upkeep it. If they don’t, dont. Lower the price if you want and simply state it works up to X version as is. nothing wrong with doing that.

If you want to pre-select your buyers, wouldnt you be better off making assets on freelancing sites for a set quoted price. You can directly influence the amount of people you have to provide support for there. If you’re hoping to sell $50 product to two people. I’m sure thats attainable on a freelance
site. I’m **thinking **most release on marketplaces to get most amount of buys out the gate.
[/QUOTE]

Actually, it IS the responsibility of the producer, as part of the terms of the Marketplace. You must update your product to work with each new version of the Engine within 45 days, or it can be removed from the store.

This is due to Epic’s need to iterate quickly with the Engine, and to assure buyers their investment is worthwhile. This is doubly important for plugins, such as Substance, which can kill a project if they don’t work.

Now, $50 for 2 people is preferable due to the costs of support, not the asset creation. It takes time and energy to support someone. If you are lucky, the support gets solved once, and no more issues crop up. This is never the case. Now, what is really preferable is 100 purchases at $50. Then you can, as an example, afford to support them in a timely manner.

No, selecting buyers is the job of marketing any product or service. It is part of the equation you use to set prices. You want the maximum number of customers at the maximum price, at the minimum expenditure. It is all a part of doing business.

And make no mistake, everything on the marketplace is a business.

If the ledge climbing system doesn’t work for the latest Unreal version, then after 45 days, it should be taken off the Marketplace to sell, as per the agreements to sell on the Marketplace.

I actually don’t want to see the Marketplace become like the Asset Store.

This discussion seems to be trying to dictate how the producers dictate their prices. That is the job of the marketplace, not of an individual.

I am wondering why no one has suggested starter packs, rather than hobbyist licensing. As an example, on the store, you usually have a few versions of a model set. You have the base model, and maybe on skin and an alternate model, with an outfit if the Starter edition. You also have a set that includes more clothing, textures, and figures, and it is called the Pro version. And then an Elite version with even more figures, textures and clothing, and some morphs thrown in.

Now, my suggestion is not to create packs, but rather sell a base set that includes the assets necessary to get started and show off functionality. Then sell the same asset with all the intended assets for the full set. This would be at the producers discretion, as it is more work. And as great as a way to try the functionality on the Marketplace can be, it doesn’t really tell us if it will work in our projects. So this can serve that need.

There is a rock pack that does something like this, he gives you a sample pack for free, and if you buy his full pack, the sample pack is a nice bonus you can place in the full pack and it just works like extra content. Charging for something like this might bring him extra income. But the Marketplace is not geared toward this type of packs, is it?

You tell him not to be offended, then give the exact same offense? Bad boy!

Are you a major studio, that you can buy in huge lots of AAA modelers, artists, riggers and what not in bulk, paying them to output content on your schedule, and then turn that into something that sells in large enough quantity that you recoup your Investment? You are not an Enterprise customer buying huge orders of computers so you get huge discounts on price and the discounts of having so many experts in one place, where they do on the job training, and all the other things every other business does, including hiring from out of school talent so they can reduce their costs.

You are not buying a commodity product from the music industry, that amortizes the costs of doing business, you are buying artistic visions, ingenuity, cutting edge ideas and techniques, producers time and interests in continuing the projects, their promise of support even if you don’t want it.

My question to you is, if you keep telling everyone you aren’t going to buy their product, why are they going to listen to you?

I did not mention “hundreds of hours”, nor even one “hundred hours” quote me if I did. But what I can tell you is that’s possible.
Again, if you feel someone is trying to cash grab you, don’t buy and get in touch with him for more info. It’s not the stone age where you can never ever find out who has made what content pack and you are just buying it knowing it’s like shooting an apple in the dark. The content pack has no proper information? either contact the artist or Epic. Prices can’t just drop for such little issues where you can solve them just by dropping an email or asking on the forums. There are also ratings and comments to get aware if a pack is doing well or not.

I think you are probably hurt badly at some point from the marketplace to put this kind of attitude on us here. I don’t want to fight with you on that.

On a side note, I think Epic should make it a requirement for artists to have a very detailed description for their content packs. Information regarding Tri-Counts, Wireframes, Are they using roughness map or it’s driven from a diffuse? Are they using an AO map or they have not taken care of eliminating shadows from the diffuse? Are the collisions setup properly and efficiently? many things like these should be made clear for buyers.

