This feels like a weird post to me, because it's got all this discussion about discounts and bundles and so forth but the part that the title indicates is its main thrust -- deciding what price is going to be "full price" for your game -- basically just says "make it $15 or $20, because that's what people charge these days."<p>Which, OK, but this feels like a subject that could use a lot more investigation. <i>Why</i> is $15-20 what people are charging these days? Does it vary based on genre, platform, theme, depth (hours of expected playtime), art style, phase of the moon? Does a high initial list price that you discount steeply later pay out better than a low initial list price with less dramatic discounting? There's so many angles you could attack this question from beyond just throwing a dart.<p>It's an especially interesting question given that Spiderweb's games appeal to a relatively small but quite passionate audience, so you wonder if he'd be better off charging higher-than-market prices at launch (when those passionate audience members, who are probably less price-sensitive, will be buying) and then moving quickly to deeper discounts once the hard-core fan base has tapped out.