Hence, I'd draw your attention to a couple of keywords in my argument.
I want to draw a distinction between a game you make as a hobby and a game you make as a commercial pursuit. If it is the former, there is no requirement for quality control. You are not owing anyone anything financially, everything you program, code, draw and write are entirely out of the passion of yourself and maybe a bit of altruism. The best way - IMO - that such a product can survive is to stay free and be a community effort, by gamers, for gamers.
If it is a commercial product, it's another thing entirely. The quality has to measure up to the industry standard against its competitors and in the name of consumer right. You have a responsibility to make it worthy of this standard. And you better do so too, since not a whole lot of people would fork out money for products of a quality they can easily find for free. In other words, the price of a product reflects the level of quality and content the consumer
expects to find upon purchase, in comparison with existing competitors. To most amateur game makers, providing this is beyond their abilities.
Not that it can't be done (Google Mount and Blade Warband Napoleonic Wars - it started as a free mod, garnered a relatively large player base, and now just got the green light to become a commercial addon. And it is freaking glorious) but the examples are few and far between. Much more often you'd hear an indie game losing a huge portion of its players because of unpopular business decisions. Gamers who came to indie gaming looking for a free or at least reasonably cheap experience would feel cheated - betrayed, and from time to time I feel they are justified.
Oh, and this:
Quote:
Lower the price, and you'll still get complaints. Possibly even from the same person. This does not mean that you should listen to them. Price complaints may be entirely accurate. Or they may be entirely inaccurate.
...
Many, many, many, many items for sale are not necessities. They are not 100% rational purchases. They are not good uses of money for people who have almost no money to spare. That doesn't mean you can't build a business empire based on them.
You're referring to what microeconomics refers to as luxury goods. Which, at the end of the day, is just that - a kind of goods. And in a market where pretty much everyone can compete in (well, everyone with programming, artistic and writing skills, but theoretically there is not much of an entry barrier) like indie games,
you effectively cannot be a price setter. I daresay when complaints exists, especially when it comes to pricing and especially in large quantity, something has most probably gone wrong.
Well, that's my two cents.