I know it depends on print runs and this and that but basically, if you're self-publishing, say you're selling you know maybe a couple of games off your site or ebay or something, no pressure, no advertising blitz - what is the consideration for profit, in contrast with your cost?
Say I have a game that I have decided will cost me $2.50 for everything in it, dice, paper booklets, box, etc.
I know I can charge between $1.50 to $2.00 for shipping, since it would have to weight more than 5 oz (which it won't) for it to be more.
So if I sold the game at MY cost and shipped it, the minimum total would be $4.00 including first class shipping anywhere in the US and I would make NO money. So...
How much DO I add in to the "Profit" factor to get a price that is within reason but actually gives me some practical profit? I've heard that most retail sales in general (not games in particular) are aimed at doubling or tripling your investment/production costs, so I would charge $5.00 ($2.50 x 2) to $7.50 ($2.50 x 3)?
And what if I DID want to try to sell a few copies to my FLGS? I have read here where they expect to buy at the wholesale or close price, and then they mark it up, so how much do you mark up your game overall to begin with for retail sale, so that you can come down and still make money off the wholesale price?
My example is a dice game I have with a small 6 page 8.5" x 5.5" booklet, 12 dice, two 8.5" x 5.5" cardboard playmats and probably 10-20 extra "character record" sheets - my cost for all this is between $2.50 and $3.00, so how much would I sell it off a website for, so that if needed, I could also sell it cheaper to the game store and not lose money?
Thanks for any replies.
Wow... thank you... Mr. Sunshine... =)
Thank you all for your replies - some very interesting information and things to think about!