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Video game development follows the general investment practices of the rest of the entertainment industry: "Get rich quick or die trying."
They want their investment to amortise as soon as possible to get out of hot waters and then bring in enough to finance the next two releases or more within the initial release period. What makes this even worse: The more expensive a title becomes, the higher the expectations and smaller the profit margins become. And with financing of >$100M and development teams of hundreds or even thousands of people, suddenly, macro-economic factors like inflation and workforce availability come into play. This is an oversimplification, but with a monthly inflation of 10% and a budget of $100M, you are effectively burning $10M every month by not capitalising your investment for re-investment. And this isn't even taking the volatility of hype-cycles in the entertainment industry into account.
Even though most of the distribution cycle is/could be removed due to today's direct-to-consumer marketing possibilities and this one is about indie films (which video games, even when they are not produced by an indie studio, are often produced like), it is an interesting read:
https://web-docs.stern.nyu.edu/glucksman/docs/Lucini2010.pdf
I was on those forums being very vocal about the original sh!tty ending. But I haven't played the new ending. I gotta go back and replay it. Thanks for reminder.
Yes, the price of AAA titles are $70 now. But they're actually down in real-terms when accounting for inflation over the last 20 years. Besides, gaming is a cheap hobby in general - especially when factoring in how fun it can be.
There are other ways to recoup costs from development than to increase the price of each unit. Inflation also effects the audience that buys said games too.
We are not responsible for mismanagement of a product when the costs inflate because of poor decision making either, which seems to be a major problem also.
We've had so many awful buggy games that were being sold for 60+ dollars. So it's clear that the price increase in no way is because of an increase in quality either. Digital market places have increased, cutting out retail or the costs of distribution.
Companies can sell their products at whatever price they wish 70, 90, 120, 3000. But it is just not reasonable to sell something past a certain price.
I expect many of these 70 dollar games to continue to plunge in price after release like 60 dollar games already have in the past. But also probably much steeper discounts much more quickly.
https://store.steampowered.com/app/1241700/There_Is_No_Game_Jam_Edition_2015/
Unless you want to pay for the Wrong Dimension.
https://store.steampowered.com/app/1240210/There_Is_No_Game_Wrong_Dimension/
But, yeah, totally worth $70.
That would be $34 and some change.
So it's actually not nearly as bad as you seem to want everyone to think but it still kind of sucks. Unless you're really into the thing you want to buy.
No game is worth $70 in the state it releases in
Now later down the line after a few years OF DLC, and story additions? THAT would probably be worth $70 if it was included day 1.
A game is never worth $70 at launch, but usually gets enough content to be worth it.
If you take that price and adjust for inflation, it would be equivalent to $89.84 today. This means games are cheaper today than they were back then.
Consoles are having high end graphics at more affordable price because developers profit through games. If they port it to PC and charge even higher, what's the point to spend few thousands on hardware and even more on the same game.
I'll just do what I always do, wait a year or two and get the GOTY for 5 bucks during sales.
gg me ez win
And now here we are with $70 games that also have microtransactions.