Void(null) said:
Pimppeter2 said:
My question:
When did it become okay to sell shitty games at full price?
Seriously, we don't have a set price for Cars, why do we have one for games?
As much as I hate Meta Critic, I am beginning to believe a game should not be allowed to be sold at a price disproportionate to its Meta Critic score, averaging out critic score and user rating.
Under 50: Below $10
51-60: Below $15
61-70: Below $20
71-80: Below $30
81-90: Below $40
91-100: $50 or above
This would prevent publishers from forcing games out the door buggy and unfinished or developers releasing complete shit, and at the very least of they did... it would be priced accordingly.
I have no problem with a game having a few bugs, some poor gameplay decisions or only a few hours of gameplay. I do have a problem with a game having all of the above and costing $60.
Ehhh...basing the price of games off of metacritics scores is a bit of a double-edged sword, however. You can have critical launch bugs patched within a few days that, in many cases, metacritics won't catch, since most review places don't re-review to see if critical errors or problems were or were not fixed.
Likewise, if you go into the MMORPG realm, metacritics never accurately sticks up with how those games evolve, and usually stick to how the game was at launch.
In many cases, metacritics can work, but using it beyond a yardstick for how a game stacks up is taking the system far beyond what it should ever handle. Nevermind certain abstracts with how they convert grade scores into a percentage and the like relatively arbitrarily. It's not the best source, nor how it should be judged.
To that end, however, I still fundamentally agree with the fact that games should be more appropriately priced for their quality, but then one has to argue: what is a game worth? Is it a quality of experience, or quantity? Or both? Should it be zeroed out to a movie ticket price, or ~$10 for ~2 hours? Or should it be more subjective?
If anything: publishers should be held more accountable for angry customers who aren't getting their money's worth, but it's hard to really quantify how that can be accomplished without it being exploitable by either party involved, and the like. Usually, as with a car not having a set price, the price comes down to workmanship and materials, but it's much harder to judge workmanship in a game before it's released or bought, because individual people can't see what's under the hood, so to speak, nevermind be expected to understand remotely what's under the hood (IE view the source code).
Long story short: It's a can of worms.