Jimquisition: Videogames Are A Luxury

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disappointed

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Angry Birds.

At any price it would never have amounted to anything but give it away for little or nothing and everyone involved becomes hugely, stinkingly, sneering-at-lottery-winnersly rich.

There's a lot of disruption creeping up on the games industry right now, from iOS to Kickstarter, and I sincerely hope it brings down a few of the monolithic publishers that bleed the market when they should be innovating.
 

Mabster

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This didn't really click for me. The bottom line is that games do not cost $50-60 but are actually dirt cheap. There are many options for people who cannot afford new AAA releases. Besides, as I understand it the argument is most often used against people trying to justify piracy with their lack of money. The point about the current model not being sustainable has been made many times before.
 

mike1921

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Sober Thal said:
Plenty of great games exist cheaper than the newest AAA titles.

About one days worth of work, for minimal wage, can get you the money for a new AAA game. (Even in Australia)

Sales are low when 'so so' games are being released.

*yawn

Cry me a river.

I still think game prices are reasonable, and I expect them to rise in the next 5 years. I hope they will be worth it. Or perhaps... dare I say it... we have to wait until the game goes down in price before we buy them?!? OMG!!
That it takes a full day of work to pay for something, is not a statement of how cheap it is when given the length of many triple A games will hold you over for a week maybe. Especially when the volume of people buying them at a regular basis needs to be enough to make up for their 7-8 digit budgets. If being able to buy games on release is always such a hassle that people need to spend a whole day's wage on it that means few games can recoup their production costs

I could name 1 , maybe 2 games a year that deserve a full $60, especially when I consider I could get a game like sequence for $5. And it's not as if a game dropping price to $40 is the exact same as it releasing at $40 minus the people who bought it for $60 and gave $20 extra. The longer from release you have to wait to buy a game after it releases is on your mind the more likely you are to just forget it, and lets not forget that the less people buy on release the more likely a game is to be considered a failure financially and make them less likely to fund more games like that.
 

5-0

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Damn right games are a luxury. Games are fucking expensive. Which means when it comes to buying games, I have a choice to make. Because I can't afford everything I'm interested in. If studios keep putting out the same old eight hour long shit that doesn't stand out from the crowd, then they're gonna lose the sale to something longer that does. If a game was cheaper, I might be more willing to take the plunge, because I have less to lose if it turns out to be not worth my time or money.
 

mfeff

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Mangod said:
I wonder if someone has explained this to the game developers/publishers.

Sell games at 60 dollars, which 50 people can afford, and you make 3000 dollars.

Sell games at 40 dollars, which 100 people can afford, and you make 4000 dollars.

Sell games at 30 dollars, which 200 people can afford, and you make 6000 dollars.

Now, admittedly, this hinges on your game being able to sell enough copies to make up for the costs, but to me, at least, this seems like a better model than pricing yourself out of the market could ever be.
Sell at 60, 50 purchase, 3000.
Reduce price 3 months later 100 purchase, 4000 dollars.
Reduce price 6 months later 200 purchase, 6000 dollars.

13,000 dollars.

The trick is to know the target pool of potential purchasers on the front end, then treat that data with a first order ordinary differential to calculate the optimization. It's sorta' sad when I end up working these problems on my lunch break for the "marketing people", who couldn't find their asses with both hands and a map.
 

rembrandtqeinstein

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Binding of Isaac cost $5 new. So far I got 30 hours into it and I bet I'll get at least 10 more. The expansion comes out in two weeks costing $3. I'll probably get at least another 20 hours from the expansion.

Dungeons of Dredmor cost $5 new and between that and the $3 expansion I dropped maybe 140 hours.

Legend of Grimrock cost $15 which is about as much as I'll spend. So far 10 hours in and still liking it.

Torchlight 2 is $20 and I'll probably wait until december to get it on steam xmas sale for less.

Sorry big publishers, there are too many other options for me to even consider $60 and then nickle-and-dime DLC for anything. Screw all "AAA" games and the publishers they rode in on. I won't miss a damn thing in my life if I never play another game with photorealistic grass again.
 

Terramax

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Whilst I agree with Jim on the consumer side of things, as I too had to sell everything in bedroom that wasn't nailed down to afford games when I was younger, he seems to have missed out one very important fact - publishers don't make any money at all from used games.

