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Coding Horror
programming and human factors
by Jeff Atwood

Aug 5, 2009

Software Pricing: Are We Doing It Wrong?

One of the side effects of using the iPhone App store so much is that it's started to fundamentally alter my perception of software pricing. So many excellent iPhone applications are either free, or no more than a few bucks at most. That's below the threshold of impulse purchase and squarely in no-brainer territory for anything decent that I happen to be interested in.

But applications that cost $5 or more? Outrageous! Highway robbery!

This is all very strange, as a guy who is used to spending at least $30 for software of any consequence whatsoever. I love supporting my fellow software developers with my wallet, and the iPhone App Store has never made that easier.

While there's an odd aspect of race to the bottom that I'm not sure is entirely healthy for the iPhone app ecosystem, the idea that software should be priced low enough to pass the average user's "why not" threshold is a powerful one.

What I think isn't well understood here is that low prices can be a force multiplier all out of proportion to the absolute reduction in price. Valve software has been aggressively experimenting in this area; consider the example of the game Left 4 Dead:

Valve co-founder Gabe Newell announced during a DICE keynote today that last weekend's half-price sale of Left 4 Dead resulted in a 3000% increase in sales of the game, posting overall sales (in dollar amount) that beat the title's original launch performance.

It's sobering to think that cutting the price in half, months later, made more money for Valve in total than launching the game at its original $49.95 price point. (And, incidentally, that's the price I paid for it. No worries, I got my fifty bucks worth of gameplay out of this excellent game months ago.)

The experiments didn't end there. Observe the utterly non-linear scale at work as the price of software is experimentally reduced even further on their Steam network:

The massive Steam holiday sale was also a big win for Valve and its partners. The following holiday sales data was released, showing the sales breakdown organized by price reduction:

  • 10% sale = 35% increase in sales (real dollars, not units shipped)
  • 25% sale = 245% increase in sales
  • 50% sale = 320% increase in sales
  • 75% sale = 1470% increase in sales

Note that these are total dollar sale amounts! Let's use some fake numbers to illustrate how dramatic the difference really is. Let's say our hypothetical game costs $40, and we sold 100 copies of it at that price.

Original priceDiscountSale PriceTotal Sales
$40none$40$4,000
$4010%$36$5,400
$4025%$30$9,800
$4050%$20$12,800
$4075%$10$58,800

If this pattern Valve documented holds true, and if my experience on the iPhone App store is any indication, we've been doing software pricing completely wrong. At least for digitally distributed software, anyway.

In particular, I've always felt that Microsoft has priced their operating system upgrades far, far too high -- and would have sold a ton more licenses if they had sold them at the "heck, why not?" level. For example, take a look at these upgrade options:

Mac OS X 10.6 Upgrade$29
Microsoft Windows 7 Home Premium Upgrade$119

Putting aside schoolyard OS rivalries for a moment, which one of these would you be more likely to buy? I realize this isn't entirely a fair comparison, so if $29 seems as bonkers to you as an application for 99 cents -- which I'd argue is much less crazy than it sounds -- then fine. Say the Windows 7 upgrade price was a more rational $49, or $69. I'm sure the thought of that drives the Redmond consumer surplus capturing marketing weasels apoplectic. But the Valve data -- and my own gut intuition -- leads me to believe that they'd actually make more money if they priced their software at the "why not?" level.

I'm not saying these pricing rules should apply to every market and every type of software in the world. But for software sold in high volumes to a large audience, I believe they might. At the very least, if you sell software, you might consider experimenting with pricing, as Valve has. You could be pleasantly surprised.

I love buying software, and I know I buy a heck of a lot more of it when it's priced right. So why not?

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Comments

Microsoft do not want you to buy retail copies of Windows. Their money comes from OEM including the OS with new machines (or even if the OEM doesn't include the OS - they still pay)

If MS offered cheap retail pricing people wouldn't buy new hardware, that's why it's cheaper to buy a whole new machine than upgrade from XP to Vista - and why OEM copies can't be upgraded.

It's rather ironic that the MS model is driven by the demands of the hardware makers, while Apple's (who is a hardware maker) isn't.

mgb on August 6, 2009 2:02 AM

It looks like the example math might be wrong. When you calculate for the 10% discount value, the solution is 4000 (base price) multipled by the 35% increaser value, or 1.35 scaler (or 1+(35%)/100). With this you get Atwood's value of 5400. However, if you continue this equation (using 1+(%)/100 as the scalar), the numbers are as follows:

10%: 5400
25%: 13800
50%: 16800
75%: 62800

If you continue the calculations to answer the question: "how many people bought the software?", you get:

10%: 150
25%: 460
50%: 840
75%: 6280

WOW!!! It looked like a simple exponential curve until you get the astronomical increase of 747.6% buyers! If this data is as accurate as it sounds (and it would still surprise), then I would expect 75% discount to be very close to that soft-spot of maximum revenue.

Mike on August 6, 2009 2:08 AM

It's the same with PocketPC and have been so for years. You can't charge more than 10-20 bucks.

One idea is to sell 30 levels at a time for $10. So if the game is 120 levels you'll get it for $40. That way you can evaluate the game and if you enjoy you don't mind paying ten more dollars for a week of fun.

Peter Lind on August 6, 2009 2:25 AM

I don't know a lot about economics, but it has some similarities with the Laffer Curve http://en.wikipedia.org/wiki/Laffer_curve .

It would be interesting to see at what point Valve would lose revenue when decreasing price. What is the "sweet spot?"

And with every copy sold, your market has shrunk, as those customers won't be repurchasing (unlike the Laffer Curve and government taxation).

Jarrod Dixon on August 6, 2009 2:27 AM

I think something else to consider here, is the 'bargain' effect... I think that the *sale* itself is what drives the huge increase, more than the price itself. In other words, I don't believe Valve would have made as much if they had started at the smaller price from the beginning.

When I go shopping, if I see a new game at $29, I probably won't buy it ($29? must be crap!). However, if I see an older game at $29 down from $99, I'll jump on it ($99? must be great! and I'm saving $70!! buy buy buy)

Gerald on August 6, 2009 2:34 AM

I tend to agree with Gerald. The sale was success because usually the software costs $40 but *now for limited time, hurry,* for $10.
I have experimented with pricing of my own software and sometimes it seems that the price is not that important as one may think (selling for $10 does not sell twice as much copies as selling for $20). But it probably depend on many factors like competition, market niche etc etc.

