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At least the game looks decent..
It's $70 bud, just for the standard game
I've missed DW, this is a nice change in pace and I really enjoy it. I'll play it 3 times most likely finishing each main path, and then won't touch it for awhile.
Whether or not it's worth it is entirely up to personal preference but if I get at least 100 hours out of it, I'll say it is. It was $100 locally, so a dollar an hour... I've got hobbies far more expensive than that.
Generic company greed, that's all. No way in hell its worth the price, that counts for practically all games these days.
Yeah im out of here before more crap like this floods in..
Best story in video game history..
Average movie is ~1hr45m.
This is about 10 minutes per dollar spent.
Average AAA game is $70.
Average completion time is about 35 hours for a typical AAA game.
This is about 30 minutes per dollar spent.
Games continue to be good value per dollar even at higher price points (provided the game itself is any good, obviously.)
That all said...
This is primarily a problem of games costing absurd amounts of money to develop because they require more and more people to finish. The average AAA game takes upward of half a dozen different studios to complete. They have to license multiple different middleware solutions. They have to pay voice talent (in multiple languages, usually.) The bigger the game, the higher the price, and because inflation hits everything equally, that means AAA games are invariably going to go up in price too.
The thing is that games don't need that much production to be good. We're seeing more paring down of development especially with Japanese developers. They're seeing far more sustainability making sub-AAA games at $40 price points.
DWO is a fun, special case where it almost certainly didn't cost AAA money to make, but Tecmo-Koei are especially big scumbags about pricing things. One of the few publishers that prices games based on their popularity rather than their age. Old games that are popular and well received don't get the deep sales or adjusted base prices than newer, less well received games do. You can verify this by just looking at the prices of the currently available Rot3K games (Rot3K 13 still costs the same price as 14, and 14 has gone on deeper sales than 13 has) but any given handful of musou games will do too.
So: both sides are right, really. Greed is a factor in this specific case, but the average price of development is just multiple millions of dollars. While the argument might be 'if you sell it cheaper, more people will buy it,' the real world metrics show that that simply isn't the case in large enough numbers to be relevant. People will buy the game if they like it or it gets enough positive word of mouth. The primary drivers of sales is 'does the game have good press' followed by 'is it part of a long-standing franchise that people generally like?' Price doesn't factor as heavily as you think unless you live in LATAM and get absolutely hosed by poor currency exchange rates.
Just admit to yourself this aint the game for you and find one that is.