As part of our launch of Fate Core and Fate Accelerated, we’ve made the PDFs available on a pay what you like basis. This includes choosing to pay nothing.
We’ve worked with DriveThruRPG to make pay what you like — called “pay what you want”, or “PWYW”, on that site — an option for our PDFs there, as we know a ton of gamers prefer to get their PDFs through DriveThru. (You need to click through to the individual products to see that they’re PWYW — right now they display a price when shown in list format. Those prices seem to exert a strong psychological effect on what folks then choose to pay, it turns out, but that’s a topic for another time.)
In rolling this out for our stuff, they decided to roll out the beta of the code for all of their publishers. A few other publishers have gotten on board (tho that’s not easily searchable — yet). With only a few days of data, folks are already trying to draw some conclusions about Pay What You Want and whether it works for them as publishers, as purchasers.
So, in light of that, here’s what I have to say about PWYW that I think are important to keep in mind.
Pay What You Want is a marketing strategy, not a sales strategy, similar to (and in fact containing) “free”.
Simple principle: PWYW is not functionally different from a free PDF and an associated “tip jar” button. (That’s how we’ve implemented it on FateRPG.com in fact.) Psychologically for the purchaser it may be a little different — I think there might be a slightly higher chance of someone leaving a “tip” when you say something is PWYW instead of saying it’s Free, Tips Optional. But that is ultimately a side-effect.
As a marketing strategy, audience is the goal of Pay What You Want, not sales dollars.
You do this because you want more folks, even the folks who couldn’t or wouldn’t normally afford the item at the price you’d set for it, to acquire your work, engage with it, become aware of it. That “better chance of a payment” side-effect can pay dividends to this goal, of course: if folks are paying even a little for a “free” item, there’s a greater incentive to regard the item as having value, which can increase engagement. Engagement drives to the heart of the marketing strategy, of course, so that’s a positive feedback loop in the mix.
To pursue the sales motive in a Pay What You Want context, the audience you build should get sold follow-on materials which are not PWYW, eventually, if not immediately.
If you’re not planning on creating and selling additional things based on or tying into your PWYW product, it’s not so hot as a strategy for sales. (It might be fantastic as a strategy for certain ideological stances about games and access to games, so take note: I’m only talking about its efficacy as a sales strategy.)
Maybe you’re a musician, and you’re putting your PWYW album out there; this should have positive effects like stimulating sales of your back catalog, goosing ticket sales for your upcoming concert tour, and so on.
For Fate Core, it’s a bit of a no-brainer for us: we’ve got the Fate System Toolkit, Fate Worlds, the Atomic Robo RPG and a bunch of other things in the pipeline for the next two years at least. Most (perhaps all) of those aren’t gonna go out there as PWYW products in digital. On top of that, there’s the physical products as well. PWYW — especially the free aspect of it — provides a low cost try before you buy option for the purchaser who eventually intends to buy the paper version of the game.
To the extent you might evaluate sales performance for a Pay What You Want product, it’s largely a function of your existing audience going into its release.
While you will be growing your audience somewhat through a PWYW strategy — just as you would with a free product — the extent to which folks will show up and pay for your work under this paradigm doesn’t much change from the chance they’ll show up and pay a fixed price for it. It does improve some, inasmuch as you’re removing a fixed-price-based barrier to their willingness to purchase. But if you have a small audience to start, you will likely simply only see small revenue on your PWYW item unless some external factor — a huge, “everyone must get this and you should all really pay $X for it!” review from a trusted source, for example — changes the equation.
For Fate, we’ve been building an audience for a decade. Our fans are pretty damned dedicated, and the audience has grown to a very respectable size. The Fate Core Kickstarter is one way we’ve managed to tap into that. Our PWYW release of Fate Core and Fate Accelerated is another way. Over on DriveThruRPG, Core and FAE both went up on the 5th of this month. We’re 5 days later and we’ve grossed $2000 between the two of them (before DriveThru’s cut). Core itself has seen just shy of 300 paying customers, averaging a little more than $5 per purchase. These are folks paying $5 because they want to, not because they have to. Pretty incredible, and definitely something we’ll use to improve the Fate Core line.
But it is, again, a side effect. The number of actual downloads on DriveThru is more like double the number of paying folks. We already expanded our audience considerably through the Kickstarter, and on an ongoing basis, Fate Core out in the wild like this will keep that expansion going. And to the extent folks want to see that expansion turn into more well-funded things from Evil Hat, they can vote for that with their dollars, to the extent they feel they should.
It’s a good thing.