Next to free assets, minimum price for paid assets of X?

Discuss the Submission Guidelines and suggest improvements.
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Posts: 54
Joined: Sat Jul 08, 2017 2:19 pm

Wed Jan 31, 2018 12:39 pm

In talking to many other developers, most say so far they would like this marketplace to have quality assets and not be flooded with massive amount of low-quality/low-support assets for 99 cents (like the android market and others).
So the current idea is, next to uploading free assets which will always be possible on chopchopchop, if you submit a paid asset it should have content justifying a price of at least X euro/dollar.
So all paid assets always must have a minimum price of X. The idea is, this should limit the incentive of pushing lots of similar low quality assets for 99 cents, and maybe also help developers in not driving their prices into the ground. (also see game prices on Apple store, where 8 dollars is now considered expensive for a full IOS game)

What do you think that X should be? 5, 10, 25, 50?
We can always go down later of course, but going up will be harder I think...

thanks for your feedback!

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Posts: 13
Joined: Tue Jan 30, 2018 2:42 pm

Wed Jan 31, 2018 12:59 pm

I think a fiver would be fine, nobodies gonna pay more than a fiver for anything that's crap.

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Joined: Tue Jan 30, 2018 6:34 am

Thu Feb 01, 2018 12:05 am

5 makes sense to me as well. I've seen even higher limits on other places in the past like creativeCrash (3d assets, scripts etc) and even dependent on category too - though that last part may not make sense for this.

Posts: 2
Joined: Thu Feb 01, 2018 5:59 am

Thu Feb 01, 2018 6:08 am

I think (at least to start) there should be the ability to post components that are free to download. No charge.

I know myself if I have to pay 5 dollars for something I may or may not use, I'll probably not download/buy it.

If something costs $200 and I know I'll use it or need it then I'll pay - no problem.

So maybe rather than determining the value (or worthiness) of a plugin by cost it should be reviewed by the ChpChp review panel then if it's worthy the author can post it at whatever price they feel is fair - free or not....

Tim Gerritsen
Posts: 2
Joined: Thu Feb 01, 2018 11:13 am

Thu Feb 01, 2018 11:18 am

I would say next to be able to share your toxes for free, I would set the minimum price a little bit higher (let say 10 euros/dollars).
If the price is too low, I think most people will quickly put like 5 euros on a simple tox file which they normally would share for free. To make the price a bit higher you kind of force the developer to make a pack of small toxes in order to be able to sell it.

Though the option to share something for free should always be an option imho.


Posts: 54
Joined: Sat Jul 08, 2017 2:19 pm

Thu Feb 01, 2018 11:23 am

Thanks for your thoughts. I see now that I worded my original question not very clear, but
the option for uploading free assets will always be there, no discussion.
I've edited my original post to make that point more clear.

I'm mainly talking about preventing lots of very small/low-quality 1 dollar assets (which could just as well be free), so IF you choose to upload a paid asset, what should be the enforced absolute minimum price on the market, if any.

Posts: 2
Joined: Thu Feb 01, 2018 5:59 am

Thu Feb 01, 2018 10:43 pm

Ah. Sorry I misunderstood.

Then in my opinion for minimum price of a quality paid asset? 50$ ? or 25$ ?

Owen Kirby
Posts: 1
Joined: Sat Feb 03, 2018 11:46 pm

Tue Apr 17, 2018 10:27 pm


Just thought I'd chime in to this thread. I've got a couple of things I was thinking of posting up for $$$ and trying to get a feel for how much I would like to charge.

My feeling so far is that it shouldn't be any higher than 5$ and should actually be placed around 3$ (if anything).

My understanding is that one of the objectives of CHOPCHOPCHOP is to have a way for TD users to make some money from creations and tools which other TD users might find useful to have in their palette and In that sense I'd rather see it flooded with 1$ creations than not flooded at all if it means people are buying them.

I imagine that most assets on the bottom end of the pricing scale are going to be time-saving components or unique effects made by competent TD programmers but which don't necessarily rely on any additional GLSL, Python or C++ programming expertise and feature intuitive custom parameters for a relatively simple network.

Ultimately a component that a base-line TD user could build themselves if they wanted to put in the time or knew the techniques involved.

So then you have to determine at which point that type of time-saving network component becomes sufficiently featured, optimized or unique to pass the threshold minimum value.

A component which features additional expertise than one strictly built with default Touch OPs would automatically have an edge in the pricing scheme (thus more likely to hit the minimum value threshold) and I'm wondering if there might be a risk of pushing the basic TD-built components out of the pricing bracket altogether.

Personally, the asset I plan on publishing is something I believe is high quality enough that it could rationally be priced around 20$ but, being a niche asset, my goal is to open up that niche a little bit from having people actually use the component and maybe drop some more expensive bundles later on. Still, SOME income would be very welcome and so I'm inclined to price it around 3-4$.

I think that sort of dilemma is properly catered to with a tipping system similar to bandcamp.. Has there been any thought into putting in something similar? (edit: I just saw the thread related to this so I'm also adding my plus one)

Those are my thoughts so far!

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