Well, without getting into too much detail, Lets say you have a choice between selling X items at Y profit, or Y items at X profit, or somewhere in between... assuming X is greater than Y. Which do you choose?LimaBravo said:The £4.50 of profit. I used to be a very good salesman in another life time,(quite likely before you were born) and back in those days big boxed, manuals (150 pages deep) with maps and colour keycards came with a half dozen floppies (A more expensive medium than CD & DVD BTW) for £20. So kindly explain to me how exactly a quick burn DVD (I can do one in 5 minutes at home I can only imagine how fast an industrial burner operates) with a bog standard box and a 9 pages of A5 cut n paste EULA agreement & epilipsey warning costs £40?JuryNelson said:If you can only charge £5 a game, what's the point in making it?LimaBravo said:Thats not true if you remove copyprotection in all its forms you eliminate the need for groups. Half the scene would disappear.Orcus_35 said:Nothing, nobody can stop piracy it's like if you wanted to eliminate Lobby's that corrupt the Government systems around the world... it's just not very liable.
Release groups would still be around but with no competition sharing would become friend to friend.
Similarly if you reduce the price of the title to such a low value that it took longer to d/l than to simply buy it piracy would be non-existant.
If a game cost say £5 a game whats the point in copying it ?
Sell lots of items at a small profit. That way you sell alot.
Sell few items at a high cost and youll sell less items.
Basic Economics.
The answer, actually, is somewhere in between. There's a sweet spot with any marketable item where the price is just high enough and the demand just high enough to maximize the profits you get from it.
An analogy is if you had to build a rectangle, and you have only so much material for the sides--how do you maximize the area? Build a square.
In reality tho, the 'cost' of producing a video game is not the cost of the materials, but it's a lot more complex than that. You have to pay the programmers and the sales people and the marketers, and the distributers and...
...it's not a matter of the physical cost of production, when you have to pay people just to -create- the work in the first place.