I'm seeing a lot of posts justifying "thriftiness" with "X game is shit, therefore it's not valuable". Alright, fair enough. I wouldn't pay $60 either for a game that's a tedious waste of what little time I have to game.
However, many of these posts reek of people being spoiled by the industry, defending a practice that may, in fact, jeopardize the ability of developers to make the high-tech games many gamers expect for their powerful consoles and PCs.
(And before anyone gets into the rant about how "gameplay is better than graphics", let me point out that making a complex game can take a lot of coding and testing to create features many gamers expect to function properly, such as advanced AI, combat mechanics, movement, etc. Hardware isn't just for visuals after all.)
Rarely has anyone tried to justify not spending $30, $40, $60, etc., for a game they consider excellent. Yet some people still refuse to buy at anything more than $10. I heard someone say, "how much I pay for a game doesn't affect how much I value it intrinsically." That's nice. Let's see, though, how far your "love" for the game pays the rent of the man/woman who spent 60-80 hours a week to code the game you paid $5 for.
I get it, funds are tight. I'm a journalist who works part-time at a vintage video game store. I'm not rolling in wads of cash either. But as a journalist, I'm interested in understanding things, as best I can, before judging.
Harris has a point: constantly buying games only when they are at the lowest value could hollow out the industry. Once people get used to something that appears to benefit them constantly, it becomes hard to reverse it. Look at the current consumption rates of goods in the U.S. - gas, electricity, water, etc. Americans (and not just them either), aren't holding themselves back when it comes to consuming things, even if it's to their detriment: gas becomes more expensive, global warming continues and threatens crops, fresh water supplies, the economy (cleaning up after more powerful destructive weather events), etc. People get angry when you raise taxes, even when it's to provide the goods and services they feel they're entitled to.
People's sense of valuing things is skewed and often outright broken. Let's look at an example:
I buy and sell vintage games as part of my living. Unless you're a collector, computer-savvy or a dealer, you won't likely know what some games are worth off-hand. You'd be surprised how many people come into my store expecting older NES and SNES titles selling for a couple of bucks, (in their minds: old = less valuable). People want official game carts of Super Mario Kart, Chrono Trigger, Secret of Mana, etc., for less than $10 a pop, when such games come in less than half a dozen times a year (if lucky), and sell regularly for $40, $100 and $70, respectively.
Now here's the thing, I pay good money for those games, because they are so rare and desirable. Not everyone is going to buy them at that price, but someone usually does (the games often last less than a week).
I get people asking for deals all the time, both buying and selling. "Can I get $20 for all these" sports games that I just told you are broke, worth less 25 cents a piece, and will sit on my shelf for years? "Would you take $40" for this game I paid almost that much for, and sells within a month for twice that amount?
One tried justifying a game's selling price should be less because he didn't think it was that great of a game and wasn't as rare as something like Earthbound for SNES, despite the game having a list of customers looking for it a mile long. The game lasted less than a week at $100: Conker's Bad Fur Day for N64.
In the end, I don't think many people are going to understand, or care to - it's a very human thing: denying the negative, focusing only on the positive. People want and want, but don't want to be told they're going to have to pay for it. What people seem to forget is it's always a two-way street in situations like this - yes, the developers are going to have to adapt to the changing markets of gaming; however, it shouldn't be denied that the customer has a big influence on what becomes the norm in the industry. Buy games for $10 or less if you must, but don't expect the quality of the games or the price to stay that way forever.