He switches the argument to being about games being too expensive, but that's sidelining the issue. Expensive 1st hand games and the sales of 2nd hand are two separate issues. I understand the argument that overpriced games mean we buy less, and are more picky with what we buy, which ultimately hurts them, but whilst that's a problem they can tackle, used games isn't.

Even if new games drop to half the price they are now, there are still going to be people buying 2nd hand games anyway. And not just because they can't afford to buy new, but because they prefer to buy cheaper, even accepting battered boxes, scratched discs, and missing manuals.

I'm not for the banning of used games. I think they should be perfectly logical, but I think Jim isn't seeing the full picture. Not only that, whilst it's ok to pick on bigger publishers like EA, Activision and Ubisoft, what about smaller companies like Rising Star? I suspect the line between profit and loss is even closer. No ones thinking about these companies.
 

Terramax

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rembrandtqeinstein said:
Binding of Isaac cost $5 new. So far I got 30 hours into it and I bet I'll get at least 10 more. The expansion comes out in two weeks costing $3. I'll probably get at least another 20 hours from the expansion.

Dungeons of Dredmor cost $5 new and between that and the $3 expansion I dropped maybe 140 hours.

Legend of Grimrock cost $15 which is about as much as I'll spend. So far 10 hours in and still liking it.

Torchlight 2 is $20 and I'll probably wait until december to get it on steam xmas sale for less.

Sorry big publishers, there are too many other options for me to even consider $60 and then nickle-and-dime DLC for anything. Screw all "AAA" games and the publishers they rode in on. I won't miss a damn thing in my life if I never play another game with photorealistic grass again.
That's good for you, really it is, but ever considered that some people don't like playing these cheap games?
 

Itsthefuzz

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Terramax said:
rembrandtqeinstein said:
Binding of Isaac cost $5 new. So far I got 30 hours into it and I bet I'll get at least 10 more. The expansion comes out in two weeks costing $3. I'll probably get at least another 20 hours from the expansion.

Dungeons of Dredmor cost $5 new and between that and the $3 expansion I dropped maybe 140 hours.

Legend of Grimrock cost $15 which is about as much as I'll spend. So far 10 hours in and still liking it.

Torchlight 2 is $20 and I'll probably wait until december to get it on steam xmas sale for less.

Sorry big publishers, there are too many other options for me to even consider $60 and then nickle-and-dime DLC for anything. Screw all "AAA" games and the publishers they rode in on. I won't miss a damn thing in my life if I never play another game with photorealistic grass again.
That's good for you, really it is, but ever considered that some people don't like playing these cheap games?
Cheap doesn't mean = lower quality or bad. Unless you're playing for specifically one title, or because you want EXTREMELY high level graphics/other things AAA games usually sink $ into, you easily find a game in any genre that you like that will be cheap and fun.
 

Blade_125

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Callate said:
Thanks for clarifing your position Callate. I know it is hard to make a detailed point on a forum. I apologize for over explaining. I always would rather not assume anyone knows everything (the only thing I know is how little I know).

"The cost of creating a video game has increased dramatically, but the price a consumer is willing to pay for a video game has not, especially in the United States. The increase in price here has barely kept up with the cost of inflation, let alone the increased cost of development.
"

This is very true. It's the same in most industries, and could lead to the collapse you speak of. However, gaming companies are still here and making money, so I don't think we are there yet. It will come down to whether or not they can make games more cost effectively or if the consumer will pay more.

"A company should make a profit, but that's not a given. Part of the thrust of Jim's argument is that game companies might be able to sell more units at a lower price. But even that's not a certainty. Games like World of Goo have done a good job of making the case that predicting around traditional market models with regard to video games isn't necessarily a good bet: even offering the a popular and well-received game for pennies wasn't proof against it being pirated.
"

No it is never a given a company will make a profit. If they don't they fail. That is the nature of our economy. Also selling for lest may not generate more sales. Companies put a lot of effort into finding the right price point. It will always be the highest they can to maximze profit as we have both said. Perhaps their current model of high price for the first few months and then lowering it after works best for them. Nothing will stop piracy, but that isn't the real issue here. Make something your customers want and price it where they can afford and you will make money.

