Quote from: xfrog on April 27, 2009, 02:15:46 AM
content prices depend on number of users of underlying software. if there are 100, or 10000, or 100,000 user - it determine price options for content seller. hobbyist or professional is not how we set price. we set price based on potential sales related to underlying users of the software. a price point which also makes possible to exist as a company.
Well, hobbyist and professional have completely different approaches to buying.
A professional asks himself "does this tool cost less than my time to recreate content?" and given usual hourly wage of professional graphics, e.g. a 150$ TurboSquid mesh is a sensible proposition.
The hobbyists, on the other hand, operates under a more or less fixed budget. As soon as the price goes out of the impulse buying range, sales collapse. If you set a price that makes hobbyists ask themselves "is it really worth the price?" you have lost most of the potential sales. If anybody put on Renderosity or Cornucopia3D or DAZ a 150$ mesh, they would be greeted with laughs and would not sell even a single copy.
I think that the only sensible solution for a third party firm is to subdivide its product range into professional and consumer ranges and price accordingly items (obviously restricting all the features a professional might want in the high range line).
For example for the tree subject, I would create medium resolution meshes for hobbyists and high/medium/low resolution ones for professionals. Professionals need to have highly detailed foreground plants for high quality renders and might need low poly ones for mass scenes or games, while hobbyist can live with a half way.
Bye!!!