On pricing things too high, I agree with the notion that if someone wants more sales he’d put something up for a lower price. Its really up to the developer, artist, composer. If you put something up for high, you have to be able to show that its worth it. Thats already pretty hard given the small space you have to show and describe your product. Outrageously expensive stuff simply won’t sell. I do agree with the opening post on the point that some beginner might fall for paying too much for something of subpar quality, but as the Marketplace gets more content those cases will become blatantly obvious through competition with better price-quality ratios.
What I do hope though is that Epic makes sure that people don’t sell their products for too low. Its peculiar with digital content and a huge potential consumer base. When you’re selling physical goods you have to find a balance when determining a price, because you have a finite amount to sell, you need to get your investments back plus some profit. With digital content, once something is done you can sell it infinitely and forever without extra costs. It can be tempting for some people to put things up for ridiculously low. Since there will be no extra costs after production (I’m excluding support and updates here), it doesn’t matter how low you price it, if it sells a few per month then someday you will make a profit. But price things too low and it may ruin the Marketplace.
Say you have taken 300 hours and created the most beautiful 20-pack of landscapes ever. Then you decide to sell it for $10. Some may say thats fair, its your decision, etc. But the result is no one wants to compete with that and no other people are going to create new landscapes to submit. happening to any category of assets is what I fear.