Cynus_Tak:
@NilsonLima - the price would perhaps be listed as X(Y) where X is the “casual price” and Y is the “publisher price” (casual price would be subtracted from publisher price and the difference charged on game release. The casual price would be charged up front.
The point of this is to discriminate between two populations (casual and publishers) like airlines do (early flyers and last minute flyers) because the two populations are willing to pay different prices. This allows the price to be lower for one population and higher for the next. Let’s take “Sword Aimset Pro” as an example. It is set at $65. Now this is far too low of a price for a published game but IMO far too high of a price for a casual user. Some casual users may buy the aimset but far more would buy it at $25. So if the price was $25($250) this would far better reflect the value provided by the content creator and I believe would lead to far more sales and more profit for the content creator and happier overall users.
I understood, so the control would be part of the Marketplace intrinsic operation… so a new feature to be added. Sounds interesting, hopefully @Unreal_Josh and @WellActually keep an eye on this feature. So the competitor has it, why not us?