This topic has me thinking back to those old days of video games and how expensive it was for the N64 (my first console). In hindsight, it would have been a hell of a lot cheaper to have just bought the games rather than rent them. These days I find it's the opposite where renting is cheaper with unlimited games a month.
I willingly did pay $60 for Banjo Kazooie, but you would have had to throw a
real bargain for me to even consider Nuts and Bolts. In cases like that, I have that "Don't make 'em like they used to" sentiment ha ha!
Therumancer said:
I like your cartel analogy, as that is another good perspective concerning the set pricing.
That disparity in development cost in relation to the static retail cost is also interesting to note. It all factors into an unchanging rate for games that does not reflect too much on what
exactly you're getting.
Of course, one can always argue that some movies that were cheap to produce that make a killing at the box office are not any cheaper for the consumer. So I would say that not only can the initial development cost come into play, but the end product's quality and value to the customer. For instance, a game backed by a substantial amount and yet fails to garner the desired sales will still not reflect that lowered demand with its pricing. If that same game had a reduced price and was cheaper than the other new releases, it could actually attract otherwise uninterested buyers.
There are many cases where I games that I would be interested in for a lower cost, but otherwise avoid because those AAA titles of an equal cost are much more enticing for the value.
As a side thought, if a movie-based game for $60 was offered to me, I would rather pay half and just buy the Blu-ray movie for less than half the cost (which is 9 times out of 10 better than the horrible game translation). This also has me thinking that if it weren't for the second-hand market, there would be next to no opportunities to get a "deal" on a video game, what with the slow price reduction especially.