I see allot of entitled people here, just because they can’t get stuff for stupid low prices. Then when explained why, they say it’s not professional quality anyway so why is it so high price. Go buy cheap **** off turbosquid or the like then come back and then lets talk about quality.

As a moderator:
Wow, it’s sad to see that good and solid feedback thread was turned into collection of insults and cashgrab accusations. We all are the part of same community and creating “Us VS them” vibe won’t help solve any issues.
Please, stay professional and be respectful to each other!

Code of Conduct
[HR] [/HR]
As a content creator:

This system has crippled www.gamedevmarket.com and most users find this system is really bad, because basically you have to pay to preview content and can’t use in any real product. If you want to use - you pay again, but much more. I think such system will only hurt everybody - what the point of buying assets you can’t really use?
I think Preview system could and should be improved, but not like this :confused:

I selling my pack for $15 and I was thinking the same - like pictures and video are not enough to make decision and was going to release a standalone playable demo earlier, but unfortunately there are tons of pitfalls. For example - I have to create resolution/graphics quality settings just for the demo to ensure that it’s playable and actually reflects quality of work in Marketplace Asset. Also, after compling project some stuff(not pack related) is going crazy and requires fixes, so it take a lot of time(And this could affect final price) to create playable demo which could show your project. Of course you could release demo without any settings with simple spectator camera - but IMHO cheap demo like this would work against the assets.

It’s Zip on first page :stuck_out_tongue:
I think that some sellers are missing important points when they set their prices: what price users are willing to pay and why.

Well, my project is targeting newbies and people who prototype stuff. It’s pretty obvious that you don’t need “shipping” license for product like mine with your approach. So what, I just set hobbyist price less than $5 and then go live on the streets? :slight_smile:

I’m not sure I understand this correctly… There is nothing inside building and it’s not advertised like there is something is. And video shows what exactly you’re buying - no interiors. Also this pack is a modular building pack so nothing stop you from creating building with interiors.

I’m not sure it’s a cool idea to “strip” good stuff from assets in order to make price lower. It just not cool. If I buy something(No matter price) I expect good quality, license without pitfalls and at least some support.
Also, I don’t like the idea of splitting client base into 2 different camps. “THIS ONE WILL GET MY SUPPORT, BUT YOU’RE NOT SORRY PAL PAY MORE” It just ridiculous :confused:

Viva El Presidente!

There’s no standard measure of time that qualifies an asset as “AAA”. Some artists work faster than others. It’s not quantifiable.

Besides, what you’re ACTUALLY paying for with higher end assets is not only the time to create that asset (which might be, say, a week), you’re also paying for the experience of the artist and the time they’ve put into perfecting their craft over the years.

Same as any art, really.

On that note. I’m the one that started this thread. I’m happy for it to be locked now if need be, its here as a reference for future searches.
I think everyone that wanted to voice their opinions have done so. No one was expecting immediate changes from this thread alone.

The point was to get ideas on how to improve and get opinions from all sides. If creators want to put their prices high then there needs to be better demos and virtual tours. It’s not enough to simply describe it in a paragraph and post a two minute youtube video. What good is the urban set modular building when it takes forever to snap the pieces together and in the end you still end up with the same issues, the pieces are one sided, you can see through the walls from the other side and you can go inside the building and walk through the walls to get out… plus shoot people outside of the building as they run by, but they cant shoot in. Thats not a good system.

Anyway until there are changes overall for the better, if you’d like to post your stuff on the marketplace, low or high price apparently you’re bound to keep it up to date. Good then, at least old packages that no longer work will be removed. I think this isn’t great though, because old packages like ledge climbing system still have value. People willing to put in time to use it and update it on their own should still have access to it and the creator can still profit from it. But the price should for sure be lower if it doesnt work out of box anymore and it should be specified.

If you want to post things for cheaper and sell it off but offer little support or updates after launch, post it in the market and make a thread for it here, but ALSO post it somewhere else and keep the thread alive here so people know it exists and where they can find it if its removed from the marketplace or if its only posted outside the marketplace to begin with.