AT on August 6, 2009 2:44 AM

Don't forget that there is a "cost" associated with each sale! You might make more money and more sales, but you'll also end up with a lower profit per customer, and someone has to support all those customers.

One of the reasons Apple computers are "premium" is that Apple is interested in customer service. Ask people who've been to the Genius Bar at Apple how's the service. Ask people who've used phone service. Generally, Apple has the best customer support. Dell and HP sell more systems, but they can't give users the same customer support.

By the way, the "Apple" upgrade is only for people who bought the last OS for $125 or got a computer in the last year. Normally, Apple charges $125 for upgrades, but this time, Apple wants users to exchange Leopard for Snow Leopard and priced it accordingly.

Microsoft, on the other hand, has no reason to get Vista customers to upgrade to Win7. Vista is a pretty modern OS with almost all of the basic core security features of Win7. Now, Microsoft would like WinXP to go away, but they can't offer a discount for a WinXP->Win7 upgrade, but not a Vista->Win7 upgrade. Besides, to upgrade from WinXP to Win7 involves getting new hardware.

David W. on August 6, 2009 2:44 AM

I agree with the windows thing. Being a linux kind of guy the only interest I have in windows at the moment is running it in a vm for the annoying times when there's no sensible way to do what you want without windows (eg, itunes).

I've had an old copy of XP for this. I'd kind of like to use vista instead, but it's too damned expensive, and being a geek I want everything, not some artificially hobbled creature. Same goes for win7. Maybe I'll buy a copy at some point, but for now, I'm sticking with my xp disk.

At £30, I'd just pick it up, provided I knew I wasn't going to come across the old 'you can't do that in this version' issue.
The other thing that stops me is, of course, the wondering whether this 90th vm installation is going to activate or not, and whether wga is going to call me a criminal.

Jim T on August 6, 2009 2:48 AM

Looks like they priced Left 4 Dead correctly, eventually. But in the meantime they managed to get people like you buying it at twice the 'optimal' price.

This is all pretty standard marketing/economics, have a read of 'The Undercover Economist' it'll make you see everything differently.

Alb on August 6, 2009 2:54 AM

As long as support costs don't scale in line with sales.

codeburns on August 6, 2009 2:55 AM

It's true - I spend little or no money each month on music, very occasionally buying an album if it's particularly good. The cost is just too high at around 10UKP per album.

However I had a spate of buying singles and albums from allofmp3.com (the russian download site of dubious legality) at around 10 cents a track, or a dollar or two an album. I was regularly spending 15-20 UKP on music per month. If this had been a legal site where the money was going to the music industry, the industry would have been getting probably 6-9 times more of my cash than they do currently...

Ant on August 6, 2009 2:59 AM

but FREE IS FREE!!! I would rather don't pay any money at all because I'm a really parsimonious bastard. That's why I like FREE SOFTWARE!!! It's like a nice hippie-collective where there's everyone sharing flowers, rainbows and software. And it's like FREE BEER too!! No one says NO TO free beer!!!

YESS on August 6, 2009 3:03 AM

Making the software as cheap in the first place would not have resulted in these increased sales.
Tell the buyer the worth of what he is buying first, and then give him the bargain for this jewel!

Thomas on August 6, 2009 3:04 AM

Ant - yes but they'd have been getting less money from those willing to pay the prices now. The key is figuring out how to make everyone pay as much as they are willing to, this is also the hard part.

Alb on August 6, 2009 3:04 AM

@David W - on the other hand, if your product has a modest monthly subscription too, suddenly you've got 6180 extra customers paying that...

Ray B. on August 6, 2009 3:05 AM

I don't think your point applies to Windows. It's not an application, but an operating system, so you basically need one (you own different operating systems, but probably not too many different versions from MS). MS has market share there too close to 100%, so it cannot gain new customers either.

What you describe works well for software which you don't have to own but you have great choice if you want to buy something. If there were a game that everybody would like to own, optimal (from the point of view of profit maximizing firm) pricing would be similar to Windows. If you make just one of many similar games, optimal pricing is different.

Jan on August 6, 2009 3:08 AM

W7 upgrade upgrades box version to box version, that you can move to new PC. 10.5 upgraded to 10.6 is still an OEM version, that is good only for existing mac with 10.5, and when this mac dies - it's worthless - newly bought mac will have 10.6 anyway. Afaik this 10.6 upgrade is also only valid for upgrading from 10.5: users of 10.4 (released in 2005) are encouraged to buy $169 "mac box set" instead.

no name on August 6, 2009 3:10 AM

My experiences from the AppStore is that revenue remains constant almost regardless of price. But higher price usually gives more dedicated users and less support (and actually, high ratings). I should say that my app is a niché app with no chance of entering the top 20 list - I think the rules are different for such apps because of the strong exposure for the app in the main top 20.

Kalle on August 6, 2009 3:11 AM

I don't agree about the comparison between the pricing model of Windows and OS X. Apple produce hardware which they make money on allowing them to sell the OS at a much lower price, Microsoft don't.

Anonymous on August 6, 2009 3:16 AM

One thing you need to take into account is user support. You cannot provide good support for users if you charge $1 for the software. Of course the software may not require support, but the more complex it gets, the more questions from the users will come. With iPhone one thing makes it easier -- there is only one configuration, so most configuraiton-related problems can be eliminated, which sadly cannot be said of Windows.

msq on August 6, 2009 3:41 AM

To be fair, Windows 7 is a whole new version of Windows while Snow Leopard (10.6) has very few new features over the Original Leopard (10.5). And Apple knows it, since they don't usually price their upgrades so cheap.

But i agree, Microsoft should lower his price, even more so considering the zillion options they always have for licenses.

pablasso on August 6, 2009 3:41 AM

Pricing is a funny thing. If you really want to experience pricing dynamics visit a live auction. Suppose cars. Say the market value for a car is actually $25,000. Auctioneer starts at $5000 approximately 30 hands up. At $7500 15 hands up at $10000 5 hands up at $20,000 only 2 hands at $20 500 the lot is knocked down! Why did the under bidder stopped there? That beats me!

yannis on August 6, 2009 3:41 AM

I've spent more on iPhone software in one year than in the past 12 years of Mac usage total.

