October 9th, 2012Top StorySquare Enix Defends The Surprisingly High Pricing of Their iOS/Android GamesBy Jason Schreier Over the past few years, Square Enix has become something of a force in mobile gaming. The big Japanese publisher, best known for making console role-playing games like Final Fantasy and Dragon Quest, has also found success making solid games for tablets and phones. Some of them are ports of old classics; others are new, original experiences. Many are excellent. But Square has also faced a ton of criticism for their unorthodox pricing model. Fans have called it the "Square Enix Tax" — to play their games, you'll have to pay a premium. Two of Square's most recent releases—Final Fantasy Dimensions and Demons' Score—cost $30 and $44, respectively, to play in their entirety. Ports of old games like Final Fantasy Tactics and Final Fantasy III both cost $17-18. In a marketplace like iTunes, where you can get a near-endless number of good games for under $10, this sort of high-end pricing can sometimes seem insane. So I asked Square Enix about it, and after some exchanges, they agreed to set up an e-mail Q&A with one of their executives in Japan. They wouldn't take follow-up questions for clarification or elaboration, so after each of their answers, I'll give some of my own thoughts.
While it might seem reasonable to treat console ports like console games, what Square Enix has to realize is that iTunes has its own ecosystem, its own set of fan expectations. Twenty-dollar games are an anomaly there. Charging such divergent amounts for those games not only makes those games less appealing, it builds ill will with fans. It makes them say things like "Square Enix Tax." Even worse, it makes these games impossible to sell to a new audience. People who don't buy game consoles or handhelds might be interested in something like Final Fantasy Tactics. It's an excellent game. One of my all-time favorites. But why would they want to spend $18 on it when they could get so many other good games for lower prices?
Interesting. Based on that list of top-grossing games (which you can see for yourself on iTunes), Guardian Cross, which came out September 13, might be Square's only recent success on iOS. It's comforting to hear them admit that the marketing is evolving. Could we see future Square Enix games follow that same free-to-play model?
I worry that Square might be missing the point here. The chapter system is a smart way to divide content, but many players hate feeling like they have to pay money in order to keep playing a game. It's that sort of FarmVille-esque model that has turned countless gamers against Zynga, the company that popularized it. Most interested players will just buy the full package, at $30. That's what I did. And I don't regret it: in fact, if Dimensions cost closer to $10 or $15, I'd be shouting from the rooftops, screaming for old-school RPG fans to come check it out. Instead, every recommendation has to come with an asterisk. Play this game... if you don't mind spending $30 on something that looks straight out of RPG Maker.
It's too bad Square dodged this question. Hard to tell what they were thinking here.
Again, too bad they're not giving us straighter answers here. Universal applications are extremely common, and it's infuriating that Square wants me to pay ~$20 for a game on my iPhone and then another ~$20 for that same game remade in HD for my iPad. And again, maybe this would be less awful if it didn't cost so much damn money. Look, it's great that Square Enix is cornering the mobile market. I love playing RPGs on my iPad, and Square has pretty much mastered the whole "no buttons" problem—once you get the hang of the touchscreen controls in games like Final Fantasy Tactics and Final Fantasy Dimensions, they're delightful to play. Some ports, like The World Ends With You, actually feel better on a touchscreen than they did on consoles. But Square, like many Japanese companies in 2012, needs to realize that the type of fundamental gameplan that worked ten years ago won't work today. We have different expectations. More options. And nobody needs to play Square Enix games like they did back in the 90s, when Final Fantasy VII and other Square classics helped turn the PlayStation into a gaming giant. The tepid response to Final Fantasy Dimensions is proof of that. Square needs to be looking at Steam, at Xbox Live, at Torchlight 2, at all the companies that have found massive success charging affordable prices for their games. Valve's Gabe Newell has talked quite a bit about how discounts make game sales jump astronomically. They also build fan loyalty. They get us wanting to support those game makers. They encourage gamers that companies are on our side. As Square Enix is happy to admit, the market is evolving. But they need to do a better job keeping up. Or they're going to be left behind. |
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Tuesday, October 9, 2012
Square Enix Defends The Surprisingly High Pricing of Their iOS/Android Games
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