Jimquisition: Videogames Are A Luxury

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Gigano

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Well, reduced pricing can probably only really taken be out of two pools: Production costs(/values) and/or income pr. title sold. Assuming consumers want production values to stay the same, that leaves income pr. title sold as the main category. Is it then a good idea to reduce pricing?

Nothing general can really be said on whether price cuts are a good idea, since it all largely depends on what the percentage cut off the current profit margin would be for each title, and whether that's outweighed by the potential market for it you can reach by doing so. If you ultimately earn 50 % less pr. title you'll have to sell twice the number of games, which is feasible enough, if it's 90 % less you'll have to sell ten times the number of games, which isn't so feasible. With the cost of making a AAA title these days, I doubt there's all that much excess fat to cut for developers, whereas some digital retailers might have quite a bit to cut from (...which might explain the frequent Steam sales).

Also, if most consumers didn't demand ever better graphics which cost a fortune to constantly develop and implement, pricing would probably fall too. But they do, and that keeps the price high.
 

BreakdownBoy

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Shjade said:
nodlimax said:
It's not just the money ripoff. It's the "Online-Services" as well. I don't want to have 4-5 freakin programs (Steam, Origin, UbiLauncher, Battlenet -yeah I know it's not an actual seperate software, but still-)on my PC just so I can actually run the games connected to them.
Must admit, much as I like Blizzard's games on the whole, that was the tipping point for me on my iffy purchase of Diablo 3. If it had the option of being played purely offline I'd have probably bought it; it doesn't, so I didn't.
Battlenet is by far the best of all of them, their updates are the smallest, the DRM does not secretly use up your bandwitdh like Steam and it allowes you to play offline.

You will most likely be able to play Diablo3 offline, just with out muliplayer functions.
 

BreakdownBoy

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Pandabearparade said:
In the case of Todd Howard saying Skyrim is an exception that is worth sixty bucks, I agree completely. Not so much for Twisted Metal.
Agree, Skyrim was worth every penny.
 

Doclector

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Referencing lord snooty for the win.

Anyways, does it seem like publishers are getting more and more entitled these days? Everyone keeps saying it's the gamers, but really? The publishers go around crying about piracy and used games, both issues other industries have to cope with, and issues for which no other industry has screwed over it's customers as much. Hell, the most that film annoys me about piracy? Those damn adverts. And now, they've realised guilt trips don't work, so they're saying a literal "Thank you" to people for buying legitimate DVDs or going to the cinema. Personally, I'd go the route of saying it straight; What's in it for them (namedly by buying legit, you're effectively casting a vote on what sort of media you want in the future) but that's because I did a project on it a while back.

Used stuff isn't even treated like an issue for other industries, and gaming publishers feel they can attempt to screw people over to stop people buying them.

The picture to sum up the gaming industry right now is a fat, crying child demanding more pocket money on top of an already ridiculous amount.
 

Dryk

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If budgets keep rising the way the gaming industry is just to look like a pack of wolves fighting over a carcass. People aren't magically generating more and more money out of nowhere over time and they're going to have to face up to that eventually.

mfeff said:
Sell at 60, 50 purchase, 3000.
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.
Publishers don't care about selling more copies later though, they want to make all their sales in the first week, make a shit-ton of money and then have it forgotten about. A high price stops that plan dead in it's tracks.

Not to mention that each person who can't afford a $60 game is another person who isn't telling his friends about this awesome game he found.
 

Mr_Jellyfish

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Games are about the only luxury I have, and even then I've only got nine or ten at any given time. All of them were bought on special deals and I spent a long time deciding which ones to spend my cash on. I don't even have television because the licence fee isn't worth it. Once again I agree 100% with the great Jim Sterling! I even felt nostalgic about sleeping on other people's floors!
 

