CriticKitten said:
mfeff said:
It's not the same person, see above as to why.
Then you're assuming more people than the person you were quoting, which changes your sample size and thus your results considerably.
I whole heartily agree. Yet by using numbers from let's say Gamestop, which do track the number of a used game that are sold in any given interval of time, and uses the interest level to price the title accordingly it seems reasonable to "on some level" call something "hot" or "not". The hotter the unit, the quicker it cycles, the more transactions it generates is a decent metric to determine when and if the "new" version of the box should be reduced in price.
If it is reduced in price then it follows that the used game will be reduced in price as well.
So we are clear going forward in the discussion, and it's a good one, better than most I would say... is that the retailers buy the games in bulk on the front end.
1 million units, in and around 45-56 ish dollars depending on how the arrangement went. So if Gamestop or Shop-Mart or whatever wants to dump the price. They dump it right into what they paid for it. If they have blown through their inventory, maybe they rework the deal for X number of copies at a more advantageous price, although it (typically to my experience), has the reorder worked out before hand.
If we are talking Wally world, or Target... or KB, or Toys R' US, or Best-Buy with no real foothold in the used business, dropping the PP destroys the margin.
So to quickly address one issue is that a Gamestop has no real vested reward interest in reducing the PP on a new title unless it directly assist the used sales, which is where the profit margins are going to be.
The question then becomes, who "flinches first", the distributors, the publishers, the developers, or the audience?
The assumption as I see it here, is that there is in fact a pool of purchases at a lower PP just waiting to hand over some green. I tend to disagree and also posit that console purchasers, PC purchasers, used vs. new purchasers, and "expensive version" game purchasers, DLC purchasers are all in different pools which have overlap and flux considerably.
If one drops the price, how easily may the price be brought back up again? If it is a recession in market economy then supply side expectation is that the price reduction will be a temporary measure to capture demand. Chasing a PP all the way to the ground "if it is already collapsing" is contrary to any notion of "gathering all the nuts one can before the winter". If it is collapsing the one's who remain solvent survive and win, simply by not loosing.
There are still plenty of PC gamer's who feel 60 dollars is steep for a PC title. I do, and I find it curious as to why I have this attitude... considering that the water cooling setup I built cost more than the PC it sits on. Clearly, for me, it is not a "money" issue. There is something else going on... one that comes to mind.
-This comes back to another old grievance in that consoles where sold at a loss to the developer/publishers. The software was priced at around 60 dollars to recoup that loss over a unit life of 6-8 new titles sold over the course of the system (somewhere around 4-6 years.)
Clearly Acti-Blizzard has no vested interest or cost to recoup in my PC's... so why the price hike? Well because they could. I disagree certainly, and I have not bought any of their games since. People have though, so did it work? Did they make more off selling it higher than having of sold me a copy? I dunno, but I suspect at worst it broke even.
Price is a factor, no doubt. It could be lack of interest, same sameness, lower product quality, reused assets in sequels are excessive, hand held and phone market saturation. Dropping the price, and I will dip into a fallacy quickly, is to say "we do not believe that the value of our product is what it used to be".
A price drop will have to have a spin doctor to help it land. I suspect that the newer iterations of the PS3 and 360 will include larger HDD's, once digital distribution gets closer to reality for more of the audience, there will be a smooth reduction in price "at some point". That's just a guess, it's a maybe so maybe no deal. Although I feel stronger this is in response to "customer expectation" rather than a cash money on the table decision math.
Clearly Nintendo does not feel DD needs to be price adjusted to the box. So customer expectation is on the table and clearly, ignored for the most part... at the moment.
Also, the Torchlight series was created by former Blizzard developers. It's rather hard to argue that Torchlight 2 isn't an "authentic" clone of Diablo given that it's made by the people who made Diablo 2. To the contrary, it is THE Diablo clone.
Diablo III is the Diablo clone. TL2 is a clone as well, and it does share the same high contrast colors as WoW, the influence is clear. The intention as to what the target audience is also somewhat clear. In that light the offer for a year of WoW was not an accident. It was simply the smart move.
Diablo III gameplay is extremely tight, similar to that of SCII. Will Torchlight be in that same category? Comparing ArmA II to Battlefield 3, they are certainly similar but they are very different games. If we had a chance to sit down and play D3 and TL2 making a list as to which is what, and if the PP's reflect the production values I feel pretty confident that we could conclude some things. I suspect it will be that D3 is a little high, and TL2 is a little low. Then we could argue brand loyalty, system stability, online components, and other value added nuance.
For me, it is partly the price considering I would purchase a couple copies for use on multiple computers. If I am looking at 3 copies at 60 bucks that is a fairly high investment for some entertainment. Torchlight offers a similar experience (sorta) and at 20, it's one copy of D3... thing is I skipped D3 not because of the price, but because of it's always online component, and the rigmarole concerning a "pause" function. I don't like Acti-Blizzard, and come away not convinced.
20 bucks D3?... sure, but I don't see how anyone on supply side wins at that PP. Don't really like TL in general, but I am interested in Grim Dawn, as I liked the Titan Quest and expansion. Give me a pause in multiplayer, some alt-tab functionality, my Santa list is satisfied.
It's one of those cases where I couldn't shrug indifferently enough.
Will some people buy both? Sure, that always happens. But the tendency for gamers is to buy one over another, and if Torchlight 2 is offering people a smaller price window, players newer to the genre will reach for it rather than the high price of entry for Diablo 3.
Same style game does not make it the same game. If the audience is sufficiently convinced that one is better than the other, regardless of the truth of it, then the marketing works. Marketing is expensive and that cost if passed back into the price point. In this sense it is similar to how a luxury car is marketed. It's probably a little better, but not 3x better. You know that, I know that, but the general audience may or may not know that.