Neil Anderson on August 6, 2009 3:43 AM

One thing that I have found with cheap software is that it means you don't have to worry about the ridiculous "trial" period. I've bought software before at low prices without even trialing it because at the "what the heck" price point, if the trial doesn't work out, it's not a great loss in investment.

Not having to support trial versions of things would surely make for a decent saving.

lomaxx on August 6, 2009 3:45 AM


How can someone define right or wrong here?

Steve on August 6, 2009 3:47 AM

From my high school economics, the principle you are describing is elasticity (http://en.wikipedia.org/wiki/Price_elasticity_of_demand).

Martin on August 6, 2009 3:51 AM

I admit I buy more software using the App Store then anywhere else. MS makes there money from the different licenses plans they offer, for example Action Pack Subscriptions. The interesting question for me would be how much of Microsoft's upgrades happen via these programs rather then buying retail versions. Consider Apple doesn't have a subscription solution, where is more ony being made? Food for thought.

Off topic: You know your addicted to StackOverflow when you want to upvote the comment's on Jeff's blog.

Diago on August 6, 2009 3:54 AM

This seems to assume that a change of operating systems could fall into the category of "impulse purchase". I'm not sure I buy that. (More at .)

Rob on August 6, 2009 4:03 AM

I think this largely has to do with the fact that in both the case of the iPhone app store and Steam, you've already got your credit card attached to your account, so purchasing involves a couple of clicks.

For an independent site, you'd need an extremely high value-to-price ratio in order to get people to bother with typing in the credit card info.

Ryan on August 6, 2009 4:06 AM

There's a post on Fred Wilson's blog about iPhone app prices. Two interesting points:

"Competing with another application solely on price is a sure fire way to go out of business."

"Getting someone to pay anything is hard. Once they've made the decision to pay, the difference between $0.99 and $9.99 isn't as big as many think it is."

http://www.avc.com/a_vc/2008/11/iphone-apps-are.html

Nathan Bowers on August 6, 2009 4:10 AM

An observation:
If Valve did it as a "sale" meaning they advertised it as a temporary discount from the original price, then it's possible that the 50% and 75% percent quantities got a boost from the "what a great deal" factor which you wouldn't get from a flat lower price.

Peter on August 6, 2009 4:32 AM

Another issue, at least with games, is the time investment. No matter how cheap games are, there is a limited amount of time I have to actually play them. Though I have bought more games than I am able to play through Steam, there is a limit to how many unplayed games I want, even if they cost just $1.

Ståle Undheim on August 6, 2009 4:39 AM

Price differentiation maximises profits by providing the software to a person at the maximum price they are willing to pay. Companies do this by offerring a high starting price and then offerring a discounted price later in time.

I guess the point here is that the initial price is too high so the profit takes too much time to be realised.

Jonno on August 6, 2009 4:47 AM

@Gerald, @AT, @Thomas : at least in the case of video games, you have lots of specialized media which give advice on which game is good. They may or may not be dependent on advertisement revenue, so the opinion may be biased somehow. However, take a game like Cyanide's Chaos League. It was sold around 30€ (~ 43$ now, but at the time I think it was also 30$). The game is of high quality, and all video games magazines and websites I know of agree with me. The fact that the price was "fair" (compared to the usual 60€ one has to pay for PC games nowadays) was also highlighted in many reviews. The same holds true for the new "Sam & Max" adventure games, where one could buy "per episode" at a reasonable price, or wait for the game to be "complete" (ie buy all the episodes when they are all out) for a "discount" price.

It is high time that software which has the potential to be truly distributed worldwide, with millions of copies becomes cheaper.

I also agree with Diago : the fact that you just have yo click to get apps on the iPhone clearly helps to buy new apps.

Lasher on August 6, 2009 5:00 AM

Similarly to what Thomas mentioned; setting the initial price too low will devalue the product - but a high start price and a quickfire limited-time sale will have people forking out in order to take advantage of a "good deal."

Something that seems to be becoming more popular (although not so much here in the UK) are rebates. Using a rebate scheme, the retailer maintains the full price of the product (thereby maintaining a high perceived value) but at the same time offers the customer the perception of a good deal (and an incentive to buy).

I'm not sure how a rebate scheme could be applied to software (especially digital distribution) but it's an interesting thought.

BitJumper on August 6, 2009 5:04 AM

I'm with codeburns; I'd like to also hear about how their support costs changed too; increased user volume implies that you need to beef up your support infrastructure by an appropriately proportional level.

The lower price point may decrease the quality of incoming support requests too; you went down below the "why not" level on price, seems reasonable that the same might apply to "why not just ask support about this?". This could affect the skill distribution required across your support team.

I'm just speculating; would be good if someone correlated those numbers with the sales figures.

Wez Furlong on August 6, 2009 5:10 AM

The Mac OS X vs. Windows 7 argument is really an apples vs. oranges [no pun intended] comparison as "no name" points out. Also version of 10.5.4 (which I presume is a update from other versions) costs $129 which blows the argument out of the water. Mac OS X only runs on Apple hardware which has a high profit margin - wake me up when Apple offers it for PCs at that price.

Personally I get updates every 6 months to my Ubuntu and they are free, so both prices seem pretty high.

The real problem with the App store on the iPhone, is you have to decide to pay for something before know if it is any good (which is the same in general with software). Given how locked down the iPhone is, Apple could have a better model. Why not have trial period of a week? where I get prompted at the end if I want to pay or de-install, and your not allowed to re-trial (Apple would keep a record).

rythie on August 6, 2009 5:10 AM

It'd be interesting to see the sales statistics from a couple of weeks after being on sale. Do the sales drop because those who wanted the game already bought it while it was on sale? Do they increase from getting more exposure?

Razalhague on August 6, 2009 5:15 AM

I think the "heck - why not?" principle maybe applies mostly to fun software. As nobody really needs it of course there's going to be a massive sales drop-off as the price goes up. But with important, practical, boring software there's going to be a far higher percentage of buyers who would've bought it even at the higher price.

