Widget Enterprises
Suppose the player is responsible for pricing at Widget Enterprises. Widget production entails a certain fixed cost as well as a cost per unit; and somewhere out in the world there are a number of customers interested in purchasing widgets, but the player starts without knowing what this distribution looks like.
We can express the profits as an equation: the total made by selling widgets, minus the cost thereof.
The Table of Customers holds the data about customer preferences, and whenever the player selects a widget price, we consult it to determine how many customers in total would be willing to buy at that price.
base | maximum value |
2 | $26.00 |
5 | $20.00 |
8 | $15.00 |
2 | $13.50 |
1 | $9.00 |
Test me with "set price to $0.00 / set price to $100.00 / set price to $15.00 / set price to $8.00 / set price to $25.00 / set price to $14.99".
>(Testing.)
>[1] set price to $0.00
You set the price of your widgets to $0.00, resulting in sales of 18 units and a loss of $196.88.
>[2] set price to $100.00
You set the price of your widgets to $100.00, resulting in sales of 0 units and a loss of $5.00.
>[3] set price to $15.00
You set the price of your widgets to $15.00, resulting in sales of 7 units and a profit of $25.38.
>[4] set price to $8.00
You set the price of your widgets to $8.00, resulting in sales of 18 units and a loss of $52.88.
>[5] set price to $25.00
You set the price of your widgets to $25.00, resulting in sales of 2 units and a profit of $23.68.
>[6] set price to $14.99
You set the price of your widgets to $14.99, resulting in sales of 15 units and a profit of $59.95.
As written this will be a rather dull guessing game for the player; more interesting would be to enhance it into a fuller economic simulator with more control over fixed costs and customer price points.