If you want to post things and only accommodate those willing to pay the highest prices for assets, continue to do so and we all wish you luck making a living here. I highly suggest better demos and virtual tours or pre-packaged mini game showing off your pack. If users cant understand their PC’s are too terrible to run the mini game and thats not a reflection of the package, then thats an example of a customer that would turn into a support nightmare anyway and you dont want them right. If you want to post your pack at lower prices and not upkeep support for them, specify that and post them elsewhere for sale but let us know here that they’re available.

I don’t believe I can add much more constructiveness to this thread so I’m gonna get back to work and not reply here anymore.

Thanks to everyone who joined the discussion for taking the time to help others better understand all angles involved in this entire process. Hopefully some stuff was learned from it!

See ya 'round the forums.

PS: I just watched that supergrid video. Thats a pretty cool tool man, I’ll probably grab that when my gameplay stuff is “finished” and I’m ready to focus more on creating maps. Good job (and price)

Prices are good here! We just need more content. Unreal Marketplace is like 1.5 years old and there is less than 100 asset packs. It takes like 10 years to get enough content. But then we have Unreal 5.

if you realease a 1 dollar product you have an obligation to make sure they have a working product.

remind me never to buy anything from you if that is your attitude on products.

It’s actually still less than 1 year old! It launched around September last year. :slight_smile:


We will not close/lock this thread so long as the discussion is professional, on topic, courteous, and constructive. There are passionate views from both sides on this topic, but please refrain from any personal attacks or insults, we are all developers here so make sure you give other users the respect they deserve.

Please continue to discuss if you would like, we will continue to monitor the activity here to make sure there aren’t any further issues. Thanks guys!

Just thought I’d throw this in… if you’ve been a developer for a while you should find it quite entertaining.

This pretty much describes quite a few people here.

Finding the right price for your product is a lot more complicated than some people make it out to be.

I highly recommend people have a read of the book “Thinking, Fast and Slow” [URL=“Thinking, Fast and Slow - Wikipedia”]. Many of the the irrational decisions I’ve witnessed in my career as a IT consultant were finally explained.

When people make decisions they sit somewhere on the scale of quick instinctual decisions, to deliberate detailed evidence based decision making. Most people sit somewhere in between the two. The quick decision system is less time consuming, and the more deliberative decision system requires mental effort.

Now when it comes to making decisions to on what to buy, cheap items will appeal to those who make quick decisions, whereas those that take a more evidence based approach will not choose it unless it deemed worthy of buying. When an item is expensive, this will cause the people that like to make quick decisions, into thinking about it more - this may result in two actions, them spending the time to research the production, or thinking that it is too much effort.

Similarly someone primarily evidence based in their decision making, will not buy it if there is not enough information available.

To help with this decision making, I think better reviewer ratings should be taken. Right now the Marketplace rating system has only one dimension. It should be like what you get on trip advisor, an overall rating based on number of attributes.

In the case of the UE4 marketplace, you could have things like:

  • quality,
  • support,
  • value of money,
  • ease of use
  • documentation etc.

This would give people a much better idea when deciding whether to buy something or not. It will also force the reviewer to give better feedback, without anyone having to verbalise their feedback in the comments. Also it would help those who make quick decisions, as it gives them more information that a simple " out of 5 " rating. It should also help those sellers that have had poor ratings in the past, as the review would be less skewed due to rating poorly in one of the attributes. (A good quality product, may have poor documentation for instance - this may frustrate a beginner, but not an expert).

Actually now I think about it maybe there should be something that indicates certain items are suitable for beginners.

if you expect to put a product out whether it is 50 cent or a dollar or one thousand dollars and you don’t think it has to be a working product, you need to quit seriously because cost should not determine whether someone gets a sufficient product or not. and you are right I won’t ever buy from you because that is absurd tbh and shows your work policy and ethics.

Guys,

The mods have been very fair in warning all of you to watch your conduct during this discussion. I’ve seen more than a few instances of ad hominem and bickering in this thread. A discussion like this is fine to have but everyone is expected to keep it civil. The next instance of baiting, personal attack or off topic argument that we see will result in us issuing infractions. Please mind the rules of the forums, keep the conversation civil and treat your peers with respect.

Thank you.

Stephanie

maybe you all should care a bit more about someone saying if they put a product up for a dollar they don’t care if it works or nto and won’t support it? maybe that should be a focus instead of people being upset that it was said. that’s a bit ridiculous tbh