Rhys on August 6, 2009 5:15 AM

I purchased the Windows 7 upgrade during the pre-order sale timeframe, don't even remember the price (it was that "why not?" pricepoint) - think it was $49.99 - 59.99.

Not only is Windows 7 a great OS based on my beta experience (it's been my primary OS since Microsoft released the beta) but the price was so trivial. It's not worth going through the hassle of finding a copy of questionable legality and worrying about patches, software that needs Windows verification.

Michael Wales on August 6, 2009 5:21 AM

"...the iPhone App Store has never made that easier"? Shouldn't that be "has made that easier than ever"? I'm not a native speaker, so perhaps that's an idiom I'm not aware of.

Tim on August 6, 2009 5:22 AM

$120 for a Windows Home upgrade is simply thoughtless, especially considering that more and more people use multiple computers.

Pies on August 6, 2009 5:25 AM

I still find it ironic that Gabe Newell tells everyone that lower prices mean higher profits, yet since the end of last year european customers got a 40%+ price increase when all dollar prices where converted 1:1 to euro prices. There are games that are almost 100% more expensive compared to the US!

Sander van Rossen on August 6, 2009 5:26 AM

Jeff, in theory you are totally right. The lower the price, the more people will buy and the more people will buy instead of making an illegal copy. The quantity will soon compensate for the lower price, so if you sum it all up, you are making more money even though the price is lower.

So far so well. In theory practice and theory are the same... but in practice they are not! And to quote one of your last sentences:

"But for software sold in high volumes to a large audience, I believe they might."

High volumes and large audience are the keywords! What you use here as samples are product that a wide range of customers may need or just would like to have (if they really need it is another question). Of course the customer base for every product is somehow limited, however the gamer community is gigantic (that is like a 64 Bit Int is limited, but how often has anyone of us seen a 64 Bit overflowing?). So cheaper price leads to more sales and even cheaper price price leads to even more sales and so on.

What if the customer base is much more limited? What if you sell a product that only 10'000 people in the whole world will ever need or like to have? You sell your product for $35 and you sell 6'000 copies. Not bad. You could sell it for $30 and maybe sell 9'000 copies. And if you sell it for $25 you sell 10'000 copies and your customer base is satisfied. If you had sold it for $10, you also had just sold 10'000 copies, as the potential customer base won't grow just because the price shrinks. See where I'm going?

The potential customer base is fixed before you start selling your first copy. The price only affects the real customer base, however it should be very obvious that the real customer base cannot grow beyond the potential customer base no matter how cheap you choose the price. And selling 10'000 copies for $10 or selling 10'000 copies for $25 makes a "tiny" difference (or maybe not so tiny, as a sales manager this difference will get you fired).

Sales/Marketing/Business theory tells us there is a peak. If you paint it as a graph, you have a price decreasing on the X-axis (you start at the highest price you can think of that is still realistic and decrease the price as the X-axis goes to the right). The Y-axis is the amount of $$$ you'll earn (not the amount of copies you sell, as of course a product you sell for $0.01 may sell more copies than one you sell for $5, but will it really make more money just because of the higher quantity? I don't think so).

I'm not sure how this graph will look like, but I just guess it will look similar to a bell-graph (as most real life graphs look like one). E.g.
http://www.ericsink.com/bell.gif

The further the price decrease, the more copies you sell and in the beginning the quantity compensates the lower price, so the overall incoming raises, first slowly, but increasingly fast as the price drops. This continues until we get close to the peak. Now all of a sudden the growth flattens and flattens and then we reach the peak. This is the optimal price for the product! All software should be sold at that price (which is different for every peak of software of course). If you go beyond the peak the incoming will drop. Why? The quantities still go up, but meanwhile the price is so low that even the slightly higher quantities cannot compensate it any longer.

Every sales guy knows this theory. Every sales guy is doing a better job the closer he can get to the peak without staying to far on the left or right side of it. Then why does it look like some products are so horribly far away of the peak? Windows upgrades e.g.? I don't know. Maybe Microsoft should just fire their sales manager and hire someone who is not a moron. Lets face it, there are good programmers and there are horrible programmers - same applies to sales managers.

Mecki78 on August 6, 2009 5:31 AM

Definitely right on the MS pricing. I don't ever upgrade my MS OS due to the pricing (even though my machines are capable). The only time I get a new version is when I'm forced to with a new machine. Drop that pricing down to around $50 and I would upgrade each time.

Brian Knoblauch on August 6, 2009 5:31 AM

Not to mention that steam "sales" in Europe are still higher compared to retail in Europe.

Sander van Rossen on August 6, 2009 5:34 AM

"Getting someone to pay anything is hard. Once they've made the decision to pay, the difference between $0.99 and $9.99 isn't as big as many think it is."
In principle, I have to agree. But in practice, it couldn't be further from the truth. For the sake of the argument, lets use "99c" and

See, if I know something is "99c", I'll take a look at it. If it's "$9.99" and I have no interest I couldn't be bothered. And that's the underpinning problem of price. It's not that an item WAS $40 and is now $10. It's that I put the value of $10 in the category of "I don't mind looking"; while $40 is "forget about it".

Buying a $40 item just because it's $10 is faulty economy at it's best; and outside of women rabidly savaging the after-xmas sales shops, I can't see someone buying something they don't want regardless of price.

DOn on August 6, 2009 5:36 AM

You have to wonder if the people are buying at the lower price from valve because they thought they were getting a bargin. The more the bargin the more sales.

I think the app store pricing is crap, spam applications are to blame, because these have bought the average price down.

Darren Stuart on August 6, 2009 5:36 AM

I can't believe no-one linked here: http://www.joelonsoftware.com/articles/CamelsandRubberDuckies.html

Off-topic: The captcha actually asks for the ½ character, how am I supposed to type it? Well obviously I managed, but still...

