Bingo. That's "effective launch shelf life", and it's the dominant trend for new releases, but it applies to video games just as much if not more.ideitbawx said:why not? with music sales, the price generally goes up as the cd's get older and sell less copies, not the other way around. but, seeing as how business men like to think with their wallets, they mark everything up until it sells X amount of copies, and then they bring the prices down to sell it to the rest of the consumer base.
The idea is to hike prices up on launch day in an attempt to get a burst of revenue as quick as possible so the company can reinvest it as soon as possible into money markets, and to cover the cost of production. The inverse model would be that of older Blizzard titles, who sell strong even 5 years after their competitors' products have expired because the replay-ability is intentionally high. Of course, it's risky to attempt that because of the production values required. If you screw up, you can end up with a Romero-class disaster like Daikatana.
I theorize that this is why we have so many junk games now; they're scientifically designed to be played once and then you either join the multiplayer fanbase or you purchase the inevitable sequel.
"Why make excellent when mediocre makes more money, and leaves itself open for a sequel!"
I realized this when I saw that Halo 2 ended with a cliffhanger.
This trend fits perfectly into the "magpie market" theory, where graphics and gimmicks dominate over solid core gameplay. Making titles disposable means their sequels will survive to be milked later down the line. Once the first cash cow runs dry, they just dredge up some other license they
To use a recent example, Modern Warfare 2 touted record sales within the first month, and that's exactly what the Investors wanted to hear. How about the customer?
Well...for the first 3 months after its release, my own clique of friends talked about the game, described it etc...and then it just sort of dropped.
Why? They stopped playing it.
Yet, we're playing Warcraft 3 every weekend, and routinely talk about it, despite it being 7 years old. It's not just a quick fix for the action junkie; it's moddable and has many MANY good custom maps. The replay factor has enabled the game to make legitimate sales even in 2010.
Edit: Of course, someone is going to jump on me for comparing console games to PC games, but I would like to state the same has been true of many console games of the previous generation, even niche titles.
I have logged somewhere around 300 hours in Armored Core 3/Silent Line because of the vs multiplayer alone, and all of that in my own den. Let alone the perennial fighting games and single player odysseys.