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Games are also costing more to develop than ever before. New IP's are a risk, and a few flops in a row could start sinking the ship.
Games seemed more finished in the past because they for the most part were simpler in both graphics and gameplay. The internet has also been a double edged sword. Developers are being pressured to adhere to release schedules or face a loss of bonuses or base pay. With the internet they get a "final" version to distribute, but the developers are racing to the deadline creating a day 1 patch to cover issues they were still facing. Some games cannot be gaurunteed to be bug free even with a small army of testers (think Bethesda). So the internet can help by being able to release more patches for a better overall product. On the downside, you often have things like day 1 dlc or even features and add-ons that should of been in the game to begin with.
I don't know if you were citing early access as one of your complaints, but it is clear that they are not finished, may change, and be very problematic. I prefer to see Early Access games as pre-orders with an evolving demo.
In regards to supoort, there is always room for improvement, but the sheer number of permutations from combinations of hardware components, OS version, and installed software, drivers, etc.. all of which can affect a game is mind boggling.
I'm not defending all these practices as I take issue with many of the same critiques you mentioned, but I am merely trying to show what I understand the otherside's argument is.
They always had, we complain about CoD now, but a lot of what I recall from the 90's were a avalanche of bad Doom/Quake/Diablo clones, awful FMV titles, the worst consoles were released at this time, cartrdiges being replaced by inferior optical discs, buggy games that couldn't be patched, and a total lack of indie games outside of the "demoscene".
I think the economics for video game sales are a lot more complicated than that.
Even in the real world with shipping, manufactoring, and such, I sincerely cannot see less than $25. Trucks carry to a distribution warehouse, which mixes the load up with other loads going to further chain areas. Each one of the transports costs about a dime a trip per game box (I am a trucker who handles full Bills of Lading).
These warehouses do add some cost, but with 8000 titles per a pallet (guess) the cost is minimalized. The costs on distribution come at final sort for each store, where a worker should spend no more than 3 minutes per product seeking it, and adding it on average. At the store it will take an averaged out time of 5 minutes most, so 1/6th their hourly cost. Add mark up to that.
All told it is very possible to make 50%
That's not nearly how retail works in the real world
http://forums.galciv3.com/449009/page/8/#replies
This also doesn't take into account that as the game gets bigger, the marketing budgets begin to dwarf the game budgets.
Well, i just don't buy any game I haven't tested yet. That's the way I found to save money, and lately it's making me pretty happy with my wallet
The problem is, some bugs do not get squashed and can be found in later iterations that were in an early version (Ubisoft has had sound issues from the demo for Raven Shield and still has sound issues with the last R6 title, Vegas 2, go figure).
I don't think so, think it's just that we have more choice now, and it's easier to be a gamer than before.