It's worth remembering that established IPs and developers add value to their prospective games in the form of trust: if you've liked other games in a series by that developer, you have a good idea if you'll like the next game in the series. This means you are willing to risk more money on their work. New IPs from established developers still have the benefit of their developer's history so you still have an idea of the quality to expect. Even new AAA developers get a certain amount of trust by virtue of being able to raise enough capital for a AAA experience. New Indie devs don't have these advantages, nor should they. They haven't done anything to gain that trust and it's unreasonable of them to expect you, as a consumer, to be willing to pay above a certain price point (usually 20 dollars) for a game. But even then you have to consider the lack of trust... which is why people usually wait for the sales, to minimize their risk.Well, some of that interview made me feel like an ass. I'm loyal to the developers I'm loyal to--I've paid way more than I should for Atlus titles at release, or getting the collector's editions. I've bought some of their stuff multiple times for one reason or another (wanted collector's, but also digital).
But I admit, when it comes to indies, I do the sale wait-out. Like right now I'm on the fence with Crypt of the Necrodancer because I'm not sure I'll enjoy it, so I'm just waiting for a sale. But in the context of that interview, that's not going to foster more good indie games. I guess I figure if it's an indie I'm really gung-ho about, like Shovel Knight, I'll buy it right away at full price (which I did). I don't feel bad waiting for sales on PSOne Classics, because I pretty much bought all those games many years ago when they were much more expensive, and they're by big developers anyway, but supporting the little guys if it's a game you actually want seems like the appropriate thing to do. That, or if you buy it cheap and like it, gift it to someone else.
I don't know.
Devs complaining about people being unwilling to pay a certain price for their product are simply trying to make you, the consumer, absorb some of the risk of their business. It's why developers are cutting out content and selling it as DLC. It's why we have season passes. It's why we get annual releases. To put it bluntly, everything about business in general is about making you, the end user, absorb as much of the financial risk involved with a product as possible. We, as consumers, have our tactics in this battle: waiting it out for sales. However (and this is important), it is not your fault as a consumer when a business fails because it couldn't manage it's own risk.