Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
In the early days of arcade gaming, most games were skill-based games: the more skilled you were, the longer you could play them. If you were really good at Asteroids, for example, you could play for hours on a single quarter, flipping the game again and again. As time went on, games started to move away from that, and you increasingly started to see time-based games: games that you could play for a certain length of time based on how much money you put into it (a game like Gauntlet, for example), not how good you were. The goal moved from you getting more skilled to you putting in more money to keep playing.These DLCs are getting closer and closer to arcade game costs.
Oh, you want to play? pay $1 to play
Oh, you died? pay $1 to continue
Oh, you finished a level? pay $1 to continue
Oh, you want to save your character? pay $5 to continue
Oh, you want to open your boxes? pay $5 to continue
Oh, you ran out of inventory space? pay $10 to continue
Oh, you ran into our artificial level cap? pay $10 to unlock
etc.
I will most certainly be in the minority on this, but technically speaking he is correct, not that I want to pay more. If you lok back to the early days of consoles, after the crash, starting with the Nintendo Entertainment System games have traditionally cost anywhere between $40 and $70 a game, usually right around the $60 price point. That price point has stayed more or less the same for over 30 years. And that was around $60 for garbage games and outstanding classics of the various generations. Sometimes the prices went up for certain games, if I remember ChronoTrigger was $75 when it came out. If you add in inflation to the picture, a normal game today should be around the $90 to $100 price range, again that's for garbage games and things like GTA V. I don't line micro transactions and paid DLC anymore than the next person, but on the other hand price wise we have to admit, even if we REALLY don't want to, that games are pretty cheap all things considered. There are VERY few items that have held to the same price for a 30 year span. I am obviously excluding computers since that is a whole different thing.
As a gamer, I can't say I like where things seem to be going, but there's not much I can do to stop it.
No EA shouldn't get more money for buying up and then closing up the competition.
EA has destroyed great studios and there is no scenario where they deserve more money for fucking over consumers.
There is a huge difference between gaming and other hobbies. That is games are made once then can be sold infinitely. While tools and gadgets of other hobbies are made individually one by one. In low volume production that has a lot of overhead. So nope, I think games cost less exactly for this reason. So the only way you can come to a conclusion that gamers are undercharged if you disregard every other factor.I've always thought this was the case actually. From the time I was a kid to a young bachelor, it seemed like a much less expensive hobby than anything else. Cars, motorcycles--try buying a BOAT.
Some posts I feel like deserve a special award. This is one of them.Statements like this are telltale signs of a 10 gram a day cocaine habit.
This is one of those cases where I think it's up to the market to decide whether or not he's wrong. Sure, it costs more to make a game now, but it's also far more competitive than it's ever been also. That $60 game should maybe cost $80 today, except that it's fighting for air against a swarm of $10 - $30 indie titles that often have a hell of a lot going for them. Or it's fighting against a AAA game that's 2 years old that you can pick up for $10 - 15 on sale.Looking at market data he's not wrong, even if it's going to be an unpopular opinion.
I was paying $70 for N64 games back in the 90s, which is equivalent to about $112 now. Even subtracting the costs of the more expensive media, games back then were more expensive than they are now, and the costs of building games has increased exponentially since. Sure, the market is larger now too, but it's also more fractured, and it takes a lot more sales to recoup development costs.
That all being said, I'd much rather pay $80 for a game that comes with all of the content, than pay $50-60 and be nickle and dimed with DLC and microtransactions. The current business model is broken.
Perhaps you and I have a different definition of "tiny" but the budget for Witcher 3 was $81million USD. Now understand that they are based in Poland, which has a much lower cost of living. Producing that game in Western European or North American countries would have cost significantly more.So don't believe what these publishers say. Meanwhile CD Project Red makes one of the greatest games on a tiny budget and no DRM or Micro transactions, and they raked in the cash for it.
You can absolutely do something about it. Don't buy the game. Don't buy microtransactions. etc
I'm going to post an updated version of what I posted in th elast "cost of games" thread I participated in here in 2013.
It really depends on how you look at it. I cant read that PCGamer article, as this is a screenshot (well I could google it, but I haven't yet) but think of it this way:
In this scan of the 1991 Electronics Boutique catalog you can see that Sid Meier's Civilization (the original) cost $45 when it was launched, and it was pretty typical for a new game.
