oplinger said:
Owyn_Merrilin said:
No, you're really bad at capitalism. Value is what the market will bear. If costs are so high that the market won't buy what you need to charge to stay in business, you will go out of business. That's just the way things work.
Oh, by the way, nice ad hominem there. I'm not self entitled; if anyone is, it's the people who don't know enough about the value of a dollar to understand just how much $60 is, because they've clearly never been anything but rich.
Income-expenses=net profit.
Movies: Avatar (2,000,000,000[theatrical]+190,000,000[Just DVD sales, not blu-ray.)-237,000,000=$1,953,000,000
Games: GTA4 1,000,000,000-100,000,000=900,000,000
Now, i'm not a math expert, but that's still a difference of 1 billion dollars. And that's the full statistics for the game, assuming every copy sold for 50 dollars. I don't have blu-ray sales for Avatar, or TV syndication profits. Or the re-release data. the 3D release data, and the video game profits they made off of it.
That's basic capitalism. revenue minus expenses. Supply and demand determines value, producer determines supply..
Either way they have to make up their expenses at least. I think 60 bucks is fine for a game. I'm glad you think I'm rich though. Makes me feel all warm inside.
Except that GTA wasn't a huge seller, just hugely expensive (for a videogame; like I said, it's par for the course for film.) A better example would be
Modern Warfare 2, which only cost about $50 million to make, and wound up being the most profitable entertainment item of all time -- yes, even more profitable than
Avatar.
Besides, if these games are as profitable as you're saying they are, the game companies have nothing to complain about from used sales.
Let's look at the math:
MW2 sold 7 million copies on day one source. That means on day one, the margin you were talking about looked like this:
$50,000,000-(7,000,000*60)
= $50,000,000-(420,000,000)
= 370,000,000 in profits in the first day of sales.
The final number was much higher, but it should be pretty blatant that, with profit margins like that, blockbuster videogames don't need an equivalent to a theatrical release. Let's look at it at $20, which is what I'm saying should be a reasonable price:
$50,000,000-(7,000,000*20)
= $50,000,000-140,000,000
= $90 million in profit from 7 million sales on the first day.
Heck, lets look at how many they would need to sell just to break even at $20 a copy.
$50,000,000-20X=0
$50,000,000=20X
X= 2,500,000 sales.
That is a tiny number of sales when you think about what is generally considered a flop, especially when you consider that $50,000,000 is on the high end for the cost of a AAA game, and $20 is on the low end for what people would be willing to pay for it. If you lower the cost to $30 million, and raise the asking price to $25, (both of which are pretty darned reasonable), it's even better: you get a number of 1,200,000 to break even. If a game doesn't sell that much in its first day, it's never going to turn a profit anyway, so I don't see what the problem is here.
Edit: oh, by the way: at lower prices, more people will buy. So the game companies are really crazy for
not trying to find a better price point.