SonOfVoorhees

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So true. Wouldnt it be better to sell 300,000 games at $40 than 100,000 at $60? Also, looking to the future, you need these people buying games now as they may well be buying the sequels in the future. It maybe a luxury but then so are tvs, dvds and every other form of entertainment. So luxury, in that sense, is different to say a $200 bottle of champagne or a Bugatti.
 

hooksashands

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I've often wondered what the margins are like to have everything set to $60. If they allowed a triple-A title to be sold at $40, wouldn't it sell more copies than the sixty dollar games and thus make up for the lower price point? Maybe that's just wishful thinking.

SonOfVoorhees said:
You ninja'd the shit out of me.
 

Grey Day for Elcia

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Modern Warfare 1, 2 and 3 sells world record amounts on release and games aren't selling? Angry Birds makes millions of dollars every week and games aren't selling? Skyrim becomes one of the biggest single player games in years and games aren't selling? Minecraft makes one man a multi-millionaire in the space of a few months and video games aren't selling? More people than ever in history play video games and fewer people are buying them?

Anyone who thinks games are too expensive has never heard of anything other than AAA and wants every big title the day of release.

Anyone who refuses to play anything but the next big budget game is an entitled prat. News flash: you don't get to demand sports cars be cheaper because you don't want to drive a Ford Falcon.
 

Royas

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Sober Thal said:
trollpwner said:
Sober Thal said:
Plenty of great games exist, for sale, cheaper than the newest AAA titles.

About one days worth of work, for minimal wage, can get you the money for a new AAA game. (Even in Australia)

Sales are low when 'so so' games are being released.

*yawn

Cry me a river.
Oh wow.....way to show that you don't understand, or even care about, those less rich and parent-leaching than yourself. Way to go. I don't think I can even start describing why what you've said is wrong without shooting my mouth off and getting my dumb ass banned. Suffice to say, people who have moved out of their parents' house need to spend that day's wage on stuff like food, rent, etc. They don't have much to spare on other items. Which is kinda what makes them poor, y'know?
I think I understand. I know I don't care.

As the first line of my post said: Plenty of great games exist, for sale, cheaper than the newest AAA titles.

Also, I added a bit a moment after posting: I still think game prices are reasonable, and I expect them to rise in the next 5 years. I hope they will be worth it. Or perhaps... dare I say it... we have to wait until the game goes down in price before we buy them?!? OMG!!

EDIT: Sorry if I sound too harsh, I don't want to upset you. It's better to just ignore me if I make you feel on the verge of getting banhammered.

Peace be with you.
The only problem I see with the argument of "wait for the price to go down" is that if everyone does that, or even the majority of people, it's a sign that the prices are, in fact, too high. If there are a lot of people willing to wait until the price drops instead of rushing out to get the game, it's a sign that the game wasn't exciting enough or was overpriced. In the end, it's the consumers who set the prices on non-necessities, by buying or not buying at various price points. The mere fact that the used game industry exists and thrives the way it does is proof enough that the current price point is just too damned high for a lot of consumers.

I don't even buy most AAA games on day one any longer, and I have the impulse control of a squirrel on crack. Too expensive for the potential of them sucking eggs. On the other hand, I'll be willing to entertain buying a $20 or $30 game on day one with minimal reviews, because it's just a lot less money to risk. That's something the publishers need to look at carefully, unless a AAA game is part of a very anticipated franchise, it's a hell of a risk to ask people to take.
 

bjj hero

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Zom-B said:
Even with the first line of your original post, your comments are still colossally ignorant and insensitive. I'm surprised you even cared to respond, after your trollish comments that had more than a few people call you out.
Really? I think Sober Thal has a point when he said:
Sober Thal said:
Plenty of great games exist cheaper than the newest AAA titles.

About one days worth of work, for minimal wage, can get you the money for a new AAA game. (Even in Australia)

Sales are low when 'so so' games are being released.

*yawn

Cry me a river.

I still think game prices are reasonable, and I expect them to rise in the next 5 years. I hope they will be worth it. Or perhaps... dare I say it... we have to wait until the game goes down in price before we buy them?!? OMG!!