"The price of video games is artificially low from one standpoint in that a great many games are selling at a price point that won't allow them to recoup their costs and doesn't reflect the price in other markets. It's artificially high from another standpoint in that those same games are selling at a price point that may keep potential customers from buying, cause them to buy used, or wait for the price to come down. Also from the point of view that the cost difference between offering 1,000 copies of the game and 100,000 copies of the game may be negligible, so why not sell [or try to sell] 100,000 at the lower price rather than 1,000 at the higher one?"

I am not sure here if you speak from inside knowledge or assumption. All valid points from what I know, but I don't know the inside workings of game companies.

"Just to add further perversity to the mix, there's also the issue of the perceived value of a game being partially based on its price. A $60 game may come with the perception that it's a blockbuster in part because it's priced like one. The same game priced at $40 may suggest to its market that it lacks the confidence that it can sell at the same price as its competition, therefore it must be an inferior offering."

I once took a marketing class within a proff who use to work at proctor gamble. Their premium soaps were made with the exact same formula as recular soap. It onyl had a different scent, yet they charged much, much more and people paid it, because they perceived it to be of a higher value. This is a pretty common marketing practice. It plays on the egos of individuals. I never have a problem buying no-name brand, adn I guage a game based on what I see. I wish more people did that.

"Game prices are just artificial in that they are set on the basis of clearly flawed market examinations, a pricing based on how competing companies price their own goods, and an established "maximum" price based on consumers' expectations that haven't changed in step with the rising costs of creating their product.
"

Yes and no on this point. Few companies want to compete on price. You will rarely see the same products made by different companies priced very differently. The try other methods to entice you to buy. I don't know what goes into the pricing structure of most gaming companies. they should evaluate these pricing structures, but they can't do so in a vacuum. Knowing how your competion is pricing makes a difference in how you need to price.

"And yet there used to be more companies making more games. When single programmers and three-person teams could make a state-of-the-art game, it could be commercially viable even if it only sold on one system, and a breakaway hit if it sold 100,000 copies. Now the risk is so high that major releases can fail selling a million copies. It's only over-saturation because rather than being able to succeed off of capturing a portion of the market, game creators nearly have to capture the majority of the market. And then go back and do it again, and again, and again.

Sometimes it isn't individual companies going under; sometimes the market doesn't balance out. Sometimes it just collapses. Sometimes entire industries are annihilated. I have yet to see a good counter argument that, at least as far as the AAA-game market goes, we aren't nearly at that breaking point."

I guess I am speaking more frmo the 90's perspective. It was hard to find as much variety then, but maybe I am rememebring wrong. I still stand by my statement that today there is a lot of competition. In pretty much every industry you are either a nich market or a major player. If your not then you cand survive that middle ground (most likely you get scooped up by the bigger fish). With the costs involved in modern game si think you are more right in that it is hard to be a successful nich game (but obviously not impossible), which is why you see smaller companies bought by the EA's of the world.

As far as markets balancing out, that all depends on the demand. Had Ford, GM and Crystler failed (and lets ignore the number of job losses in the US), would that have reduced how many people wanted cars? Or woudl Toyoto and Honda started selling a lot more? Would another car manufacturer start up since there is now a demand but less supply? They obviously have to be more cost effective than the previous companies that failed. I would see the gaming industry in the same light.

Thanks for the response. It is nice to see a good debate from someone with good ideas.

And one day I will learn how to use the tools on this site for quoting people better.
 

HellsingerAngel

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Zachary Amaranth said:
Bad analogy.

First off, gold is a finite resource.
Second, gold is actually useful in uses outside of possession.
Third, there is no real first-hand interest in getting you to buy gold.
Use luxury cars then. It really doesn't matter. Quick search for a Jaguar XK topless car about $72 grand last year, now $84 grand this year. So about 12 grand inflation. 2010 was $65 grand, about 7 grand inflation. So, yeah, luxury items being expensive doesn't really change, even through an incredibly unstable period. There are plenty of budget games out there that are free or play as you play to be the "regular car" market in this day and age with XBLA or PSN or free-MMOs or other similar markets.

Zachary Amaranth said:
Games being expensive doesn't justify a drop, but it does mean that if they want to sell more, they might want to consider actually dropping the prices or consider other revenue streams (used games boost new sales). There's no real benefit in keeping game prices high, as scarcity is not an issue with games as it is with gold.

