What is your alternative, andy? That every game stays at 60 dollars forever and everyone who can't afford that is screwed and anyone who thinks the game isn't worth that just doesn't buy the game at all?
Ehh...I can see it happening, but in reality, I doubt it.Cliffski's Blog said:-It kills off game launches. That thing where everyone plays the latest game doesn?t happen so much now. The game is ignored until the first 50% or 75% off sale. You don?t get that ?water cooler moment? where everyone talks about a game. That means some multiplayer games launch without the proper size of players, and the company isn?t making enough to retain support staff to patch and improve the game at launch.
Well if you're going to argue via insinuations, know that the knife cuts both ways.It?s a step away from selling based on quality. When a game is in a one-day 75% off sale, how much research do you do before buying? Did you watch a lets play? the trailer? did you read any reviews? how many? Admit it, you have bought a game based on the name, a logo and a screenshot because it was under $5 haven?t you? If so, this is a problem. We are rewarding games with cool names & screenshots over actual quality.
This is a problem purely on SUPPLY'S END, not DEMAND'S.We are handing power to people who run sales. If anyone can sell $50,000 in a day with any game just by being on the front page of a sale, then that makes the people who manage the sale webpage the kingmakers. Is that right? is it fair? is it an optimum maximization of everyone?s satisfaction and enjoyment? Or is it more likely making hits out of games who are well known (or liked) by the owners of the big portals?
OK, stop right there.-We devalue games. We expect games to be $5. We don?t ?invest? money in them, so we give up and discard them at the first time we lose, or when we get confused or stuck. Some games are complex, tricky, hard to master, take a while to get to the point at which it all makes sense. We are increasingly likely to not bother with complex games, if we paid $5, we want something quick and disposable.
You just contradicted your previous point by admission.-We don?t play beyond the first 10%. There is not a single game in my steam collection I?ve finished. Not ONE. And I almost always buy full price.
If the initial experience is boring, it's boring regardless of what the ending is or how much the game costs.There are many games I?ve played for under 30 minutes, some for under 10 minutes. They may have wonderful endings, who cares? I have another X games sat there I can experience the opening level of instead. And yet? gamers insist on 50 hours of gameplay. Cue 49 hours of back-tracking and filler, because game devs KNOW that 90%+ of buyers will never see the game ending anyway?
Based on what I read, no, I think you don't understand.I understand that varied price points to suit different gamers is good, I understand the reasons for sales being economically efficient ways to maximize global utility.
And yet, without fail, every year the monetary value of the gaming industry has only grown since the NES days.Andy Chalk said:In 1985, Tales of the Unknown Volume 1: The Bard's Tale sold new at Radio Shack in Canada for $76.95. Setting aside the CDN/US exchange rate for simplicity's sake, if we plug $77 into various inflation calculators (http://www.dollartimes.com/inflation/inflation.php, http://www.coinnews.net/tools/cpi-inflation-calculator/, http://data.bls.gov/cgi-bin/cpicalc.pl ) we end up with an adjusted cost of about $170.
This is a very simplistic way of comparing "value" but it does shed some interesting light on how pricing has changed over the years. In a direct, unadjusted comparison, Skyrim costs less than The Bard's Tale, yet somehow we've come up with this idea that games aren't "worth" more than a few dollars. Maybe we're spoiled by abundance - and by game prices that perhaps aren't as bad as we perceive them to be?
And the market was much smaller and hardly anyone bought it. If the game even reached 20,000 legit sales at that price, I'd be surprised. I'm sure the copy-from-friend casual piracy spread was much higher though.Andy Chalk said:In 1985, Tales of the Unknown Volume 1: The Bard's Tale sold new at Radio Shack in Canada for $76.95. Setting aside the CDN/US exchange rate for simplicity's sake, if we plug $77 into various inflation calculators (http://www.dollartimes.com/inflation/inflation.php, http://www.coinnews.net/tools/cpi-inflation-calculator/, http://data.bls.gov/cgi-bin/cpicalc.pl ) we end up with an adjusted cost of about $170.
All of this is a large hypothetical with no numbers to back it up. Volume also carries the cross of lost potential income. And your argument also either ignores my point of the affect on small time studios entirely or assumes that indie titles and Triple A titles get the same kinds of units sold. We know the Triple A games sell way more on a daily deal. Probably more than the release week of an indie title. Triple A games also go on sale a lot less and still sell well on Steam. On the Top Sellers list right now South Park and the Stick of Truth is $60 and still in the top ten. LUFTRAUSERS came out this week and is only in the top 40. Towerfall came out last week and isn't even in the top 100 anymore and that game had critical acclaim backing it.Cerebrawl said:Except they sell for anywhere from 10 to 80 times the revenue when they're up a daily deal on sale. You can't ignore volume.AzrealMaximillion said:Lemme put it to you this way.