If we adjust for inflation, that's $80 in today's money according to the Consumer price index (CPI-U, 1991 to 2017)
The most expensive game in that catalog was a tie between Wing Commander II and F117A Stealth Fighter 2.0, both at $59.99. That's $110 in today's money.
What's even scarier, check out some of the list prices.... $79.99 for a game in 1991 dollars is over $145 today.
Add to that, that games have become vastly more complex and involved to program, write and create artwork for, some having a production budget of as much as $100 million. Games back then were made on a shoestring budget. You could have a few guys write a game. They didnt need a huge production like they do today.
On the flip side, there are likely a lot more sales today than there were in 1991. It was a completely different market them. Not as many people had computers at home and were buying games, so today there are more buyers to spread the costs of development out over.
In many cases when accounting for inflation and the ever growing complexity of games, we are actually getting a whole lot, for a whole lot less than we used to in games.
As much as I would like that to be true, all that would do is make me *feel* like I was doing something about it. But whether or not I purchase a game has no significant effect a game's profitability, because I'm just one out of thousands (or millions). I already do what you suggested. But for everyone like me, there are dozens, hundreds, or thousands who do the opposite. I suppose this is part of the mainstreaming of games, but it's made the voice of people like me lost in the crowd of people who will always spend the money on these sorts of monetization tactics.
And certainly no company wants to hear that the average consumer is unwilling to spend more than $60 on a game regardless of what they think the price should be. The analyst isn't RIGHT either unless he has proof consumers are willing to pay for more. If they're not, then it doesn't matter what the price of games "should" be, just what people are willing to pay for them.Certainly no consumer ever wants to hear that they should be getting charged more for a product or service, but that doesn't mean the analyst is wrong.
oh you read what the FCC announced today...Imagine that EA was your ISP. You pay $60 dollars for "internet access" however they then start charging additional fees to access amazon, another fee to access google, another fee to access other favorite websites.
Actually, yes there is proof that people are willing to throw more money than $60 at games. Obviously the analyst didn't say anything about increasing the base cost of the game, but when Take Two well... read for yourself:And certainly no company wants to hear that the average consumer is unwilling to spend more than $60 on a game regardless of what they think the price should be. The analyst isn't RIGHT either unless he has proof consumers are willing to pay for more. If they're not, then it doesn't matter what the price of games "should" be, just what people are willing to pay for them.
His cherry-picked calculations say 2.5 hours every day for a year. Every. Day. So to hit his numbers you have to play each and every game you buy for 912.5 hours per year. These games aren't that good.
Now they way they handle it in MP games is fairly annoying. Battlefront 2 looks fairly simplistic and not all that great. I'd rather have a $25-30 seasons pass that have lots of good content. Too many gamers apparently fall for microtransations, unlocks and other gimmicks otherwise publishers wouldn't think of this in the first place.
Somebody need to go back to school and take an economics class since they obviously don't understand capitalism.
If you want your product to be successful, you do NOT price it based on some made up formula or what you think it is worth.
You price it based on what will bring you the best return on your investment.
I'm going to post an updated version of what I posted in the last "cost of games" thread I participated in here in 2013.
It really depends on how you look at it. I cant read that PCGamer article, as this is a screenshot (well I could google it, but I haven't yet) but think of it this way:
In this scan of the 1991 Electronics Boutique catalog you can see that Sid Meier's Civilization (the original) cost $45 when it was launched, and it was pretty typical for a new game.
If we adjust for inflation, that's $80 in today's money according to the Consumer price index (CPI-U, 1991 to 2017)
The most expensive game in that catalog was a tie between Wing Commander II and F117A Stealth Fighter 2.0, both at $59.99. That's $110 in today's money.
What's even scarier, check out some of the list prices.... $79.99 for a game in 1991 dollars is over $145 today.
Add to that, that games have become vastly more complex and involved to program, write and create artwork for, some having a production budget of as much as $100 million. Games back then were made on a shoestring budget. You could have a few guys write a game. They didnt need a huge production like they do today.
On the flip side, there are likely a lot more sales today than there were in 1991. It was a completely different market them. Not as many people had computers at home and were buying games, so today there are more buyers to spread the costs of development out over.
In many cases when accounting for inflation and the ever growing complexity of games, we are actually getting a whole lot, for a whole lot less than we used to in games.
because people will buy the meat no matter what supposedly.