rsvp42 said:
FloodOne said:
If saving five dollars is such a big deal to you people, maybe gaming isn't a hobby you should immerse yourself in.
I have to agree with this in some respects. We think we deserve inexpensive access to large amounts of games. Honestly, playing games casually isn't very expensive, but yes there's money involved the more involved you are. As an example, several of my friends in college played the Warhammer 40k table-top game. Y'know, with all the figures and painting and whatnot. And even though I wanted to join in with my own army, I simply didn't have the money to buy a significant force, nor the extra time to build and paint them properly. So as much as I wanted to play, I simply couldn't afford it. But it's not like I deserved to play. I'm not entitled to inexpensive WH40K models. So in the end, I just used other's armies and played a little.
I guess the point is that if a hobby is too expensive, should we really blame the hobby?
I would argue that this could be getting into apples and oranges. While Warhammer may be justifiably expensive, videogames may not. (Not saying that either is fact, but that is how I feel). Also, when you buy the models, you can play the game, you do not need updates from the people manufacturers to enjoy the game as it is now. (such things are provided, but they are the essence of DLC, you don't
need them, but they'll certainly enhance the experience)
If we were to achieve true parity of the analogies, when you went to borrow some of your friend's figures, you would only be able to have a certain amount (while the game might not be unplayable, you will certainly enjoy it less), and to fill out the rest of your army, you would need to purchase some from the manufacturer. Or perhaps your units wouldn't be able to utilize certain skills until you bought a certification from the Warhammer people. Sounds ridiculous doesn't it? Doesn't it?
As to entitlement, I'm not saying it needs to be cheap, I will (grudgingly) pay $60* for a great game, but what floods the market these days is assembly-line produced experiences, meant to be ingested like popcorn and expelled in time for the sequel. They make games practically
designed for the used market, and then get pissed off when you buy them used. In fact, in light of this design philosophy, project Ten-dollar seems like a scam. And even if the game is a worthwhile experience, it's so riddled with flaws that it prevents it from being a full-price purchase (eg: Final Fantasy XIII or Bayonetta). The only (current) game I've played in the last year that I enjoyed entirely was Red Dead Redemption (although I haven't tried multiplayer)...oh, and Prototype.
*With regards to the standard $60 price-point: How can Super Street Figher IV and BlazBlue: Continuum Shift sell profitably at $40? Because they're re-releases of games that are already profitable. If companies took a policy of slashing prices after they'd made it to the black on a game (and maybe tossed in some DLC for good measure), they'd probably get a nice boost in sales. See, it's 2:50 am, I'm half-asleep, and I've already come up with a better business plan than "Milk your customer for all their worth."
What the games industry really needs is transparency. I can't tell you whether a sixty dollar price point is fair, because I don't know where those profits are going, or how the money was spent in the development of a game. But right now, all I have is my gut, and my gut says it isn't worth it.