Well loss of an expected profit margin means nothing if people won't buy it at a higher price.
You just need to add more value, more bling, and more shiny, to get more people interested... which is what I'm looking at.
uite the contrary: spending more effort means raising the costs of production - if you can't pass on those costs to the market, you lose money. The best solution with a $5 ceiling would be to make tons of low-effort plugins (thus lowering the cost of production).
A lot of what is being discussed here and feedback we've received does makes sense
I really am sorry if this is a big disappointment so close to launch, but they are categories we do want to support in the future.
'd love to see a "premium tutorials" type section as well, is that possible? It's functionally similar to the e-books section, but a bit shorter in scope and not limited to text (you could add video, exercises, step-by-step capx, commented source, powerpoint presentations, etc).
Tom Make a list of rules of plugins, if they break one rule, then the plugin submission will be rejected. That's simple.
don't think the issue here is with plugins breaking the rules. The problem is plugins adhering to the rules but breaking the spirit of the store, and making rules for those is a highly subjective process with tons of caveats and exceptions. Manual curation is already being done, I'd like to see manual pricing (by scirra staf, in case that's not obvious) as well.
In fact all plugs up until recently have been free.
ree and commercial content are produced for entirely different reasons. For instance, I have lots of ideas for cool plugins, but I don't make them because they take A LOT of time and time=money, which I need in order to survive.
Also, commercial plugins require constant support (you can't just let them die) and documentation (which you can forgo if your plugin is free).
But if you wish to continue the argument then lets look at something comparable, say for example Spriter.
Its an editor, and a plug, and costs $24.99.
Can you make something of that quality?
priter can be sold mass-market, and plugin costs count as a feature for the software itself, which is the main product. That's not the case with a construct-exclusive plugin.
Let me make an analogy: photoshop is sold to millions of people for a (arguably) low price, and is a very high quality product. The euphoria middleware, a much less complex product (though still pretty complicated), costs millions of dollars. How do they get away with it? Simple: euphoria is a niche product and thus can't be sold mass-market, just like c2 plugins, but on a much bigger scale.
If you could provide a turnkey solution (a plugin bundle plus a game with source) for, say, a top-down MMO-game in construct 2 - which is quite possible and something I've considered briefly - I don't think charging upwards of $1500 would be a stretch, even if it ends up being less complex than Spriter. The possibility goes to hell instantly if you cap prices at $5.