Content developers -- how do you price your product (CLOSED)

I'm just curious how content developers determine what price their product should sell for? I've seen some packages going for $10, $15, $20 and then I've seen comparable packages selling for two to three times as much. Again, I'm just curious.
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Delicate subject, it is specific to each seller...
It's an equation with several factors:
Current situation, state of the market, country of the seller, taxation, professional or leisure seller, quality of objects, quantity, creation time ratio...
It's an equation with several factors:
Current situation, state of the market, country of the seller, taxation, professional or leisure seller, quality of objects, quantity, creation time ratio...
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dim35
Karma: 1,010
Tue, May 21, 2024This is more for general interest. I have a business degree and we are constantly trying to figure out what the magic number should be. Go too high and you price yourself out of the market. Go to low and you leave money on the table. I assume the same things come into play here. Price it too high and the item will not sell. Only those that really want it or have an unlimited budget it will buy it and the item will make very little money because of low sales. Price it too low, and you could have made more.
guy91600
Karma: 11,973
Wed, May 22, 2024The formation of prices by the meeting of supply and demand is one of the subjects debated by economists since forever!
In the 1970s the selling price was based on the manufacturing cost and a multiplier coefficient determined the selling price. This multiplier coefficient was different for local retailers and supermarkets.
To return to the more restricted question on the estimation of the selling price here we must also take into account similar existing products (paid or free) on Renderhub but also on other sites
In the 1970s the selling price was based on the manufacturing cost and a multiplier coefficient determined the selling price. This multiplier coefficient was different for local retailers and supermarkets.
To return to the more restricted question on the estimation of the selling price here we must also take into account similar existing products (paid or free) on Renderhub but also on other sites
I think V8Infinite explained the complexity of the thing well.
I will add an element of the tool that allows you to make the product. Whether it is a paid tool, and sometimes expensive, or a tool used on the web with a subscription, or a free tool
I will add an element of the tool that allows you to make the product. Whether it is a paid tool, and sometimes expensive, or a tool used on the web with a subscription, or a free tool
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This is just my way of doing things - but it may still be of interest to you:
I have set a maximum price for myself that I would pay for a product without thinking twice. Then I set a minimum price at which it wouldn't hurt me to offer projects (and at which I wouldn't feel like I was squandering my projects).
The price of one of my projects is then based on the work I put into it - and I then project that onto my min-max scale.
In other words, I don't base my prices on the (assumed) saleability, the market situation, the novelty of the idea or whatever.
And if you want to call me a bad businessman now, you're probably right
I have set a maximum price for myself that I would pay for a product without thinking twice. Then I set a minimum price at which it wouldn't hurt me to offer projects (and at which I wouldn't feel like I was squandering my projects).
The price of one of my projects is then based on the work I put into it - and I then project that onto my min-max scale.
In other words, I don't base my prices on the (assumed) saleability, the market situation, the novelty of the idea or whatever.
And if you want to call me a bad businessman now, you're probably right

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"we are constantly trying to figure out what the magic number should be"
The day you find it don't forget to share it because many of us will be interested
The day you find it don't forget to share it because many of us will be interested

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Two days ago I had a negative experience that might be of interest to you. It's about prices that are set according to the market situation / novelty.
To cut a long story short (otherwise not my thing): for an inflated price I bought stupidly made objects with terrible documentation and a (very) limited range of use. Personally, I would have been ashamed to offer something like that (not even as a freebie).
My conclusion: if the price is set according to the market situation / novelty, the product should at least meet the basic requirements. Offering something quickly fiddled about at an overpriced price won't get you anything (except bad ratings - which won't improve even if you later offer the product at 1/2 the price or even less).
My tip if you want to determine the price according to the market situation / novelty: as a producer you know the strengths, but also the weaknesses of your product (at least if you have tested it extensively (!)). Now be completely (!) honest with yourself and come up with a price that you would pay for the product without giving it much thought (but with the background knowledge of its strengths and weaknesses).
This may bring you a little closer to the goal of the 'magic price'.
Have a great weekend
To cut a long story short (otherwise not my thing): for an inflated price I bought stupidly made objects with terrible documentation and a (very) limited range of use. Personally, I would have been ashamed to offer something like that (not even as a freebie).
My conclusion: if the price is set according to the market situation / novelty, the product should at least meet the basic requirements. Offering something quickly fiddled about at an overpriced price won't get you anything (except bad ratings - which won't improve even if you later offer the product at 1/2 the price or even less).
My tip if you want to determine the price according to the market situation / novelty: as a producer you know the strengths, but also the weaknesses of your product (at least if you have tested it extensively (!)). Now be completely (!) honest with yourself and come up with a price that you would pay for the product without giving it much thought (but with the background knowledge of its strengths and weaknesses).
This may bring you a little closer to the goal of the 'magic price'.
Have a great weekend

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Matttew
Karma: 161
Sat, Jun 01, 2024Also a good idea to determine the producer price.
Would you pay that price for what you have done?
always looking from a third person view
Would you pay that price for what you have done?
always looking from a third person view
guy91600
Karma: 11,973
Sun, Jun 02, 2024This is an excellent argument for finding a price provided you are not stingy, in this case everything is always too expensive and we put it up for sale at $0 

Pushee-Ri
Karma: 34,291
Sun, Jun 02, 2024@guy91600:
I can top that: we pay customers to buy our products
I can top that: we pay customers to buy our products

I'm not a product creator but a serious consumer of Daz-related products (5 different sites and Patreon). Some creators have put a ton of work into their creations (multiple color options and the ability to configure the outfits to make them truly unique), and they charge a high price (one person has an outfit for $100; it comes with a ton of colors, configurations along with a weapon and you can mix and match with their other outfits). I always wait for his products to go on sale. I don't mind paying full price for certain products (especially if I have been getting some of their stuff on ridiculously low priced sales), but I do look for sales.
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dim35
Karma: 1,010
Fri, Jul 05, 2024Would you mind sharing the links for the other sites that you purchase from