Ive been gaming for nearly 30 years and games are far more affordable now. In the early 90s new games were £60 when it was 10p to play the arcade and I thought I would buy my first home for £20,000. Now they are £45 (and come down quickly if you are not 12 years old and can be patient enough to wait past release date), its £1 to play the arcade and most first houses are bought for around £120,000. £60 in 1990 would be around £120 today so games are far more affordable now. You got 1-2 games a year and played the shit out of them as no new games were coming for a while.

Before I started a family and had lots of disposable income I bought plenty of games release day. Now I have a wife, child, mortgage etc. As well as having less time to game I have more bills and other "luxuries" I choose over games. I now buy 1-2 launch titles but for single player games Im happy to wait a few months for the price to drop. £25-£15 is fine for that sort of romp. I picked up Lost Odyssey last month for £2. Its not on release date but Im still enjoying it. I frequent GOG, older titles and only buy the triple A launch titles I really want. I dont feel discriminated against or hard done too.

So are games too expensive? I'd argue no as they are still selling well (1 set of sales figures doesn't change that, I'll be gob smacked if the new COD fails to sell) and there is a variety of prices out there. F2P, GOG, bargain bin, 6 month old titles, indie games, steam, second hand, and of course the AAA launch titles everyone moans about. Something for everyone so people should stop complaining like their food rations are being cut.

If they were too expensive they would stop selling, publishers would drop the price or go broke. COD is worth the money as it more than makes its money back. I could have chosen any number of titles but COD seems to be the big one. $60 pricing will stay as long as its profitable.

People will take your points more seriously if you make solid arguments rather than attacking fellow posters. How were you furthering discussion on this thread?
 

mfeff

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Dryk said:
If budgets keep rising the way the gaming industry is just to look like a pack of wolves fighting over a carcass. People aren't magically generating more and more money out of nowhere over time and they're going to have to face up to that eventually.

mfeff said:
Publishers don't care about selling more copies later though, they want to make all their sales in the first week, make a shit-ton of money and then have it forgotten about. A high price stops that plan dead in it's tracks.

Not to mention that each person who can't afford a $60 game is another person who isn't telling his friends about this awesome game he found.
There is certainly a push for the first 48-72 hour sell through. As it was my experience when I worked in distribution in the "games industry" years ago. To anecdote when I was offered a store that was "floundering" I modified some of the price structures as well as the policy of the store. The store was earning around 330,000-350,000 U.S. a year when I took it over.

In a year I had it up to 1.6 million. The issue became one of replication in the retail chain. What your saying rings true as to the resistance to change and short shortsightedness that I encountered throughout the U.S. game industry. This store was in a very "urban" environment. My success here earned me the nickname "prince of the ghetto". Let that sink in for a minute as to how much these "people" opinion the lower class.

The push is more on the retail side rather than the publisher side anyways. Retailers purchase in bulk and often do not want to be "storing for fun", hundreds of thousands, or even millions of copies of a product. It cost "something" just to have them on pallets.

Mass Effect 3 sold three million copies! Break out the champaign!

Well not exactly, 3 million units are being stored at the retailer. That number is coupled with the direct download sales, again without the numbers it's difficult to tell what has actually sold until the earnings reports come out. That said, ME3 was expected to hit the 5 million mark... good luck with that.

I mention this to further illustrate and clarify "marketing people couldn't find their ass with both hands and a map".

So let's look at what you just said.

Budgets. Not really sure if you mean game development budgets or personal budgets that show a reduction to the amount of fluid spendable money towards the purchase of entertainment.

Games, in an arms race to achieve a certain look and animation quality have certainly increased the cost to make. Most of that cost is from attempting to compress the creation time to bring the product to market faster. Not really so much that "it cost more to make games". That is a pretty meaningless statement without a reason as to why it went up. I have shown time... and time... and time again... that content creation cost have gone DOWN, not up per unit of creation widget.

