Something could work and be highly inefficient.lord.jeff said:Some people do, that's something that's impossible to prove if enough forget about a game to lose money, so I'll stick with the fact that the current model works for the companies and the patient. Also you have to look at the other side of the open market pricing sure some games will get priced under $60 but what of games like Zelda, Call of Duty, and Elder Scroll, that have a large enough fan base to say are games worth $100+ and get away with it.mike1921 said:Yes but the success of a game is deemed by it's slaes when it costs $60 early on. And like I said, people will lose interest and not buy the game they that would've bought if it were released at a lower price, and I feel $60 is enough to get people to pessimistically decide that they're just not getting the game period.lord.jeff said:okay so the equation looks more like this(factoring in the people that already bought it)mike1921 said:Except the 50 people who bought it at 60 won't buy it again at $40 and neither will buy it again at $30, and also does the calculation take into account people who would've otherwise bought it at launch end up never buying it because they lost interest or the idea of buying the game just left their mind over timemfeff said:Sell at 60, 50 purchase, 3000.Mangod said:I wonder if someone has explained this to the game developers/publishers.
Sell games at 60 dollars, which 50 people can afford, and you make 3000 dollars.
Sell games at 40 dollars, which 100 people can afford, and you make 4000 dollars.
Sell games at 30 dollars, which 200 people can afford, and you make 6000 dollars.
Now, admittedly, this hinges on your game being able to sell enough copies to make up for the costs, but to me, at least, this seems like a better model than pricing yourself out of the market could ever be.
Reduce price 3 months later 100 purchase, 4000 dollars.
Reduce price 6 months later 200 purchase, 6000 dollars.
13,000 dollars.
The trick is to know the target pool of potential purchasers on the front end, then treat that data with a first order ordinary differential to calculate the optimization. It's sorta' sad when I end up working these problems on my lunch break for the "marketing people", who couldn't find their asses with both hands and a map.
60*50=3000
100-50=50 so
50*40= 2000
200-100=100
100*30=3000
In the end 8000
I like how games are priced, why because $60 dollars isn't the least a game can cost, it's the most for the most part. Yeah $60 is high but no ones forcing you to pay it, I never have and I game regularly.
Quite frankly I'm not opposed to an elder scrolls or a CoD costing more money. I highly doubt it'd be a good move for CoD at all and would fuck them hard but I don't think it'd be incredibly dumb to try. If either went over $100....I'd be amazed if it didn't drastically decrease revenue but they could get away with. Like there are games that are worth $60+, I have no opposition to companies increasing prices to maximize revenue of a luxury item, just them artificially keeping prices high among multiple products because no one is willing to try the really ballsy first step of setting their triple A title to $50 new instead of $60