Game Development Reference
In-Depth Information
Setting a Fixed Price
This is perhaps the most straightforward approach to selling your app. Simply set a price in
the store and you are good to go. While setting a fixed price has its advantages in other mar-
kets, the Windows Store offers even more creative options around monetizing your game.
We'll talk about trial mode, ads, and in-app purchases next, but if you simply want to get
your game out there and not deal with adding additional logic to your game, then this is go-
ing to be your best option.
For the sake of completeness, here is a quick overview on how to set a price for your game in
the developer dashboard ( Figure 7-1 ). Once you have a game set up and are filling out its in-
formation, you will want to go into the “Selling details.”
Figure 7-1. You can quickly see the sale price of your game in the developer dashboard.
From here you will be presented with a place to set your price, whether or not there is a trial,
and the markets you want to sell your game in.
Once you have selected a price you are comfortable with in Figure 7-2 , you should be ready
to sell your game in the market. You will also see the price of your game in each market in
its native currency.
NOTE
One thing to keep in mind is that some markets may require you to fill out separate tax in-
formation and may even have different limitations on the rating of your game. To avoid
failing app certification due to specific country requirements, you may want to start with
only a few markets at first. I tend to focus on larger markets, such as the U.S., Canada, the
United Kingdom, France, and Germany. From there, I slowly include other locations once
the game begins to do well in other markets and I know I have worked out any of the bugs
that tend to pop up during a first release.
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