There's quite a bit of science to economics, taught in classes that range from home economics to college courses that introduce advanced concepts. I'd like to see some of that knowledge applied to video games.
For example, we know that charging more makes less purchases happen, and charging less makes more purchases happen. So there's a balance point where we can get the maximum amount of money traded.
Imagine we charge between free and $6 for a thing. Consumers respond by buying an amount of things according to how cheap they are. Otherwise they get what they need somewhere else, or do without. In this example, at the end of each day we can sell about five things for a dollar or one thing for five dollars.
So we see that selling our thing for $3 dollars gets the most money flowing, $9 dollars/day. Left of center the price is too low; we sell many but it doesn't add up. Right of center the price is too high; we get a lot for each one, but we don't sell enough of them to match the middle.
For example, we know that charging more makes less purchases happen, and charging less makes more purchases happen. So there's a balance point where we can get the maximum amount of money traded.
Imagine we charge between free and $6 for a thing. Consumers respond by buying an amount of things according to how cheap they are. Otherwise they get what they need somewhere else, or do without. In this example, at the end of each day we can sell about five things for a dollar or one thing for five dollars.
So we see that selling our thing for $3 dollars gets the most money flowing, $9 dollars/day. Left of center the price is too low; we sell many but it doesn't add up. Right of center the price is too high; we get a lot for each one, but we don't sell enough of them to match the middle.