Jonathan on August 6, 2009 5:40 AM

This has been coined as "peggling". There's a very interesting article on the topic here: http://www.tuaw.com/2009/07/30/updating-doesnt-help-your-iphone-app-but-price-drops-do/

Also of note is that Electronic Arts now has an entire department devoted to making 0.99 iPhone games

Jack James on August 6, 2009 5:40 AM

Wow .. people buy more of something produced as a premium product (in the case of a AAA game - costing them many tens of millions to produce) when it's offered later at a sale discount ....


what an astonishing insight O_o

why has no one in sales ever considered this option before ....

oh wait

Antony G on August 6, 2009 5:58 AM

Do you think that cheap software devalues the work of software developers?

Richard on August 6, 2009 6:11 AM

Microsoft are at or even past their saturation point and need new growth opportunities. They have a huge untapped market of people running pirated copies of Windows. The are people familiar with the product and have stuck with it but don't like the price. I'm sure that lowering their price is the best strategy for converting these holdouts.

They've already broken sales records with their presale numbers for Windows 7, helped largely by the half price offers. I'm sure they'd see even better numbers once the product is officially released.

dantakk on August 6, 2009 6:16 AM

I think increasing the profit by discount is valid only for software products which are usable for many people, such as operating systems, games, portable device software etc.

I am developing industrial automation software, they are tailor made applications and special for only my customers. I should bankrupt if I make discount.

Anonymous on August 6, 2009 6:17 AM

Must be easy to install. No extra customers will be attracted by "why not" prices if the installation is "why bother" difficult.

Pete Austin on August 6, 2009 6:20 AM

What are we doing wrong? I've said this over and over - we are our own worst enemies. Its no wonder that corporate America treats programmers like second-rate citizens. They demand/expect that we work overtime nights and weekends without pay. They demand/expect that we produce work in their absurd time schedules. They demand/expect that the sort of work that we do MUST be produced in a cubicle between 9am and 5pm and boy oh boy, they'll give you lunch time but make you pay for it if you actually take it. No, its not like that everywhere but its certainly bad like that to some degree or another.

Second, we allowed corporate America to outsource our work to other nations like they did the textile and other industries. We allowed ourselves to standby and watch it happen. Do you want to compete with a $12/hr programmer in India? No, neither will I. I'd sooner work at Borders and have 1/10th the level of stress for that pay.

We also allowed ourselves to give away our work. We did "projects" for friends and family for nothing. It has gotten to the point where people expect us to do this stuff for next to nothing. Can you imagine asking a plumber to come fix your burst pipe at 2am and then telling him you expected him to fix it for nothing because "thats your job"? What about electricians or lawyers, etc.. Imagine assuming that they'll just do their professional work for little to no pay. Yes - there are pro-bono attorneys out there but they also charge for 99% of their work too. They dont allow their industry to get outsourced to India and Estonia where the work comes back crappy for $12/hr just so some CEO can pocket more profit and not pay taxes on the workers here. And our individual states wonder why there is a revenue shortfall?

The problem is US. WE are the problem and until we stop giving away our work and our expertise for nothing, or next to nothing, we will never be taken seriously by anyone. Not the customers and not the executives in those skyscrapers.

As far as the App Store goes, when I develop my app it will sell for about $19.99 or maybe $24.99 - depending. Heck if I am going to give it away for free or less than $3 because "thats whats expected", etc. My position is that if you can afford an iPhone AND its minimum $80+/mth service plan, then you can afford my $20 software. I worked hard to produce it and I am not giving in.

Mike on August 6, 2009 6:21 AM

The killer thing here is that, at least in the case of software, the price eventually drops to "why not" levels. How much did Half-Life 2 cost when it came out? $59.99? How much can you buy it for now? $19.99. And that's not any kind of sale, that's the retail price. Gamers, it seems, are willing to pay more just to satisfy their instant gratification need. I wonder if this is brought on by playing the games themselves or if gamers were just indulged more as children and don't have any patience?

Scott Koon on August 6, 2009 6:27 AM

[note: the bottom three rows (for 25%, 50% and 75% discount) do not show the total sales amounts as they do not include the original $4000 but only the increased sales]

mousio on August 6, 2009 6:28 AM

I think that you are not considering the fact that some things must be *supported* after the sale. I bet that IPhone applications are largely unsopported. This is clearly unacceptable for an OS. And the cost for supporting something goes higher the more things you put in the package.

It is a hidden truth that you buy the software - and are at the same time financing a proportionate piece of the structure that made it. Very small structure for small "compact" applications. Extremely large structure for Windows.

And yes, in the Redmond case this means you are also giving money to lawyers :)

Sergio on August 6, 2009 6:43 AM

There are from my point of view three prices for software

Free : No hassle, try it and if it is good use it
Cheap : Hassle to pay for, and it is probably outdated now or rubbish
Expensive : Probably good, and if not I can complain...

The problem is that Windows is currently in my Expensive category, but I cannot complain (or I can but nothing will happen)

The only software I buy is in the Expensive category and the only time I pirate it is to see if it worth buying and there is no demo/trial version

Jaster on August 6, 2009 6:44 AM

I think the Snow Leopard to Windows 7 comparison is appropriate.

http://en.wikipedia.org/wiki/Windows_7#New_and_changed_features

This is pretty much like Snow Leopard. No major changes. Just a lot of improvements and some revisions.

With Tiger -> Loepard we got several largeish features: Time Machine, Quick Look, a much better synthesised voice, Spaces, Boot Camp. Which is on par with XP -> Vista. At least from an end user perspective.

Marc on August 6, 2009 6:49 AM

I completely agree, this would probably also cut down on piracy.

Another potential for windows is very cheap for home users and maybe a higher price for business users.

Pete on August 6, 2009 6:49 AM

@Mike - Good luck selling a dozen copies.

Jeffrey on August 6, 2009 6:54 AM

I agree, and I think Microsoft do too. This is why they did a pre-SALE of Windows 7. At $49 it hits that sweet spot.

Hell at $49 I nearly ordered it for my iMac!

So why didn't they keep it at that price?

My guess would be that it would mean lowering it for Dell, HP etc. who don't have a "Why Not?" price-point (as they are corporations) and HAVE to buy it.

The first sale "sold out" (not sure how pre-order software sells out must be marketing). But I would bet that further sales are done - possibly closer to, or after launch date.

