DrgoFx said:
For me, I think it should be fixed and I think a game should not be priced how long it's been on shelves and whether or not it is on a shelf. I think we should price games based on several factors. What type of game is it? Is it a AAA game? AA game? Indie? Has the game been given high expectations? What is the targeted audience? How big is that audience? How much "content" does the game have?
I think all of these factors, and probably several others should be considered. If a game like Section 8 comes out with a very small interest level and no big names tied with it, not to mention nothing but multiplayer fun. This would price it at something like an Arcade game. A game like Mass Effect should have the full retail price [The current $60].
The factor of content is very difficult to measure, which the genre of the game and its audience can help define.
Uh, you do realize that the "factors" you mentioned are concepts/titles that can't warrant a price tag just for existing. It's kind of like trying to justify charging 20$ for an apple because it was picked by a certain gardener on a Tuesday while it was raining. Pricing items has its own guidelines put forth by people called "PRODUCERS". Even before a game/production is written or developed aside from a plot line and a working title. The big wigs of the company meet with one another to discuss certain aspects of the game and production cycle during the earliest stage of development. This is generally where schedules are developed and ideas are run by the producers who will ultimately approve or decline the idea. If an idea is approved, the producers will develop a budget that they are willing to allow for production and marketing. This is where prices will eventually be drawn, and in some countries, depending on taxes, currency exchange rates, and all that good stuff, prices for individual sale will vary.
Since the budget for a game is made WAAAAAYYYY before it is even put into full-blown production, they can't give the game it's price tag based on how "good" the game is because it wasn't even made yet. And being "good" or "bad" is an opinion. What one person may see as a masterpiece, another will think it's a piece of trash. Same goes for expectations and demographics. These people don't know essentially who is going to buy the game or how well it will pick up with the public. That speculation is even harder to guess today because of how fucked the economy is. Also, why would you have "Genre" decide how expensive or cheap a game is? That's like discrimination against the game. "Oh you're a shooter so you're going to be marked down. Oh, here's an RPG, that's going right up there in the expensive category." Yeah, not a lot of sense there.
So in short, no I do not believe it is "time to fix game prices" because there really isn't anything to be "fixed". Prices are worked out of a set budget, not determined when the game is shipped to gaming stores. That would just be stupid and screw up everything financial in the gaming industry, and as a result, big name developers wouldn't turn over profits and Indie developers would essentially "sell out" over night.
Trust me, this is one can of worms that is best left ALONE! Just stick to keeping to your own budget. If you can afford it and want it, great. Buy it. If you don't have the money, but want it. WAIT FOR A PRICE DROP! If you don't want it at all, don't buy it! Simple economics here.