Game "budgets" are semantically tied into marketing budgets. That being said, since 2004 to 2008 the game industry doubled it's advertising budget. From 2008 to 2012 it tripled it AGAIN on the previous double. This is exponential spending on advertising and accounts for most of what a game "cost" to make. A huge portion of the price of a AAA game is the purchaser subsidizing the advertising cost of the thing he just bought. Reflect on this in a moment of contemplation.

Diablo III adds on every web site? SWToR adds on T.V.?

Now if cost of creation becomes more or less a fixed, and it is headed that way, the target pool is approximately known, then it is simply a derivative of the unit per unit sale per unit profit margin. That is to say, earn 20 percent above cost, 30 percent? It helps to know where one wants to be. Clearly one wants to be on the highest possible point of the curve.

Audience budget. Maybe it has gone down, maybe it has gone up. That there has been a downturn in sales is not an indication that there is less disposable income towards the units purchase. It is a possible factor, but not necessarily THE factor.

Owners, statistically per console, typically buy 6-8 NEW titles during the entire cycle life of a system, and there are new games being released all the time, then it is plausible that it is competition, it is also plausible that cheaper games through digital download are offsetting the end user's time in such a case that he or she simply has no desire to purchase the new widget. To answer the question outside of "speculation land" one needs the data. That data is guarded, so anyone's guess is as good as any other.

This is one of the primary reasons of the "used games" debate.

Other factors: DLC - extending product life (offering a by-pass to used), sticking to a product - CoD, Battlefield are great examples of this (hence the pay to play garbage being tossed around), handhelds and micro transaction games - market saturation. Could go on... and on... and on....... it's pedantic.

So is it less money to blow? Are games to expensive? Maybe. Are there areas where cost could be streamlined in product creation? Most certainly... again, as it was and has been my experience the "games industry" is LOADED with slop and money waste. Those cost are reflected in the title.

So... let's see... don't care about selling copies later... ummm, yes they do. I have already detailed that above. It's retail chains that don't want to float boxes of shite with no home to go to. Clearly the publisher would love nothing more than to move another 1.5 million units to that retail chain.

That it is not built into the price structuring on the front it is probably right on. Though this simply reiterates my point... which I will mention again.

"marketing people couldn't find their ass with both hands and a map".

To reflect this again, is to say that as the price of content creation per widget in a compressed period of time becomes fixed, it is advantageous to continue to market the product one already has for whatever one may get for it unit such time that one has something else to sell.

When we see this not being done... you guessed it...

"marketing people couldn't find their ass with both hands and a map".

mention that each person... yadda yadda... right.

The key here is that (especially younger people) who "DO" have a copy of "the next best thing", DO have a copy and are telling everyone about it... thus this creates (ideally) a sense of urgency and "keeping up with the crowed" mentality. Leveraged greed is a beautiful thing. Slashing a price can negatively impact the impression of a titles "worth", thus pricing something high... cars are a great example, instill in the idiots mind that it is "actually" worth what the price tag says it's worth.

Constantly slashing prices to hit a market penetration rate to maximize the initial impact of sales "could" lead to a market crash.

Prices... as an honest opinion... they are going to go up, not down. Especially if these "so called" cost keep trending up. The cost increases will be bundled with plastic crap and the DLC kicked in... how generous. Then a middling product, (same thing just without the plastic crap toy and DLC), and then perhaps a stripped down version a little cheaper.

We can say this because it is already here. This is lunch break stuff... as I said... haven't even tickled the surface of "how and why" these things are done.

A wise man once told me... if you want to be rich, stop thinking like a poor person.
 

PhantomEcho

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I already do without most games.

Games, in general, have had issues with abysmal quality and inflated prices for production starting back from the beginning of time. The problem has always been present, in some shape or form, since the Industry first became that... an industry.

