Wednesday, March 20, 2013

Humble Not Bundle

When I wrote about the most recent Humble Bundle sale two weeks ago, I made a rather pessimistic prediction about future bundles and the amount of content that would be available for below-the-average contributors. While I wasn't being completely serious, I was waiting patiently to see whether the next bundle would return to the old standard of just a single locked beat-the-average game, or whether it would remain at two, or even increase to three. Of course, I was expecting the next Humble Bundle sale to be an actual bundle.

Suddenly, as of yesterday, Humble Bundle is doing a weekly thing, and this week's iteration includes only a single game. I very much doubt this is the end of the bundles we all know and love, unless they're planning on changing their name and web address, so try not to panic. Just think of it this way: Those awkward pauses in between bundles — during which the Humble Bundle site became a little more than a shrine to a sale no longer being offered — are no more. They're claiming a different game will be offered every week, starting now with Bastion, so as long as they can keep finding new games without resorting to repeats too often, the fun will never end.

Honestly, though, skepticism is in my nature and I'm not sure what I think of this. It's a neat idea, and I've already made it known that I regretted missing Bastion in Humble Indie Bundle V, but I'm not exactly pooping my pants with excitement over the whole concept. If I give in to temptation and buy Bastion tomorrow, it doesn't mean I'll be picking up indie games from Humble Bundle on a weekly basis (and with a full time job, I doubt I can even play through them at such a pace.)

As always, you can still name your own price. A penny gets you the game, a dollar gets you a Steam copy, and paying above the average gets you the soundtrack, as well as some other goodies we haven't seen before: some art, some sheet music, and some ringtones. And here's where things get interesting: A purchase of $25 or more gets you some actual (physical) merchandise: a bandana, the soundtrack on a CD, and a couple of postcards.

The highest-tier purchase, obviously, is for those who truly want to support the developers, so the monetary value of that merchandise is pretty much irrelevant. Customers who aim to buy goods, not to donate money, will at best exceed the average contribution by one cent in order to get the soundtrack and the artwork. People who just want the game are unlikely to pay more than the bare minimum unless their guilty consciences push them to open their wallets a little wider. In the best case scenario, these frugal contributors value Steam keys enough that their definition of "bare minimum" is raised from one cent to one dollar.

That is, by the way, a big improvement. And while I don't advocate paying the absolute bare minimum of a penny, I do think that paying a dollar is fine. The people running the Humble Bundle seem to think so too, since they've decided to dangle that first carrot — those Steam keys and (in some cases) soundtracks — at the one-dollar mark.

For these one-dollar contributors, the new weekly sales have no added perks, and are likely to seem underwhelming in comparison to the less frequent, full-fledged Humble Bundle events. A video game for a dollar is a great deal, but it's considerably less than what people were getting for a dollar two weeks ago. In the good old bundles like the one that ended earlier this month, a dollar can get you several games, plus their soundtracks, plus Steam keys, plus any extra games added to the bundle after your purchase. (All you miss by paying below the average, in a typical bundle, is an additional game or two, as well as any late additions if you're a slowpoke who didn't pay early enough to get them automatically.)

On the other hand, I could be completely wrong about all of this, and these weekly sales could end up being even more successful than the bundles because there's always something on sale. Some might even prefer buying their games one-at-a-time instead of grabbing entire bundles of games and only playing one of them. It's really too early to say how this will turn out in the long run, but I'll be keeping an eye on it.



Update (April 16, 2013):


Humble Bundle is already taking a break from its weekly sales, so I guess it was an incorrect to say that those awkward pauses in between events are no more. Still, I trust the weekly sales will come more often than the full-sized bundles. (Otherwise, what's the point?)

Wednesday, March 6, 2013

Humble Bundle's Problematic Pricing

Another Humble Bundle has arrived. More specifically, it's the fifth Android bundle, which means all of the games will work on a variety little "devices" that should never be used for "gaming" as well as the usual PC operating systems (Windows, Mac, and Linux).

Usually, I have nothing but nice things to say about the Humble Bundle. It's hard not to like a site that lets you buy packs of indie games for as little as $0.01, even if those games are mediocre in comparison to their $60 big-budget counterparts. (If a penny is too much to spend, you could even commit a heinous act of copyright infringement with relative ease, because the games are DRM-free and everyone who buys the bundle gets the same links to the same torrents. Those torrents, if shared, work just as well for people who never made a purchase at all.)

There is, however, something I don't understand. Maybe I'm just nitpicking, but this doesn't make a lot of sense:


Super Hexagon and Dungeon Defenders are only included if your payment is higher than the average, but the "default split" (which gives 65% to developers, 20% to charity, and 15% to Humble Bundle, Inc.) doesn't take this into account. The developers' share of the contribution is, by default, split evenly among all the developers regardless of how many games are included in your purchase.

It's fair to evenly split the money among all six developers if all six games are being purchased, but why should these two developers be getting money from people who aren't being given access to their games? There's less money to go around, for each below-the-average purchase, so it should be divided among the developers who actually contributed something to that below-the-average bundle.

Sure, you can adjust those sliders to divide your money however you like, but I think most people don't even do this. In fact, I'd be surprised if most people even noticed that you can expand the "developers" section, which appears like this by default:


Or maybe I don't have enough faith in the average indie-game-buying internet surfer. Either way, I don't know why Humble Bundle would presume that I want a developer to receive roughly 11% of my contribution even if Humble Bundle has decided that I haven't contributed enough to receive that developer's game. And yet I can only assume that it was deliberately set up this way.

You could argue that it doesn't matter because these aren't typical purchases — they're essentially donations, and maybe the idea is that a portion of each donation should be split equally among all of the developers who made this Humble Bundle possible, and that the particular incentive for making a donation is irrelevant. But then I have to wonder about the developers whose games are added mid-way through the sale as an added bonus. Those games are added automatically to the beat-the-average list, but they're also given at no extra charge to anyone who had already purchased the bundle beforehand. So if I buy the bundle now, and more games are added next week, those developers get none of my money.

I suppose I could just make another donation if I had a serious problem with that.

In other news, I'm slightly disappointed that Dungeon Defenders has appeared as a beat-the-average game on two Humble Bundle sales in the past three months, and I'm sure I'm not the only one. I'd even wager that fewer repeat customers might be willing to pay above the average, if the reward is a game they already have, but I guess they've covered their bases by starting with two beat-the-average rewards instead of one. This seems to be the new norm, in fact, and it probably won't be long before all but one or two games per bundle is accompanied by that little padlock symbol.