Game publishers want their games to be plentiful, to sell a lot of copies. Gold creators...Wait, there are none. Gold traders want gold to be scarce so they can continue to make money off it. If games were a precious or even semi-precious commodity, you might have a point. Scarcity is not beneficial to the games industry, thought.
Again, I asked if he had solid proof of a working business model to keep AAA games where they are and that they'd make more money off lower prices. I said that I doubted he had one because his example, in my mind, is ludicrous logic and shows how little he looks into what he bases his arguments around as his proofs and then assumes we all just take his word for it, because how could he possibly be wrong? (this is also after you sift through the stage persona)

Zachary Amaranth said:
Mmm...That's either confirmation bias or teen spirit. I forget which one is the fallacy and which one is the Nirvana song.
So, what? Must I now state after every single sentence that this is my opinion or can I not leave that to context? Regardless, it would be hard to argue that last year was the perfect storm for gaming for the general population of gamers as so many highly anticipated titles dropped compared to this year. That was my point.

Zachary Amaranth said:
Let me stop you there:

-Books have seen an increase in cost over the last decade or possibly two.
-CDs, DVDs, etc all have standardised process which should have reduced prices but have not.
-Games should have seen a simil;ar drop because we've switched from proprietary media.
Could you throw some numbers around? Because books have gotten cheaper here in Canada with the parity of the dollar, CDs & DVDs have been a stable pricing for awhile and you can only make production so efficient before you're only saving $2 off every million CDs and it's impossible to charge .0001 cent off every DVD or CD. Again, you state facts like they're facts but I want to see some proof, much like the proposition of the business model Jim should be mocking up to prove that this isn't the most efficient business model for AAA gaming.

Zachary Amaranth said:
They've gone wholly digital as their main source of acquisition. I could be wrong in the latter point
Yes, considering that is completely false. So two reasons. One is untrue and the other is...Untrue.

Also, since we're talking digital, ebook prices are RISING.[/quote]

Jeeze, what a shock. Maybe because they're popular and people actually invested money into good distribution systems? God forbid the price on online distribution rises because they have to start paying for back end business costs when suddenly there's more than three people using their service! I know I can't really prove that, but it's food for thought.

Zachary Amaranth said:
It's almost like...Gamers are not some hivemind and actually have different desires.

Nah. That'd be crazy. Must be some catch 22.
The point was that gamers are the only ones gripping about a digital future as unfair to them as a consumer market, yet music, e-books, movies and the like are all fine and dandy for some reason. So yes, actually, we are acting like a hive mind and for no damn good reason.
 

mike1921

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mfeff said:
Mangod said:
I wonder if someone has explained this to the game developers/publishers.

Sell games at 60 dollars, which 50 people can afford, and you make 3000 dollars.

Sell games at 40 dollars, which 100 people can afford, and you make 4000 dollars.

Sell games at 30 dollars, which 200 people can afford, and you make 6000 dollars.

Now, admittedly, this hinges on your game being able to sell enough copies to make up for the costs, but to me, at least, this seems like a better model than pricing yourself out of the market could ever be.
Sell at 60, 50 purchase, 3000.
Reduce price 3 months later 100 purchase, 4000 dollars.
Reduce price 6 months later 200 purchase, 6000 dollars.

13,000 dollars.

The trick is to know the target pool of potential purchasers on the front end, then treat that data with a first order ordinary differential to calculate the optimization. It's sorta' sad when I end up working these problems on my lunch break for the "marketing people", who couldn't find their asses with both hands and a map.
Except the 50 people who bought it at 60 won't buy it again at $40 and neither will buy it again at $30, and also does the calculation take into account people who would've otherwise bought it at launch end up never buying it because they lost interest or the idea of buying the game just left their mind over time
 

MB202

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The "video games are a luxary" argument is valid... But seeing as Jim himself WAS poor and was almost unable to afford games himself, I think he has just as much right to talk about the pricing of video games, ESPECIALLY when it concerns the future of the industry!

I really like this guy, Jim, he makes a lot of sense.
 

Epona

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RT-Medic-with-shotgun said:
Crono1973 said:
RT-Medic-with-shotgun said:
Every time i see someone say 'first world problems' i just want to burn them alive as i shout 'first world problems!' in their face as i dance around them. Course i usually see it when browsing news articles that have to do with the horrid stuff the US is doing to its people/wants to do.