But players create new material for their favorite PC titles all the time. Mods are not something unique to Skyrim and I'm not entirely sure what gave you that impression.
Again, cool story. Having of been on plenty of mod teams since the Playstation was new, I would agree. That being said PC gamer wasn't running articles about these mods on a regular basis like they do now. It's not "my" impression, but the one that is carefully marketed to an audience. Steam works is an exceptionally powerful tool that makes mods very easy to work with. If I were to mention something that utilized a compiler or a values list from "back in the day", it was extremely inaccessible to the average Joe. Skyrim by it's design allows for a plug and play mod. That's important. ArmA II Day Z, in contrast is "fiddly" at best.
Also, the problem with this logic is that there are plenty of competitors that released months, even years prior to Skyrim that now sell for less than it does. Sooner or later, it has to bring the price down to stay competitive. What's uncertain is how soon.
What is the percentage of people that care though? I don't hear people saying Skyrim is "like" Kingdoms of Amalur: Reckoning, I hear people saying Kingdoms of Amalur: Reckoning is "like" Skyrim. It's an important distinction. When Jim run's a video talking about how Skyrim is the "total package", he perhaps inadvertently, just made it's price higher for longer. It's interest levels, these are indirectly accessible by the very metrics I mention at the top of this post. Now that all said, a website such as this generates it's revenue through advertisement, those cost are built into the PP of the game widget, and we are back in the cycle. Is Jim willing to take less money per show? Who flinches first?
I'm not sure what other data you require.
Video game sales are down. Significantly, in fact. And it's not just last month, it's starting to become a trend. Jim highlights this simple fact in his video. It's very clear that if sales are down that much, then SOMETHING needs to be changed to reverse the trend. You can argue all you like about the causes or the ways to reverse this trend, we may or may not agree. But you most certainly cannot possibly hope to argue that the trend doesn't exist at all when the evidence clearly indicates that sales have dropped.
Not going to argue with that. Clearly sales are down. I didn't come into this thinking that they weren't. Thing is if a unit such as the collectors edition of Guild Wars 2, retail $150 dollars, with an E-bay resale of $200-230, and it is sold out... CLEARLY the market will support a high price point unit, bundled with some DLC and a plastic toy. If the director of EA sports is saying 60 dollars and a 20 dollar DLC for a particular title is working, clearly it is working. Now sales are down, but how does that reflect in the earnings statement?
As Paul Tassi says in the article, it's an aging system and it is predictable, it has a pattern, no where in this article did I see it mentioned that the price gate was too high. Let's see, Micro$lop has it's system marked down... reading further... mentions DRM and DLC, I cited that as my own personal reasons... before reading this article... so spot on... nope... no price gate on game widgets... help me out here?
Heck, I'll go ahead and call it now: we'll see slightly higher sales in May, but almost entirely due to Diablo 3's release.
Get rid of the always on DRM and Pay-to-Win scheme... offer pause functionality in multiplayer, and it would of been even better... at least 3 units better. Cause I would of bought the shit...
Math teacher, actually.
-snip
As the ninja turtle once said... "nice to meet a fellow chucker"... not a teacher but a love of math all the same.
The difference between marketing approaches or even business management approaches and micro/macro economic studies are considerable. Again I approach the issue "like" a topology problem... snarky response though... I like it!
A straight question... if you and I where in business together do you think that I would do everything in my mathematical power, including consulting yourself, to maximize our earnings potential?
Our disagreement seems to be one of a decision... lower the cost or not. I do not think that cost is the problem. I think dropping the price is a band-aide to a deeper issue. I do not think that a price drop is sustainable, and could have detrimental effects in the long run. I think there are better roads to take to build products around what customers want, and not what someone wants to sell. I think sequels should add features and not delete them. So on and so forth.
I do not know the market pool. I have not the first clue as to what has skewed and what hasn't. I also posited above that price dumping a game like Skyrim may "in fact" not even be possible due to how contracts are structured. This is the data I would need to work the issue. No data, speculation land. Can't even make an informed guess.
It is the way it is because it is the way it is.
This is the sort of thinking that has led the developers to record losses in the past month, and a significant drop in overall sales. "Our model seems to work so let's keep using it". But it's *not* working if your sales are dropping, is it? Something clearly needs to be changed.
It lead to a drop in sales, not "necessarily" revenue. Reduce game development overhead, mitigate advertising cost, increase unit price. Bang, back in the cheddar. The most expensive car on the lot, is the most profitable (typically), and it sells the least number of units (typically).
I mean really, what came out in April? Name a couple games and we can discuss the merits of each one, and or any subsequent backlash they each had. Where talking new, so it of course, must be a new release.
Nope. You seem to forget that common sense isn't that common. We're in a weaker economy than we were last decade with more families in financial strains than ever before, yet the prices are higher than ever. This is obviously not a model that should work, and it won't continue to work. Or, if it does, we might get to bear witness to the next big crash.
Here's hoping the government won't bail out the video game industry too.
These are very valid observations.
The word of the day is Luxury.
This word was "art", but it has changed... even this follows a pattern.
Now, try as I might, I am reminded... daily that common sense isn't that common... and a lot of other things that you or I may take for granted are not common. We are the exception and not the rule.
Looks like inflation to me, direct inflation. That someone should have access to a particular form of entertainment at an affordable price is suspect. There are "plenty" of cheap games. Yet, it is the "speculative" games that are being discussed in the round about way. If products go into a recessive state and one is still at one with earnings power then one is making more money than ever before, in the face of reduced sales.
It's a staring contest. Best part is, software is akin to printing money. Unfortunately it tends to have the same effect as printing money.