As publishers began throwing more and more money at games, it became more and more necessary to offset their costs through pricing. Where before, they were simply making a killing, slowly their industry has become DEPENDENT upon these inflated prices simply to survive.

The reason for this is the same as the reason for the diminishing returns on investment for television shows, music, and movies: failure to adapt.

Media is failing to adapt to a world in which technology has vastly outstripped them in methods of distribution, methods of availability, and the ease of access.

And so they go through expensive, time-consuming measures to ensure their games don't get pirated. They spend tens of millions on advertising, on ENORMOUS teams of programmers and level designers, and flooding the airwaves with their product's name. They waste vast quantities of time and money fighting with bleeding-edge technology in order to compete with all the OTHER samey-lamey AAA-Titles on the market.

They push deadlines that are impossibly to meet, force developers to strip content and dumb-down systems for 'mass-market audiences', and then shovel their crap out the door to whoever's unfortunate enough to pay $60 for a steaming pile of shit.


But like Jim says... the days when people have that kind of money are coming to an end. Games aren't all that important to a person who has to choose between food and the next Call of Jurassic Chrono Halo Conquest. And if the Video Games industry wants to survive, it's going to have to adopt a pricing structure which DOES NOT write off huge portions of their customers.

This means either cutting down on the size of design teams assigned to a given project, reducing the amount of time and money invested into a single production, or some combination of both.

The current model cannot stand. It's failing, and it's only a matter of time before these major publishers begin to disappear... or change their business model.
 

rembrandtqeinstein

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maninahat said:
rembrandtqeinstein said:
How could anyone not like a game just because the price is low? That makes no sense.
The same reason that some people want to watch something other than cut price indie flicks and b-movies. Sometimes people want to watch big expensive films with high profile stars and glossy set pieces or special effects. Cut price games are limited a lot by their smaller budgets - which is why there are so many damn 2D, indie platformers these days. Sure, you may get some very good $5 games, but a cheap title will struggle to create something as pretty, atmospheric, and technically proficient as, say, LA Noire. Cheap titles can't deliver everything.
Then you wait 6 months and the game goes on sale, or wait for steam xmas sale. Don't be a sucker and think about the most efficient use of your money.
 

maninahat

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lord.jeff said:
maninahat said:
lord.jeff said:
maninahat said:
rembrandtqeinstein said:
Terramax said:
rembrandtqeinstein said:
Binding of Isaac cost $5 new. So far I got 30 hours into it and I bet I'll get at least 10 more. The expansion comes out in two weeks costing $3. I'll probably get at least another 20 hours from the expansion.

Dungeons of Dredmor cost $5 new and between that and the $3 expansion I dropped maybe 140 hours.

Legend of Grimrock cost $15 which is about as much as I'll spend. So far 10 hours in and still liking it.

Torchlight 2 is $20 and I'll probably wait until december to get it on steam xmas sale for less.

Sorry big publishers, there are too many other options for me to even consider $60 and then nickle-and-dime DLC for anything. Screw all "AAA" games and the publishers they rode in on. I won't miss a damn thing in my life if I never play another game with photorealistic grass again.

That's good for you, really it is, but ever considered that some people don't like playing these cheap games?
How could anyone not like a game just because the price is low? That makes no sense.
The same reason that some people want to watch something other than cut price indie flicks and b-movies. Sometimes people want to watch big expensive films with high profile stars and glossy set pieces or special effects. Cut price games are limited a lot by their smaller budgets - which is why there are so many damn 2D, indie platformers these days. Sure, you may get some very good $5 games, but a cheap title will struggle to create something as pretty, atmospheric, and technically proficient as, say, LA Noire. Cheap titles can't deliver everything.
Cheap games do deliver example LA Noire is 19.96 on amazon.
Oh, that game that came out a year ago? Games devalue pretty quickly, as soon as the buzz dies down. I didn't realise you were counting them too.
Why shouldn't I count them? It's not fruit that goes bad after a month, they stay good, I have played Persona 4, Perfect Dark, Medievil, and Super Mario Brothers 3 with the last month, and guess what non of them yet managed to rot.
I didn't count them because the original post I was responding to specifically talked about eshewing AAA games, in favour of cheap, small studio titles. There is no need to patronise me.
 