Good point as usual. Hate when people use the word luxury as if it meant you weren't meant to have the product. Shows even less understanding of economics than most people i argue with.
Crono1973 said:
I wonder if it's true for games too.
Doubtful. Games are likely to be played once in a few years or a decent space of time. For instance, if i beat HL2 yesterday i probably wont go play it again for a while. But if i listen to ANY song i have, i will likely listen again within the week.
I don't see how that changes anything. Games aren't 5 minutes long either.
Song- No effort to enjoy, high chance to repeat after enjoyment, and not as much drain on your wallet to get it legit after pirating. You are likely to buy a 5 minute time compliment. You will always repeat a song you have listened to probably before the end of the week.
video game- Takes a good deal of effort to enjoy & a lot of attention put into it. You aren't likely to play through again for a while. So why would you go buy the product when you may not even play it again for some time. Its Going to take longer than an hour at least. So why buy a long time sink that you already completed?
So you are saying that since music is more passive, people will spend MORE money on music than on interactive things? I don't agree with that at all.

People buy a crapload of shovelware on Steam with no intention of playing it anytime soon.

We'll agree to disagree here.
 

Lykosia_v1legacy

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Oh, Jim. Games industry is bigger than ever and growing constantly. One poor month (mainly because there was no interesting games released and NPD doesn't track digital distribution) doesn't mean that games industry is going downhill.

Some games released in March and April 2011:
Mortal Kombat
Socom 4
Portal 2
Operation Flashpoint: Red River
Crysis 2
Rift
Homefront
Dragon Age 2
Europa Universalis 3
NFS: Shift 2

March and April 2012:
Mass Effect 3
Street Fighter X Tekken
Silent Hill: Downpour
Prototype 2
The Witcher 2 (360 version)
Risen 2
Ridge Racer

Only one massively hyped game in 2012 ME3. While 2011 had Portal 2, Crysis 2, DA 2, MK, Socom.
 
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When I saw this topic I immediately had a bad impression because I have used that phrase before. However it was for a different reason.

Me and a friend were having an argument about whether or not piracy is wrong, and he was trying to explain away HIS piracy (he's had a very rich upbringing, Dad is the owner of a ski resort) by the fact that his financially worse off friend cannot afford to buy videogames.

I'm all for making games more affordable for people, they should be affordable for everyone. Justifying piracy with the fact that you can't afford them (or even better, with the fact that your friend can't afford them) doesn't sit right with me. Being poor denies you a lot of luxuries, but I'd still have an issue if someone snuck into another person's pool at the middle of the night, whether or not they could afford it.

EDIT: For the record I agree with just about everything Jim said
 

lord.jeff

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mike1921 said:
mfeff said:
Mangod said:
I wonder if someone has explained this to the game developers/publishers.

Sell games at 60 dollars, which 50 people can afford, and you make 3000 dollars.

Sell games at 40 dollars, which 100 people can afford, and you make 4000 dollars.

Sell games at 30 dollars, which 200 people can afford, and you make 6000 dollars.

Now, admittedly, this hinges on your game being able to sell enough copies to make up for the costs, but to me, at least, this seems like a better model than pricing yourself out of the market could ever be.
Sell at 60, 50 purchase, 3000.
Reduce price 3 months later 100 purchase, 4000 dollars.
Reduce price 6 months later 200 purchase, 6000 dollars.

13,000 dollars.

The trick is to know the target pool of potential purchasers on the front end, then treat that data with a first order ordinary differential to calculate the optimization. It's sorta' sad when I end up working these problems on my lunch break for the "marketing people", who couldn't find their asses with both hands and a map.
Except the 50 people who bought it at 60 won't buy it again at $40 and neither will buy it again at $30, and also does the calculation take into account people who would've otherwise bought it at launch end up never buying it because they lost interest or the idea of buying the game just left their mind over time
okay so the equation looks more like this(factoring in the people that already bought it)


60*50=3000
100-50=50 so
50*40= 2000
200-100=100
100*30=3000

In the end 8000

I like how games are priced, why because $60 dollars isn't the least a game can cost, it's the most for the most part. Yeah $60 is high but no ones forcing you to pay it, I never have and I game regularly.