Paragon Fury said:
So, basic premise;
Games prices have stagnated and remained the same for over two console generations now - more than a decade - despite the fact that games are more expensive to produce, market and publish now. If you know anything about economics, this is a pretty big sign/lead-in to knowing why so many new manipulative and BS ways of making money post-launch (IE: Halo 5's REQ Packs, CoD Supply Drops etc.) and the seemingly unfinished state of games lately.
For comparison, depending on how you want to slice the numbers - the price of a 3DS game, new, adjusted for inflation should actually be $60 USD and a new Xbox One/PS4 game should be about $75-$90. That is quite a difference compared to what we actually pay.
So the question is this;
Would you be willing to pay more for the base game (EX: $75 for the base game) if it meant the removal/large elimination of many micro-transaction policies/schemes and a return to more classic design (Things are included on Day 1 and unlocked through challenges and gameplay, not RNG and more money)?
Personally, I say yes, because I feel like the old way (things on disc unlocked through gameplay) allowed for much healthier and better game design.
Yes I would happily pay more if I thought it would mean publishers would stop all of their shenanigans, but they never actually would stop now that they've had a taste of it.
Now on to the real reason I responded. Games were bumped up to $60 each arbitrarily in the first place. Unfortunately game development costs have gone up, but not so much that the $60 isn't still bringing in huge profits (think about it, since the publishers are as greedy as we know them to be, why would they continue doing something that wasn't making them boat loads of money?). The real problem is the way the game is divided. On average there are at least 5 companies taking a cut of the video game. You have the publishers taking 30% (who need to go away and put the power back into the developer's hands not to mention the 20% that publishers take off of the top on a video game), the marketing company taking 15% (or team in some cases, especially if their is a big publisher involved), the retailer taking 20%, the console manufacturer taking 20% (if it is a console and not PC), and then finally the developers get their pitiful 15% or $9UDS.
This is actually part of why developers are so reliant on publishers right now. Since the publisher is taking 30% of the 45% that is earmarked for the development team in this arrangement, it leaves the devs just short of being able to publish their own AAA titles, so they go back to the publisher again for another round. The retailer aslo is getting way more than they should, but that is more to do with digital purchases and downloads cutting into their profits by a huge margin (though publishers need to stop pressuring the development teams into creating unique content for all of the retailers to help keep them alive (ignoring the fact that if they just let them die, a new project or concept would come around to fill the project void. The marketing teams are getting pretty reasonable prices considering their work actually makes or breaks a launch cycle (though I really wish they would stop making false promises, fake gameplay footage, and other shady actions).
All of these people eat up $51USD out of the $60USD that the game sold for. I know I would be very upset if I was working on a creative project that turns out to be huge, and everyone from the patent office to the postman bringing you the notice have all taken out almost all of the money because they think it should belong to everyone else (very unlikely scenario, but you get my drift).
Still though, even with all of that knowledge, I would pay up to $75USD for a game if it stopped things like exclusive content pre-orders, or releasing a terrible buggy mess, then deciding to fix the issues rather than solving them in the first place.