Zom-B

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HellsingerAngel said:
There are so many things wrong with this video I don't even know where to start...

I agree, video games are expensive. You know what else is expensive that'd I'd really love to have? Gold. A shit load of gold. I think the price of gold should be brought down simply because a large amount of people like having things made of gold. It would make the overall sales of gold so much more! Don't even get me started on how many cool things you could do with gold if you had a large supply of it. Jewelry for days, my friends.

Do you start to see where it sounds a little ridiculous? games are expensive, yes, but that doesn't automatically mean the prices should drop. Can you give solid evidence that a less expensive product will provide more profit on a consistent basis within the industry, or is the reality more so that it'll sell more copies but have no real effect on the dividends? This is where your logic falls short, Mr. Sterling, in that you voice an opinion but have no real proof of the model.
Gold is a resource and a commodity, not a product. There is also a finite amount of gold in the world, while for all intents and purposes there are an infinite number of games to be made. Your analogy doesn't work because you're comparing two things that are in no way similar. Gold has value while it is still in the earth, and becomes even more expensive once the costs to mine, transport and refine it are factored in and then again once value is added by using it to make products like jewelry and electronics.

Video games, by comparison, have little value while still "in the ground". A concept and a story are a start, but a video game doesn't have value until you can get it to consumers. Though I will grant that an intellectual property, such as an idea for a game, can have value to the right person.

HellsingerAngel said:
Then the example. Oh boy, the example! Games sales are down from last year? No shit Jim! MvC3, Portal 2, Mortal Kombat, Dragon Age 2, Crysis 2, Bulletstorm, Rift, DC Universe Online, Dead Space 2, Magicka & a Call of duty Map Pack. What have we had this year? Soul Caliber V, FFXIII-2, The Darkness 2, Kingdoms of Amalur: Reckoning, Mass Effect 3, Street Fighter x Tekken, Ninja Gaiden 3, Armored Core 5, Xenoblade Chronicles & Prototype 2. To me, this year's line-up isn't as bombastic. Yeah, they're solid games, but only three of those had a huge hype train. Even having less overall blockbuster titles, the games in 2011 were far more significant than the games in 2012 as an industry. Last year was just better, period. I would dare say it'll have better profit margins for quite a few years just because of the titles that came out throughout the entire year. Using 2011 as your benchmark is just idiotic. It was a perfect storm of AAA titles and nothing more.
While taste is subjective (Portal 2, DA2, Crysis 2, Bulletstorm are all less interesting to me than Amalur, SFxTekken, The Darkness 2 and Soul Caliber 5. Go figure.), most industry watchers and analysts realize that a big reason that game sales are down is because consumers are ready for a new console. It's not just your list of games.

HellsingerAngel said:
The last thing I found very ignorant was the complete overlook of the trends in other media. You know what else used to be expensive? Books, movies and music! A lot of things have gone down in cost because A) We've perfected the production of them over many, MANY decades -and- B) They've gone wholly digital as their main source of acquisition. I could be wrong in the latter point but I'm pretty sure the majority of consumers still get boxed copies of games, where as most consumers in other areas almost always get their products digitally. Movies are possibly the exception (though in five years that statement will probably be 100% true), then again, movie theaters provide the possible niche service to cover those costs. The problem with video games is that even though there are some digital services, the majority of copies are still in hard copy form. Look at a lot of wholly digital games, however. They almost always hit the black because they have little to no production costs. Lots of MMOs that run free-to-play that are mediocre at best run smoothly because of low production costs. I don't think going 100% digital will solve the problem we face with pricing, I'm just saying it'd help quite a bit and is probably the quickest solution to the growing costs of games.

