i dont know you tell me
my faves.... my funhaus fave and my rt fave....
As always the market will decide how much things cost. Supply and demand, If developers raise their prices and everyone stops buying games then they will have to lower prices.
What I think people need to take into account is the fact that Its not about how much people want to pay, its how much will they pay.
One good reason for an increase in price (not that I would want it, especially as a student) is to stop the reverse the trend of devs shifting towards shitty mobile games. Honestly, good ones a few and far between, and are in no way comparable to "proper' games), but they're doing it simply because that's where the money's at.
wait.. theyre the same height?
on the subject, sure they are getting more expensive to make but more and more games are being released broken. if the game wasnt broken and was complete id pay more
I think a $60 price point is perfect for a game, but digital should be ~$10 cheaper than physical because of the cost associated with shipping, personnel, and everything to do with manufacturing since digital doesn't have those costs. But needing to maintain the infrastructure and disk space (storage is important on both sides of the point) keeps the price difference from getting too disparate. Maybe digital should launch at $60 but drop quicker or have a more consistent $50 release, but keep it from going on sale sooner. As for raising the price, I believe that games are already at that point with dlc and micro transactions. I'm perfectly fine with those prices as well. Destiny is a perfect example of both. I did the math once and it was <$10 a month for 24 months (even though we're only 18 months in with a rumored update that will add more light levels). And with the recent addition of the emotes and sparrows (rip srl), I think throwing them $5-10 every couple months is perfectly reasonable
I really do think we should see a price increase in games as long as they are bundling everything that was GOING to be DLC in the future. Because in reality games have increased in price just behind the scenes, a game is $60 but when you total in the season pass (which average anywhere from $20-50) you're paying about $100 for the full gaming experience.
Is this bad? I don't know, you can argue that it is nicer that companies are giving you a breather between content by releasing it over time is good because it lets you pick and choose what parts of the game you actually want to play (a la Skyrim where I didn't feel the need to buy the Hearthfire or Dragonborne DLC, but I did want to buy the Dawngaurd DLC). But this also leaves a lot of wiggle room for the microtransaction model which allows game companies to get a lot of profit when they are arguable losing money on just the price of the game and transform a game with the best intentions into Pay-to-Win. Personally, I would be happy to pay $80 for a full retail game, and I'd be somewhat begrudging to pay $100 upfront, but over time it would just become the new norm.
Videogames are still a business. You never pay the value of the game, you pay the cost of making the game. Just because it's digital, doesn't mean it should be cheaper. Instead of shipping out physical products, they have to pay for servers and internet bandwidth. Not to mention all the time and people that behind making that happen.
Quite simply, the way games are currently valued is how it should be. It is basic economics, just like all goods. Price is set by consumers based upon supply and demand. If the game is good enough for the right amount of people to buy it at the price the developer sets, maximizing profits, then the game is at the correct price. If consumers feel a game is not good enough at its current price, thereby not enough people buy it, then the game should be cheaper. It is better to sell 10,000 game copies at $10 dollars than it is to sell 1,000 game copies at $20 dollars. Alternatively, if a ton of people are buying a game, then there may be room to increase the price. It is all about finding that point of equilibrium between number of sales and price to maximize profits. If you can not make a enough sales at any price to offset the cost of the game's development, then you have failed. This is all stuff you learn in your first economics class in college, Intro To Microeconomics. It is not rocket science...
That viewpoint though is only one side of the story. Economics is all about efficient resource allocation. Sometimes human wants and needs are not efficient.
What if you can't sell 10,000 copies, at any price? What then are your options? If you are a large dev you sell as much as you can but in the end you can take the loss and move on. If you are a small dev you disappear. And yes, you can make an argument that the resources put into making that game would have been better put to use elsewhere. Say that too many times though and you just run out of solid small studios who are willing to try something new.
In a similar fashion, the US is not entirely a free market economy. There are laws and regulations that divert resources towards things that we find desirable, even if it's not necessarily efficient.
Games are 80$ in Canada. If the US raises there's to 80$ then ours will be 100$, which is sad...
video game value should be determined by the consumer,which is actually does.
Better to get some revenue than no revenue(pirating or consumer dont see value in the game)
Maybe game devs could scale down the games graphically? That seems like it'd be the most expensive part of a game like GTA5 for example. That could allow them to turn a profit at the current $60+DLC model.
A lot of people already get mad if their AAA games don't run at a high enough resolution or frame rate
yeah no lets not do that. Graphics and story are the two biggest driving points for me when it comes to buying a game. If the game doesn't look good then I just wont be all that interested. This is especially true when it deals with new IPS. I tend to start to care less about the characters cuz all I see are a bunch of pixels and not people. only real exception is if the story is good enough or if it has nostalgia factor. Mass effect 3 is a prime example of story overwriting my need to see perfect graphics and halo ce or doom are both games I still play despite their extreme age. I also don't buy games day one just for graphics ill admit. far cry 4 looks pretty but the story seemed blah so I stayed away. New IPS need that perfect balance of good story and graphics and I think a lot of people can say the same. But I'm mostly just a PC gamer. my expectations for graphics tend to far exceed most expectations
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