-Perros-

Perros on August 6, 2009 6:57 AM

Why doesn't someone do a test with this? Someone big like EA, with a game that people want.

When the game comes out, it comes out at $50. BUT! You put up signs everywhere saying "Every two months the price is going to drop $3." That way, everyone can decide up front what their price point vs. available time is worth. "Well, I'd rather save a bit, but fall semester starts in 3 months, so if I wait until the price drop I won't have as much time to play..."

All kinds of factors will come into play - original release date, when your friends want to buy it, etc. And it's certainly possible that you'd be willing to be a first-day buyer for one game on this scale, and wait 6 months for a similar game, just due to your circumstances.

Still, I think it'd be fun to see. Plus, every two months, it's front and center in the stores again. "Now on sale!" (And it would solve the problem of an 8-month-old game that still retails for $50, and me saying "I'm still not buying it at that price.")

Adam V on August 6, 2009 7:01 AM

I couldn't agree more with this article. It is 'right on.'

I have several Macintosh programs that I love and use all the time. For example, 1Password (a killer password manager that sells for $39), Quickeys (for automation), SuperDuper (for backups), and MailPlane (Gmail client). These are all great softwares with super reviews. But they're just too expensive for an impulse buy.

When a prospective buyer reads about them they do sound good. But so do hundreds of other applications with similar limited purpose. You just don't want to buy (can't afford) hundreds of apps in the $20 to $80 price range. So you're going to take a pass on most of them and you'll never know how they might have improved your user experience.

Free 30 day trials are not the answer because there is a learning curve for most software. I've downloaded quite a few applications with the intention of putting them through their paces only to have them expire before I got around to investing sufficient time.

I think software demand is highly price elastic. The App Store for iPhone pretty much proves that point.

David Small on August 6, 2009 7:09 AM

People only have so much disposable cash, and when it comes to buying software, you are buying blind (most of the time), meaning you really don't know if you need it, want it, it's it will fill all your needs, if it's easy to use, and most importantly the one you actually want.

Especially things like games, some free games are really fun, some 50 dollar games are really a huge waste of money, but you don't know until you've played them. If you ask me 50 bucks is way too much for any game, it's a game, sure you can argue you got your money's worth but I guess that depends on how you tally up your time/money/entertainment value.

I could go on for a long time on how I think game software is totally off base, especially with the idea that a game has a shelf life, people are still buying monopoly, fun is fun, no time limit on that. But that's a different argument.

I agree with people getting paid for their work, I just argue what is reasonable. To me it's more then obvious if companies like Microsoft are making billions and billions every year, there's a really good chance they are over charging. Then to ease their guilt they become philanthropists and give back about 1-5% (which has wonderful tax implications for them) and they become heroes. I'm going off on another tangent again.

Back to small apps, especially for phones, you have a phone for about 2 years, how many times are you really going to use most apps in two years, and then you get a new phone, buy new apps or the same one again, which by the way is another huge issue of mine, I don't mind paying once, the second time I resent.

Bottom line, I think most people don't realize the value of most things, unless of course you are swimming in cash and then id doesn't matter so much.

Everyone wants to think that they should make millions every time they create something, but could you image if everything you bought in life was 50 bucks? I think because the software business is still (relatively) young people don't have a clue what a fair price is and Joe consumer is going wonder where all his retirement money went to.

-dan on August 6, 2009 7:10 AM

You are completely right, I think the same.
And I'm also happy to see that you're fond of Valve softwares, and their policies. I completely agree with them. Moreover, they produce valuable software - ie. whenever I buy a software from Valve, I know it's worth the price. :)

MegaBrutal on August 6, 2009 7:13 AM

Do you guys think any MicroISV's are making money at .99 cents an app. Please.

Mr_Broke on August 6, 2009 7:24 AM

This is what we economists call the price Elasticity of Demand.
http://en.wikipedia.org/wiki/Price_elasticity_of_demand

Michael Kolczynski on August 6, 2009 7:27 AM

Don't forget market saturation. If you sell your software at a discount, you may increase the sales during that period, but overall decrease the amount of profit made over the life of the product.

John Sonmez on August 6, 2009 7:30 AM

Microsoft has to charge that much because of its support costs. OS X costs less to support, games even less, iPhone apps even less. Of course you could go a la carte like the airlines and sell a discounted version with pay-as-you-go support.

Matthew Kane on August 6, 2009 7:33 AM

This really isn't a revelation. Look back at Turbo Pascal pricing in the early 80s. Anders was convinced that Phillipe was either crazy or crooked to price his compiler so cheaply ($99). But Anders soon realized that volume trumps per-unit profit.

aiekimark on August 6, 2009 7:35 AM

Brahahaha.. Just saw this from the comments in Jeff's blog on July 25th. Its sounds about right.

Most of those people putting apps on sale are trying to recoup anything - yes anything - please anything, and I swear I'll never have dreams about selling 80,000 units at .99 cents again.

Hahahhaaha..

EA may sell a few copies of Scrabble, but the vast majority of iPhone app developers better be doing it so they can put it on their resume.

---

I heard iPhone app development works like this:

1. Spend six months learning the ropes and excitedly developing a game
2. Put your game up on the iPhone store for 99c
3. Wonder why your app sales didn't even cover the cost of buying an iPhone, let alone six months' salary

Confirm/Deny?

Jonathan Drain | D20 Source on June 25, 2009 9:24 PM

Mr_Broke on August 6, 2009 7:36 AM

With Windows 7, I was VERY close to pre-ordering - it was available for £49.99 here. Unfortunately, it was out of stock, and by the time it came back in, it had gone up to (I think) £79.99. That did 2 things

1) Cross my barrier-price for this type of software (my barrier price for a game is FAR lower)
2) Made me think I was getting ripped off (it was £30 cheaper yesterday)

End result was that I didn't buy.

Now, if I could've bought a digital download of Win7, Microsoft would have my £50 with no real distribution cost, and I'd be happy.

Apple, on the other hand, have done very well with Snow Leopard pricing.

Jamie on August 6, 2009 7:46 AM

Jeff have you heard of Chris Anderson's newb ook "Free"? It talks about how everything that is digital is going to become free sooner or later. I think you'll find it pretty insigghful regarding this issue.

