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Повідомити про проблему з перекладом
because
developing games cost a lot of money and they also need to pay the devs and employees.
How are you able to tell? Do you know how much money they need to turn in a good profit from their products after covering what was spent with wages, development, marketing and licensing? Or how much money they tend to spend on those areas?
If you're going to say games are overpriced, the least you can do is back that statement up.
EA doesn't count to you but the fact is.. they are one of these major game publishers and not surprisingly, they got that way because people be buying their games. Hence what I said. They charge $60 because irt is an optimal starting point. They know the game will bey like $50 in a year. and maybe $40 two years after that. It only makes sense to capitalize on the big spenders and then gradually scale down to catch other markets.
When 60% of the gaming population worldwide stops paying $60, then they will stop charging $60
The reasons I'd suspect are: -
1) Inflation. Not the highest recently but compound so the factor does increase over time.
2) Increased costs. Partly it's because some of the more blatant tax avoidance on digital downloading has been deemed unlawful or curtailed. Partly because AAA games are using acting talent from approaching the upper tiers of the film and television industries who can charge highly for their services.
3) The complexity of the larger AAA games requires large teams of artists and programmers.
4) Better anti-piracy protection.
5) Corporate ethos. E.A. DELIBERATELY charges sky high (it has the largest profit margin in the industry) and hates Steam for its sales.
6) Because they can. If enough people will buy at the higher prices it justifies selling at the higher prices.
The gaming industry may be facing a near perfect storm however.
1) Poor economy. The masses in Europe and North America are getting poorer and only the 1% richest are seeing increases in their pay packets. As a discretionary purchase gaming will suffer if the economy slides more for their main customer base.
2) Above inflation price increases. Customers can see prices rising and aren't happy about it.
3) DLC greed/ abuse. Too many AAA games are now released effectively only part completed with the remainder of the game sold piecemeal as DLC.
Public opinion is volatile. It can react with lightning impact or it can slowly drift over a period of time.
But if the perception becomes widespread that publishers at launch are releasing half finished product at inflated prices the lustre will go from being an early adopter. And If that happens the industry will be in trouble. Very few people will pre order or be an early adopter. By the time the games start getting into the black as GOTY editions go on sale three to five years later they may have been pushed into insolvency due to delayed recovery of development costs.
Even if Steam doesn't kill the golden goose the industry might.
S.x.
With E.A. they are rarely (in the UK) breaking the £15.00 barrier for AAA games even years after launch. Fifa is an exception but E.A. hasn't been discounting Sims 3 at all. They'd definitely prefer to avoid Steam's "race to the bottom" where Skyrim can be bought for under $5.00 US in the sales. If E.A. ever had the 70% share of the PC download market that Steam has you could kiss meaningful and affordable sales goodbye.
S.x.
I've never paid 60 dollars for a game, and I never will.
Considering it didn't used to be that way - then yeah - it's possible to get them to stop charging 60 dollars, if enough people refuse to pay it.
http://m.ca.ign.com/articles/2013/10/15/the-real-cost-of-gaming-inflation-time-and-purchasing-power
I know, I know, it's ign...the facts remain.
Sure, by making people stop paying $60 for games, or making developers not spend so much time and effort into a product that it only becomes profitable with a $60 price tag.
Until you convince everyone else ever to stop paying the full $60 price for new releases, or provide every game developer ever with tools and resources enough to make new releases take less work and therefore earn a smaller price tag, it's not happening.
wait a couple of years and get the game for 5 dollars. that would be an appropriate pricing without too much advertising.
Like I said - I bought games back then - and I DID NOT pay 60 dollars - PERIOD.
As far as "standard AAA pricing" - that just started a few years ago . Standard triple AAA pricing was $49.99 for a LONNGGG time but because everyone went along $60 , it became normal .
Not going along with it would change it back again..
In fact - I remember when devs used to say that when they started selling games "digitally", that games would cost a LOT LESS.
That has been an issue historically where there has been physical product to move. Being solely electronic download gives publishers more flexibility on delaying launch.
Unfortunately at the moment it's more about marketing. It's "The Sims" that was primarily responsible where publishers saw that gamers COULD be persuaded to pay several times or more the base game price for expansions. Also CS:GO where people have been prepared to pay more for a game "skin" than the real life item would cost.
Looking at the launch prices and structures (Just Cause 3 being VERY noteworthy) this means that games have GOTY editions at launch whereas in days previous expansions would be released as add ons to successful games and GOTY editions were complete packs sold far after launch. Now the impression is more and more that the publishers are holding back content that would/ should have been present at launch to sell as DLC. Particularly notorious in this regard is Civilsation Beyond Earth which launched with its faction personalities totally unaltered from Civ 5. For players of Sid Meier's Alpha Centauri which had carefully thought out and well acted personalities for its space Civ, videos for Special Projects (Wonders), voiceovers for each tech advance, and virtually infinitely customisable troops this was viewed as a tragedy and a betrayal.
S.x.
You have to think about the economics Elly.
With say - apples - development costs tend to be small, but production costs are high.
With computer games development costs are extremely high but production costs on PC download are minimal.
So with apples the price variability tends to be low.
But with computer games you have a huge choice of how to recoup your costs.
You can go like Orion Prelude (there's a backstory to that one) and sell your game for a dollar in the hope that you'll get hundreds of thousands of sales.
Or you can go like E.A. some of whose "luxury" editions must be coming at the $100 mark and sacrifice sales for a very high profit margin.
Either can work although super low pricing rarely works for products with high devlopment costs.
So if the usual release price of a game is $60 E.A. will sell it for $90 and the price will never drop below $45.
On Steam games may come in as $60, the be discounted to $50, then $40, then $30, then $20, then $10 etc over a period of years.
S.x.