Then again, we have the huge outcry of not owning our video games when they're digital, so apparently developers just can't win either way sometimes...

All in all, your episode -- and, in fact, the past few episodes -- had a questionable message and your sloppy presentation and lack of data just leaves me aghast and questioning whether your opinions are even grounded or if it's all just more sycophantic pandering to the public by another "internet celebrity".
You know what I find interesting? In your example here, you can lump all media together, but as soon as we talk about used sales, videogames become something special that don't work the same as used books or used cars (maybe not you specifically saying that, but you get my point). Videogames, in fact, are a different beast than books or movies. They are consumed differently and purchased differently. Very few books or movies ask us to invest 100 hours, for example. Books and movies aren't interactive, either. You can't affect a movie or book like you can a game. If we agree on this point, we can't compare books, movies and games using the same criteria. Personally I would say that games and movies are luxuries, reading is and should be a right and a necessity for all people. Few things impact our lives so forcefully and positively as being able to read and then using that skill to learn about our world, communicate and enjoy our own and others imaginations.

I would have a very hard time believing that the reason books have gone down in price- which they haven't really, in fact. see this link: http://www.theawl.com/2011/12/how-much-more-do-books-cost-today - because their production has been perfected. It is one factor, I'll grant you, for lowering prices for products, but it's not the only one. The economy plays a part, as do availability of materials, shipping costs influence final cost as well as employee wages and author salaries. To pin it on any one thing is naive. That being said, aside from a few ups and downs, book prices for new hardcovers have hovered right around $30 on average since the 50s.

Feels more to me like you just have an axe to grind with Jim Sterling, didn't like this video and trotted out a bunch of half-baked comparisons and unresearched theories. Try again.
 

Zom-B

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bjj hero said:
*anecdotal evidence snipped*

So are games too expensive? I'd argue no as they are still selling well (1 set of sales figures doesn't change that, I'll be gob smacked if the new COD fails to sell) and there is a variety of prices out there. F2P, GOG, bargain bin, 6 month old titles, indie games, steam, second hand, and of course the AAA launch titles everyone moans about. Something for everyone so people should stop complaining like their food rations are being cut.

If they were too expensive they would stop selling, publishers would drop the price or go broke. COD is worth the money as it more than makes its money back. I could have chosen any number of titles but COD seems to be the big one. $60 pricing will stay as long as its profitable.

People will take your points more seriously if you make solid arguments rather than attacking fellow posters. How were you furthering discussion on this thread?
Do you know what other things people keep buying that are too expensive for them? Cars and houses. There was a huge subprime mortgage crisis in the USA during the 00s (http://en.wikipedia.org/wiki/Subprime_mortgage_crisis) where lots of homeowners purchased outrageously expensive homes and then couldn't keep up the payments as the economy collapsed. But homes still sell. There are entire TV shows devoted to repo men where you can watch them repossess "luxury" cars from people who can't afford them. By now you'd think that every single American would have a vehicle and yet new cars continue to sell year after year, despite costing tens of thousands of dollars.

I don't think that anyone is arguing that current game prices are going to collapse the industry, but we'll definitely see it shrink if publishers continue to adhere to a $60 price point + DLC run wild. Gamers will focus on sure fire games that they really want and it's DLC in favour of indies, new IPs and less popular genres.

And regardless of whether or not prices have come down in relative terms, $80 for an NES game in the 80s and $60 for a PS3 game now is moot. The fact is that both prices are too high and a lot of customers have trouble or are uncomfortable paying either price. The industry was wrong then and it's wrong now. If it wants to stay healthy it's in it's own best interest to keep it's products affordable and in consumer's hands, not up on a shelf, unsold, waiting for "rich" people to buy them.

That being said, Sober Thal's comments were trollish and ignorant and I've got no problem calling out someone when they engage in such flamebaiting.