Each episode is split into 2 parts, each part is only 1 hour long.
I'm just wondering if there's gonna be a problem with me releasing 1 hour long content for about $7.
id software pretty much set the standard with castle wolf-3d. one hour of free game play in the demo. 20 hours of gameplay (including the 1 hour demo level) for $20 in the full game.
this defined two standards:
1. one hour of free gameplay as the typical size of a game demo
2. a price point of approximately $1 per hour of gameplay in the full game.
as commercial games got bigger, demos hit 1/2 gig in download size, and were replaced with YouTube videos of gameplay as a means of marketing the game.
even today, a maximum of $1 to $3 per hour of gameplay is still pretty much the standard.
what you want to do is create 20 hours of content, and give away the first hour, and charge $20 for all of it. then get busy on the next version, which you will also sell for $20, or $15 or $10 to registered users of the previous version.
or make 11 hours of content, give away one and charge $10 for the rest.
the full version must be at least 95% new content above and beyond the demo. 100% is preferable.
shooters originally had 20 levels, one of which was free, for $20. so they really only had 19 hours of new content for $20. ~$1.05 per hour of gameplay.
as you say you're not EA, so your quality and title's popularity can't command the $3 per hour pricetag they get for a black ops type title ($60 for 20 hours of game play).
i'd say that as a veteran indie gamedev I could probably do a game that could command $2 per hour at most. but usually i design my games for maximum replayability - with little or no hard coded content. which in and of itself is a major selling point, and allows me to charge more for the game, as its a better value due to the large number of hours of game play included.