MartialArc said:
Katana314 said:
I certainly think much worse of a game pirater than I do of a used-game buyer. I'm mostly fine with the latter. But eventually, I really do hope for them to realize the impact they make; because as mean as it sounds, their effects are just the same as piracy.
I'd like to stop the car argument here because I don't see it as so comparable; for every single individual car that goes out the factory doors, there is a large cost associated AS WELL as the research and redesign costs. Plus, that car company is not maintaining the roads for you.
So a possibly more comparable concept is candy. Let's say a nice, 6-hour singleplayer game were like a delicious candy bar, except it costs $50. You pay the $50, chomp it down, and it's very satisfying. For you, though, that candy bar is now useless; in a singleplayer game there's not much point to going through it all again.
Now what if you could take that "expired" candy wrapper, and hand it off to someone else for $45? They too would get the gooey, creamy center, and all the enjoyment of an unopened candy bar, but for a lesser price, and only one person has paid the price of the candy.
The problem here is that the only real cost associated with games is the design and production cost; making one more box, disc, and manual, is pretty much incomparable to all the work and possible debt they went into making it. The end morality is clear: This disc is a token to enjoy our game. If you like our game and play through it, we deserve to have YOUR money.
A candy bar is consumed once. A game can be used over and over and over. A car can be used over and over, but is certainly more consumable than a game. And like I said, designing a car is assuredly more expensive than designing a game. AND THEN they have to pay per unit. It is much harder to start producing a car and make money than games. This is why you don't see many indy car companies.
The game manufacturer isn't maintaining the internet, or the console, so why are roads even mentioned here?
The fact that the fixed costs are basically all the costs involved with marketing a game is kind of the point. Since they can make unlimited copies for next to nothing, it is much easier for them to recoup.
Product A costs $40 to produce, and sells for $50. Fixed costs for the company equal $50 million.
Product B costs $1 to produce, and sells for $50. Fixed costs for the company equal $50 million.
Who do you think is gonna have an easier time making their money back?
I was referring to a singleplayer cinematic game, so in that case I was assuming a game cannot, or has no point in being consumed over and over.
As for maintenance, there ARE maintenance costs. The game's servers must be up at all times, especially if there is some kind of DRM. Multiplayer must work, and it must undergo maintenance if you need to scale it up. You must provide timely updates in the event of bugs. You have to provide support in case of someone who can't run the game.
I think your overarching assumption is that it is incredibly easy to make money creating games. I don't know if you realize, but a lot of games and game companies simply
crash and burn. Not enough people buy their games, and they go under. If someone wanted to just make a bankload of money, I don't think the automatic assumption is "Make games! They're cheap to design, and sell for a lot!" That is simply NOT the case. It's a budding industry, but the majority of people here are doing it because they enjoy it as opposed to any other job. There are definitely the ruling successes like GTA4 and Call of Duty, but remember: They are a tiny minority in the field of games.