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报告翻译问题
If I pre-order something, and it's truly a load of crap - not just a few bugs and kinks to work out, but truly crap - then that company loses my business. Not just for the next game, but perhaps forever. (For example: Sword of the Stars II has prompted me to never again give either Kerberos nor Parados a single thin dime of my money, ever again.)
Companies know this sort of thing will happen, if they fail to deliver.
True fact: in 1994, games cost an average of $45US. Adjusted for inflation, that comes to ~$90US in 2014. So, seventy bucks, already cheaper in absolute trms, than the same game would have been in 1994.
Gaming has been a LOT cheaper on the PC for over a decade now. People really need to get with the time.
Then again, it doesn't cost them anything near as much money to sell digital copies of a game. back then you always got a physical copy. Another thing is that they have much better developement tools now which means their job is "easier" than it was back then. The last thing I'm going to leave you with is that they actually realeased COMPLETE games that WORKED on day one. Now they release half-a**ed games with day one DLC.
You ever use a content delivery service before? They aren't cheap. Steam itself uses about 3 different content delivery networks so people can download games on their network. I can't imagine the cost of that.
Good thing the producers lowered the prices from a real $90 to $60, so that they may sell more than a few tens of thousands of copies like they did in 1994 then.
Otherwise they would not recoup their $20 million+ development costs - as $90 times 100,000 is still just 9 million.
No, their job isn't easier. Only an idiot would think it was.
Yes, they have better tools, but they're building bigger andmore complex games.
Kind of like how we have better tools for building ships now, than three thousand years ago ... but then, we're not still building forty-foot-long, oar-powered wooden ships that daren't go more than a mile or two from shore.
Not anymore often than now, no they didn't.
Yes, gosh, it's almost as though when the cost of something, like a computer, is high, not as many people buy it because consumption is limited to a disproportionately small amount of people. But this is only a fact when it's convenient to a point we're trying to make.
Because MY point is simple: if the companies had only sought to keep pace with inflation, then games would be about half again as expensive as they currently are.
Higher demand does NOT normally produce lower prices; that's now how it works. That's not how it's EVER worked in the history of mankind. In fact, the real world works exactly opposite of that.