Pardon me if this has been said before, I didn't read the whole thread.
I absolutely love this article. Shamus has hit on an excellent idea; in fact, the idea is so excellent that it forms an important pillar of current economic theory. For any given product (say MW2) there will be some (hopefully non-zero) number of consumers who are interested in it. Each consumer will determine the value of the experience they expect from MW2 (this is impacted by demos, videos, word of mouth etc.), and they will then purchase it when it hits the price they have set for themselves or lower.
By keeping games at 50-60 dollars forever the publishers are choosing to ignore this fact in favour of the fantasy that everyone will eventually get tired of waiting and buy their game. This fantasy is ridiculous because it's relatively easy to find a computer game similar to the one that's 50-60 bucks for much less. MW2 too rich for your blood? Maybe the 15 dollar Blacklight: Tango Down is more tempting (disclaimer: Blacklight might suck, I won't be buying it until it hits about 5-8 bucks on Impulse or Steam). This is the genius behind digital distribution: Steam or Impulse (or whatever you use) can sell a game for 5 bucks one day and 30 the next without people crying foul. It nails those parts of the demand curve that are satisfied by the 5 dollar price without exhausting the supply of people who value the game at 30.
Game publishers are going to have to grok this principle eventually, or they will lose sales to apathy as well as piracy.
P.S. I don't actually think the business majors at game publishers don't get this, I suspect it is instead the product of the industry changing too fast for the business model to catch up. Torchlight and Plants Vs. Zombies have proven that intelligent pricing can turn "bargain bin" games into an excellent source of profit for the developers (I bought both at full price and I will probably buy any forthcoming sequels at a comparable price without delay).
I absolutely love this article. Shamus has hit on an excellent idea; in fact, the idea is so excellent that it forms an important pillar of current economic theory. For any given product (say MW2) there will be some (hopefully non-zero) number of consumers who are interested in it. Each consumer will determine the value of the experience they expect from MW2 (this is impacted by demos, videos, word of mouth etc.), and they will then purchase it when it hits the price they have set for themselves or lower.
By keeping games at 50-60 dollars forever the publishers are choosing to ignore this fact in favour of the fantasy that everyone will eventually get tired of waiting and buy their game. This fantasy is ridiculous because it's relatively easy to find a computer game similar to the one that's 50-60 bucks for much less. MW2 too rich for your blood? Maybe the 15 dollar Blacklight: Tango Down is more tempting (disclaimer: Blacklight might suck, I won't be buying it until it hits about 5-8 bucks on Impulse or Steam). This is the genius behind digital distribution: Steam or Impulse (or whatever you use) can sell a game for 5 bucks one day and 30 the next without people crying foul. It nails those parts of the demand curve that are satisfied by the 5 dollar price without exhausting the supply of people who value the game at 30.
Game publishers are going to have to grok this principle eventually, or they will lose sales to apathy as well as piracy.
P.S. I don't actually think the business majors at game publishers don't get this, I suspect it is instead the product of the industry changing too fast for the business model to catch up. Torchlight and Plants Vs. Zombies have proven that intelligent pricing can turn "bargain bin" games into an excellent source of profit for the developers (I bought both at full price and I will probably buy any forthcoming sequels at a comparable price without delay).