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报告翻译问题
"Stability" is relative. They're getting bought out by larger ones, reduced to a shell of their former selves and it's only then they get shut down.
And remember the thing about prices. You can always elect to not buy.
Manufacture and shipping costs for physical games have always been around the 5-6% mark of a $60 MSRP game. And you have to consider the jump from physical to digital doesn't make that expense gone, it just changes it for different ones.
Exactly. Which means that operating costs rise, and employees are going to ask for more raises.
Besides, I've never paid full-price for a game. Ever. And it's not going to happen anytime soon.
Also, for the few prices I've actually looked at in the past, I haven't seen any increases.
So? Wait until it gets on -75% sales -- I don't know Bethesda, but I generally consider -75% to be feasible until I have reason to believe otherwise.
And, don't run it on "60 fps".
There's still a hige difference, though -- they cut all production, transportation, wholesalers to 0; games are directly delivered to the store at 0 cost. Also, no premiums for better shelf spaces, no Walmarts doing "take the offer or get lost" stuff etc.
Many years ago, I read that the 70% offer that Steam had was just insane compared to what profits came back from selling in stores.
I learned today that not only does Steam place a Market restriction on your account if you don't make any sort of purchase in a 365 day period, but also that my account has one. Make of that what you will.
There is no other value in money other than the promise what you can get for that coupon. If no one increases a price, the promise (value) would not change.
They have value because they are limited - you can't go out and spend more than you have without borrowing them.
You have to choose what to spend on - that limited choice gives them value.
If more of them are created, there is more spending (increase in demand), but it's not like people can just make more stuff available so supply remains the same....
Increase demand without changing supply, and prices are forced up to compensate.
If what you say is true, then I could just go and get the government to give me a trillion dollars - I would buy up everything from the shops... but that wouldn't change the price ??
So in order to keep the game from costing too much, DLC and microtransactions help make up for the difference. Hence, why game prices have remained relatively flat - because microtransactions have allowed developers to cover the increased costs of making the game. Just like I said.
Incorrect, as I just pointed out. As Tito said, the actual cost of physical production is relatively small in the overall cost of making a game. The two biggest costs have always been (and this is generally true for any business) payroll and marketing. Payroll is generally the single most biggest expense in a business.
When I got my first job, I was paid something like $4.00 an hour in a retail store. My daughter just got her first job, in retail, and is starting at over $15.00 an hour.
Back in the 90's the average programmer salary ranged from $40-$50k. Now it's closer to $90-$100k. That's double over the course of 30 years. That's an 80% to 100% increase. Comparatively, the price of games have risen by only 45% over that time, if you figure an average base cost of $45 then to $65 now.
And I've already said it and I'll just repeat again, but you also can't compare today standards in term of industrial production to what you had 30 years ago. The cost of creating those boxes and the booklets and what not were huge in comparison, mostly due to the fact that by today standards all you have to do is produce a huge amount and the cost will lower itself to next to nothing. That's pretty much what you are saying too, don't deny it. Back in the days it didn't work like that tho. PC gaming was a thing in its infancy and you would never have expected to sell million of copies. Most of the time they just made a small amount of production and waited to see if it would be popular enough to do more. The vast majority of PC gaming in its infancy was a dream, and most developers which are now legends nowadays started in their basement solo coding a game out of nowhere with the little they had at the time (and the little which was actually also available as hardware and software at the time too).
This is without saying, again, that in the age of digital goods all of this go straight up the window. Bandwith is virtually free, copying a program over and over on the internet is not only virtually free, it is factually free. Even if they bothered to create a manual or booklet (which is almost unheard of nowaday), PDF sharing is in the same boat. Meanwhile the quality of games in general has been reduced greatly instead of increasing (graphics are WAY better today, but try to find a game which don't bug out at launch. EA is kind of a joke, you pay nowaday to be the beta tester of a product and most people do it as an encouragement for non professionals to do a job you can't expect professionals to do anymore for a bunch of reasons. Add to this to so many games using predatory marketing tactics, microtransactions, planned DLCs which is actually withheld cut content...) with absolutely no change in the cost of the game... It is also not exactly the problem of the consumer that the industry shifted to the need of a high standard of graphics at the cost of gameplay.
Anyhow, all this to say that those direct comparisons just don't hold any water and this is mostly why I'm taking the time to step in on this particular thread. I'm actually happy to spend more money on games I know are good and would be quite content to do it regularly. If it was to happen regularly, of course. Baldur's Gate 3 would be a great example of this. The simple fact that it has no DRM alone is enough for me to see it in a positive light from the get go. But bring me other games (and man is there a majority in this group in the past few years) which ask the same price and don't even deliver a fraction of quality, don't be surprised that people like OP step in and declare that they are not happy with the cost of games versus their quality. And I completely agree with him... I just don't have a problem with those particular facts that some people are just going to call it quit and leave. That's not the beef I have in this particular thread...
And this as you mention is 'any sort of purchases' including market purchases.
So this is kind of a non-issue
Also the packaging production costs weren't that high. As someone who's worked on the production side, doing the artwork, sourcing printers etc.The booklets are actually cheap as all heck to produce. Especially if you're doing something like lithography.
And Bandwidth is not virtually free. I mean that's literally one of the things they charge you for when you're doing things at corprate scale./Not to mention the cost of maintaining the hosting servers
Aklso eagle What is 'Quality' to some is trash to others. Plenty of great games to be had for less. Again Games are plenty affordable and cheap if you aren't chasing launch day AAA releases. Heck BG3 is kinda egregious in that people seem to have forgotten the years it spent in Early Access. :P
Any hobby can be more or less expensive depending on how one pursues it.
Additionally, there's a lot more programmers/etc on non-indie projects now.
It all boils down to increased prices.
There are several "ways to cause that".
Increasing the amount of money and handing it over is another way how you can cause it.
People need to start using proper terms.