You can listen to it here ( for free :) ):

http://www.wired.com/techbiz/it/magazine/17-07/mf_freer

Lucian Armasu on August 6, 2009 7:52 AM

I think there is an exponential wall buyers build as price increases:

$1 = line of morter
$10 = speed bump
$100 = 6' wall
$1000 = large stone buildings with guards (in which happens budgetary analysis with the actuaries)

A small difference, depending where it is on the curve, could represent a massive increase in buying friction as I try to figure out if the software is really worth it. Often, the effort isn't worth the effort; high priced software is usually also bundled with obfuscated brochure-ware instead of actual, you know, feature documentation or trials. Combine the two and it's a death knell.

I wish my company wasn't in the budgetary analysis pricing category. That market is not big and it is not buying new in this economy.

aczarnowski on August 6, 2009 7:57 AM

@Scott
"The killer thing here is that, at least in the case of software, the price eventually drops to "why not" levels. How much did Half-Life 2 cost when it came out? $59.99? How much can you buy it for now? $19.99. And that's not any kind of sale, that's the retail price. Gamers, it seems, are willing to pay more just to satisfy their instant gratification need. I wonder if this is brought on by playing the games themselves or if gamers were just indulged more as children and don't have any patience?"

Not only can you buy HL2 for $19.99, but for $10 more you can buy the Orange Box which also includes HL2: Episode 1, HL2: Episode 2, Portal, and Team Fortress 2.

In fact, it'd be pretty stupid to buy HL2 alone these days.

Powerlord on August 6, 2009 8:01 AM

Hehe, it's more or less the same with taxes.... of course to some point :)

Rafal on August 6, 2009 8:04 AM

Golly, I wish I could run a successful shrinkwrap software business and be entirely ignorant of/feign ignorance of the high school economics concept called "market price".

Michael B on August 6, 2009 8:06 AM

@Jamie:
"With Windows 7, I was VERY close to pre-ordering - it was available for £49.99 here. Unfortunately, it was out of stock, and by the time it came back in, it had gone up to (I think) £79.99."

I'm wearing my Captain Obvious hat here, but it sounds like they were scamming you, as it's impossible to have a pre-order that's out of stock...

Powerlord on August 6, 2009 8:07 AM

As mentioned by some other commenters, this exponential friction curve also has a complexity component.

At a dollar, how complicated can it be? Quick value add. Sold.

At $1000 per, uhm... Wait. What? Run down your pricing for me one more time. Your *pricing* is how complex? Yeah. I don't have time to deal with this.

aczarnowski on August 6, 2009 8:08 AM

Wouldnt be surprised if lowering the price will help with the ratings too. Youd be less miffed if you paid 25$ for the game than if you paid 60$ or in my case 85$ for it. If it was me id be more tolerant of its faults and errors and would be more inclined to give it a fairer rating if i find the product to be priced accordingly (cheap).

Kelb on August 6, 2009 8:10 AM

@David Small: Software doesnt have a plural. Its not "softwares". I also see many others write or say "the codes" when speaking about their code. Its code. Thats it. No "s" on the end of these words.

TJ on August 6, 2009 8:10 AM

"I don't have time to deal with this." -- this is the problem with the world today. No one has time to use their brains anymore. I attribute most of today's problems with the allowance of the Right-On-Red laws. Once we were given the opportunity to make a right turn on red AFTER STOP, we as a society became more and more "I don't have time to deal with this." types. This is sad. Take time to use your brains people.

TJ on August 6, 2009 8:13 AM

There is an interesting parallel between pricing and programming; anyone can do either one with almost no knowledge or training. Pricing is just assigning a number to something. Writing a "Hello world" program involves reading a half page of a tutorial. This low barrier to entry can fool people into not realizing the depth and richness of both disciplines.

If a programmer is going to set prices (or better yet develop a pricing strategy) then he/she should invest at least as much energy into learning about pricing as learning about a programming concept or topic. For starters, I recommend "The strategy and tactics of pricing" by Nagle.

While you are waiting for your copy of this book, I will give you the most basic idea about pricing - try to look at your product and price from the customer's point of view. The customer sees your product and price side-by-side with lots of other alternatives (including not buying anything). Within this context, why would a customer buy your product?

Note that most customers do not care all that much about how hard you worked to make the product or what your hourly wage "should" be. If you want a high hourly wage, you are more likely to get it by reducing your hours (i.e. not investing a lot of time in functionality that customers do not care about) than by increasing your price.

Chuck Martin on August 6, 2009 8:18 AM

You're completely right, but it has been done before.

Quicken's price, when it first came out, was about $40, with discounts in the big-box stores down to $20-30. It was included with a lot of machines, packaged with a lot of stuff.

People's attitude about copying it? Eventually, they would buy a legal copy to have the manual, support, and patches.

WordPerfect would support their product, in the 80's, regardless of whether you bought it or not. Eventually, they reasoned, you'd buy the product somehow.

WP had a good long run; Quicken's still going.

At the time, Microsoft was selling its Office products under the other model: assume theft and charge a lot to compensate.

----

Where have we seen this battle before? VHS tapes priced at $40-80/tape, and DVDs priced at $10-25/disk. During the beginning of DVDs, did you see anyone making copies for their library? Nope. They just bought the disks.

"Inexpensive" does not mean that you give up the profit line for the business model.

Jeff Bowles on August 6, 2009 8:23 AM

Jeff, this is true for consumer software. Probably also for SMB's who spend money like it's their own. However, "What the hell pricing" would be unwise if you sell software into companies with 100+ people.

Also, things are about to change in iPhoneland with 3.0's support for micropayments. It will be interesting to see if consumers go along or react by feeling nickeled and dimed.

Jeremy on August 6, 2009 8:25 AM

A bit about this and the driving force pulling pricing down is actually discussed in Chris Anderson's Free. Very good book (almost done with it). And you can even get it free from audible and somewhere there is a legally free pdf copy.