DMC from Capcom at %50 off $50 on Steam is $25. Valve gets 33% of the cut. That's $17 profit.
Democracy 3 by the devs in this article at %50 off is %12.50. Their profit is $8.30.
Fact of the matter is that devs pretty much across the board report significantly higher income during sales.
If you're selling 100k copies at full price for $50, and then it peters out, you've sated the early adopter and hardcore fan market, and then when it's on 50% sale you might sell another 400k copies to the gamers who hold out for a little bit for a price drop and launch bugs to be ironed out, and then when it's on 75% sale you might sell 1 million copies to the more sceptical, poor, patient and frugal segments of the market, most of which is sales you wouldn't have gotten otherwise. Win-win. You also made significantly more money on the copies on sale than the full price copies.
and that's where it deviated from my argument entirely. Indie titles would be called a decent success reaching 100k in sales over the course of a month. 100k in sales for a triple A titles happens many times faster. You're debate only considers $50 releases. It doesn't scale to include indies and as such isn't a complete argument.If you're selling 100k copies at full price for $50
It also has zero backing. It's just a huge unsupported assumption.AzrealMaximillion said:All of this is a large hypothetical with no numbers to back it up.
My point is that the theory of gamers who only buy games on deep discount sales hurting indie devs and small time studios isn't far-fetched at all.
The exact numbers weren't the point. The point is that you sell significantly more copies with a staggered pricing model and make significantly more profit. It also most definitely does scale to include indies, why wouldn't it? If indie pricepoints are release at $10, make X sales, sale for $5 make 4x sales and then sale for $2.50 and make 10x sales, it's scaled perfectly.AzrealMaximillion said:You started the bulk of your point with this:
and that's where it deviated from my argument entirely. Indie titles would be called a decent success reaching 100k in sales over the course of a month. 100k in sales for a triple A titles happens many times faster. You're debate only considers $50 releases. It doesn't scale to include indies and as such isn't a complete argument.If you're selling 100k copies at full price for $50
This is one of my primary sticking points on the matter.Vivi22 said:Not to mention that Valve has basically got the data that proves his comments about devaluing games by deeply discounting them isn't true. If it was, the bump in sales wouldn't continue long after the sale ends. But it does so he's wrong. Simple as that.
Every few months some studio head, publisher, or whatever comes along saying this exact same thing. But they're wrong. Valve has proven it, and a lot of developers who've been involved in Steam sales have confirmed the exact same thing.
I'm not offering any iron-clad answers. I'm just saying that it's a discussion worth having. I don't think there's any chance we'll deviate from the path we're on now, and we'll have to deal with whatever consequences arise, be it a gutting of the industry or an unprecedented bounty of gaming for all.Racecarlock said:What is your alternative, andy? That every game stays at 60 dollars forever and everyone who can't afford that is screwed and anyone who thinks the game isn't worth that just doesn't buy the game at all?
I feel that this is a clear-cut case of Darwinian business, Andy. It's not that the sales are a bad thing, but where the wind is blowing due to the economic structure overall versus the manner in which a game does or does not appeal to the user. We're not being hooked OR crooked except by someone calling foul when he should be considering his alternatives. Or to put it more succinctly, it's adapt or die, and right now I don't see happy times for this fellow. However, even if he has any valid point to his argument at all, hope is not lost. The industry may shift and flux, but I will not entertain notions of doom and gloom while there is still oodles of money to be made in this field for those who know how.Andy Chalk said:Zoigy
True worth? What is true worth?Andy Chalk said:I'm not offering any iron-clad answers. I'm just saying that it's a discussion worth having. I don't think there's any chance we'll deviate from the path we're on now, and we'll have to deal with whatever consequences arise, be it a gutting of the industry or an unprecedented bounty of gaming for all.Racecarlock said:What is your alternative, andy? That every game stays at 60 dollars forever and everyone who can't afford that is screwed and anyone who thinks the game isn't worth that just doesn't buy the game at all?
I would like to see a greater appreciation for the value of games, for the work that goes into them, and for the need of the people who make them to earn a decent living off of them. We're in a really weird place right now: Guys like Notch and Garry Newman can make millions from indie oddities, while an artist or a coder who worked on BioShock Infinite has virtually no job security. And no, we don't owe anyone a job or an income, but if we want the kind of gaming experiences we've come to take for granted, we have to be willing to pay for them - and that requires a respect for their true worth.
That's not necessarily related directly to Steam sales or Humble Bundles - a lot of developers would no doubt say they're very empowering - but people seem too eager to say "these games aren't worth full price" when the truth is they just don't want to pay that much.