(I have no idea why people are paying so much for music, btw, but maybe I'm lucky in that I am close friends with multiple musicians)
You just tore my heart straight out from under my ribcage. When you pay for music, you're not paying for something to just prattle on in the background. When you pay for music (though in all honesty, you are paying for talent and audio skill), you are paying for something that seriously adds to the experience.
If you are paying for someone to just make a battle theme or create something to simply slap into your game so it isn't a predecessor to silent films, then they, and you, are missing the value of what music does for a game. To add, costs for original music gets pricey once you start hiring people that write for a living (people with high quality instruments, with connections to musicians that can perform live).
Also, MOST musicians that play professionally (as in, performing is their profession) expect to recieve, and should be given, a fair compensation, since nothing beats someone skilled at their craft performing music for you.
Not to be a douchebag, but I would seriously love to hear the work of your friends, and, if they ARE good, I am going to assume that writing is an intense hobby for them. (This is me assuming that you pay them in peanuts or pizza)
Anyway..
Just because games are priced at $10, and it's the norm, doesn't mean that's how it should be. Yeah, that last sentence was horrible marketing advice, but it's the truth. Yes, To The Moon is a great game, but if you were to compare games now to the standards that To the Moon set, you'd figure the price would increase.
Lisa not only has a captivating story-line and custom music (like To the Moon), it is also
3 times as long and has custom artwork.
In my opinion, Lisa could have gone, easily, for $15. We don't know why it was priced for $9.99. Maybe because, if it were to compare itself to the success of To the Moon, it shouldn't be more than? Albeit overlooking all of the extra stuff it offers? I'm sure there are PLENTY of people who would disagree with me mainly because most rpg maker games are $9.99 and under. I am sure there are a ton of people who would have overlooked Lisa if it had sold for 15. At least, until they found out how f'ing great the story was. Or how grimy the setting of the game was. Then they'd save their money to get a game that they believe would have the potential to blow their socks off. Perhaps they would decide to wait for the game to go on sale, then rant and rave about it, enticing other people to pay for the game.
Though I slightly agree with the"paying for play-time" bit, it only goes but so far with RPG games. If I had to choose between paying for an okay game with 30 hours of gameplay and a game with 5 hours of playtime and a captivating story, I'd pay for the 5 hour game. Rpgs weren't meant to go on til the end of time. Their purpose is to conjure up a story that will forever be ingrained in your brain. Something that you will remember and on occasion go back to. Would I pay $60 for a Final Fantasy game over a Pvp Title? Any day, because my idea of a great gaming experience is a dope storyline and multi-dimensional characters, not fighting with people online.
All that aside, most developers set their price on the great games that come before them. Not saying that rpg maker games that price their title higher than To The Moon are cocky, but no one knows that their game is going to be a hit until it's a hit. You could price it low, because it is expected, or price it fair. I don't think it's fair that a developer should price their game low merely because it's their "first commercial game". If that's the case, people who start their careers for the first time should get paid peanuts for their work. Even rookies in their field get paid a fair wage, and as their skill increases, so does the amount they are "worth". Still, turning a profit is the most important part, especially if you want it to be a career. For those wanting to make game dev a full-time affair, pricing their game at $5 is too risky, especially if the game flops. I guess devs who didn't break the bank on the custom stuff needn't charge as much as those who have little to no artistic/musical/programming skill.
So..
how much would I pay for a rpg maker game? For rpg maker... the higher it goes, the more it is going to be compared to other higher end rpgs. I'd say no more than $20, and that's for completely customed titles. Any higher and you better be shelling out something that looks like FF10.
To be frank, I wouldn't pay for a game that uses default RTP. I wouldn't even look at it. Now, if it uses modified rtp and the storyline is great... then I'd pay for it. No more than $10, though. I hate to say it, but the skin is important to me. Art can add a whole new ambiance to a game, and RTP can only go but so far.
Also, for anyone who reads this (arc especially), I apologize if I come off as rude.