Patrick Sullivan on August 6, 2009 8:42 AM

"Valve co-founder Gabe Newell announced during a DICE keynote today that last weekend's half-price sale of Left 4 Dead resulted in a 3000% increase in sales of the game, posting overall sales (in dollar amount) that beat the title's original launch performance.
It's sobering to think that cutting the price in half, months later, made more money for Valve in total than launching the game at its original $49.95 price point. "

It might be risky to generalize from this. Left 4 Dead has a single-player mode and a multiplayer mode. Presumably, a pirated copy can run single-player mode, but cannot run multiplayer mode (too many people using the same keys).

If this assumption is correct (I have not played the game - I am relying on Wikipedia's description), then the thousands of new purchasers might simply be people with pirated versions who've learned to like the game and decided to spend $25 to play online. These people would not have purchased the game on the first day for $25.

Jonathan Levy on August 6, 2009 8:43 AM

"The problem is US. WE are the problem and until we stop giving away our work and our expertise for nothing, or next to nothing, we will never be taken seriously by anyone. Not the customers and not the executives in those skyscrapers.

As far as the App Store goes, when I develop my app it will sell for about $19.99 or maybe $24.99 - depending. Heck if I am going to give it away for free or less than $3 because "thats whats expected", etc. My position is that if you can afford an iPhone AND its minimum $80+/mth service plan, then you can afford my $20 software. I worked hard to produce it and I am not giving in.
Mike on August 6, 2009 5:21 AM"

Excellent comment Mike. The unfortunate thing is that the FOSS movement has convinced an enormous amount of devs that making money from the fruits of your labor is evil. Couple that with greedy executives that stupidly believe that all developers are interchangeable cogs in a machine and can simply be replaced with sweatshop workers with little to no skill and a toxic environment of low quality and expectations begins to set in. It's going to be *very* difficult to reverse the damage they've caused in both developer and consumer expectations about the price of software.

o.s. on August 6, 2009 8:48 AM

Haven't seen it posted yet but Valve does rip us Europeans of!

I like their weekend deals but their €1 == $1 scheme makes me pissed at them. We're paying 40% more for our games? That alone is a reason to not buy from steam. Their regular games are thus overpriced a lot. It's almost always better to buy the game in a retail store. They don't have to make a cd, manual, distribute the cd. They don't have to give the shopkeeper their percentage. Why isn't it cheaper?

And not all of their weekend deals are great. This weekend dawn of war 2 was on it for half price: €25. It's been available on play.com for €15 for months, without price reduction.

Carra on August 6, 2009 8:49 AM

The other part of the iPod-app pricing is this -- it's very easy to get things through their portal ("iTunes") and pretty tough for the average non-techie to get apps in other ways. Controlling the delivery AND having the pricing model, has been a one-two punch that has made [some] people call 'iTunes' the official 'killer app' that everyone was looking for.

Jeff Bowles on August 6, 2009 8:50 AM

I'm excited about Windows 7 and would pay to upgrade. But for $119, I have to wonder if it makes more sense to sell this laptop on ebay and just upgrade to another one that comes with 7.

Also, any hardware or software upgrade to an existing computer has to be ballanced against the inevitable upgrade of the whole machine. I'm going to have Windows 7 one day. It's just a question of when, and I'm not impatient enough to spend $119 on it.

jgr4 on August 6, 2009 8:54 AM

Looks like pricing at 10% (4.99$) would bring a 2800% sales increase.

I wonder how the piracy rates compare for the price changes, most software is pirated up to 90%.

Andrei on August 6, 2009 9:00 AM

My own data point:

I bought my mom an ipod touch. After she had played with it for a week or two on her own, I was recommending apps to her, cautiously recommending a few non-free apps. My mom shops around, buys the generic brand, and usually won't make a purchase without some sort of discount or coupon. But $2.99 games she'd never played before? "Sure! Throw 'em on!", she said.

Ray Greenwell on August 6, 2009 9:01 AM

As a consumer I'm more interested in how I can take advantage of this. And sure am glad of my decision many years ago of never again buying a game the day it is launched.

If I buy Left4Dead today or in 3 months will make absolutely 0 difference on my enjoyment of the game. But will do wonders to my wallet, I may even get new maps or a sweet gold edition and I will not have to go through all the bugs of earlier versions.

Mario on August 6, 2009 9:05 AM

I religiously stay away from the "bargain bin" sections... If a game is priced at $5, it's usually that price for a good reason (unless it happens to be a very well known name brand).

Jin Kim on August 6, 2009 9:07 AM

There's frequently discussion of this on the Business of Software forums over at Joel Spolsky's site: http://discuss.joelonsoftware.com/?biz

As several people in the comment thread here have pointed out, using the effects of a sale to decide on a price-point for normal use is comparing apples with oranges. An example from my own company: back in April we did a "one-day discount" offer -- 63% off for one day only. We did more business in that day than in the average month. Later on, we tried dropping our prices by 50% without an annoucement and with no time limit. We kept the prices down for just over a month, and discovered that our sales had dropped slightly *in total numbers of product sold*. So now we're back up to $199/copy; we figure that it was the "one day only" rather than the lower price that was driving the sales.

At the end of the day, all you can really do is come up with theories about good price points and then test them, one by one, in the market.

Of course, a combination of higher prices with carefully-planned discounts can be very effective. On which note, as a reward for anyone who's read this far, for the next two days you can get Resolver One (link from my name below) at half price by using the coupon code "CODINGHORROR" :-) I'll post another comment here next week to tell everyone how that works out...

Giles on August 6, 2009 9:11 AM

First, people are not infinitely rich, so they only have so much money to buy all the OSes, hardware, and software that they need. Price a non-trivial item too high and it will be pirated (i.e. most games) instead. Other items you can price high because of support commitments or product scope. There's nothing earth-shattering at pricing most games lower and keeping OS prices above them.

Second, the basic premise is correct. Price something low enough and people will buy it just for grins. I call this the principle of the crack dealer. How do crack dealers get their audience? Sell it to newbies cheap or give it away and then slowly increase prices after that because people are hooked. I think app developers would go a long way in getting and keeping audience share if they approached it that way, as long as they didn't really put the screws to the customers, of course.

MT on August 6, 2009 9:17 AM

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Content (c) 2009 Jeff Atwood. Logo image used with permission of the author. (c) 1993 Steven C. McConnell. All Rights Reserved.