Actually, the prices decreased over time.
Back in the nineties, Diablo II cost me the hefty sum of eighty-five dollars, plus tax. Why? Because the PC was still a rather niche market. SNES games also cost eighty-plus bucks, because of the virtual absence of competition. In both cases, developing games was just starting to be a little less exotic, so the tools used weren't quite as readily available as they are now.
Today, getting an Unreal license is pretty easy. All you have to do is work with UnrealEd to design your environment and write your own code to implement new game features. The number of competing developers also exploded, with the former SNES/Genesis duet replaced with the little symphony made up of all the current consoles, all the handhelds, mobile gaming platforms and so on.
Game development is now comparatively easy. The only thing that still justifies the sixty-plus price point is the budget that spawns most triple-A releases. Consider that System Shock 2 was developed for just over one million bucks, when some projects today can cost five mil or more. Skyrim comes to mind, for instance, in the case of exorbitant game development costs. Seeing as gaming and developing isn't constrained to bedroom programmers anymore and as team sizes have dramatically swollen, it makes sense for the overall product to remain somewhat expensive.
On the other hand, what's nearly disappeared is everything that's peripheral to a game's release. When's the last time you saw a game with actually serious box art? Anyone remember the nineties and their fixation on huge boxes that held up about 90% empty space? As digital delivery grows, the whole idea of delivering an *object* is starting to fade away. The only indie dev I know of that actually bothers with mailing you a copy of your ordered game (if you choose to) is Introversion.
In short, the devs and publishers trimmed the fat, the increased population in the scene lowered some of the costs, tools became more readily available, but the individual budgets and the scale of projects kept increasing. Hence why sixty bucks plus tax for AAA games. Also hence why indie devs can afford to sell you the product of a small team at thirty bucks or less.
Back in the nineties, Diablo II cost me the hefty sum of eighty-five dollars, plus tax. Why? Because the PC was still a rather niche market. SNES games also cost eighty-plus bucks, because of the virtual absence of competition. In both cases, developing games was just starting to be a little less exotic, so the tools used weren't quite as readily available as they are now.
Today, getting an Unreal license is pretty easy. All you have to do is work with UnrealEd to design your environment and write your own code to implement new game features. The number of competing developers also exploded, with the former SNES/Genesis duet replaced with the little symphony made up of all the current consoles, all the handhelds, mobile gaming platforms and so on.
Game development is now comparatively easy. The only thing that still justifies the sixty-plus price point is the budget that spawns most triple-A releases. Consider that System Shock 2 was developed for just over one million bucks, when some projects today can cost five mil or more. Skyrim comes to mind, for instance, in the case of exorbitant game development costs. Seeing as gaming and developing isn't constrained to bedroom programmers anymore and as team sizes have dramatically swollen, it makes sense for the overall product to remain somewhat expensive.
On the other hand, what's nearly disappeared is everything that's peripheral to a game's release. When's the last time you saw a game with actually serious box art? Anyone remember the nineties and their fixation on huge boxes that held up about 90% empty space? As digital delivery grows, the whole idea of delivering an *object* is starting to fade away. The only indie dev I know of that actually bothers with mailing you a copy of your ordered game (if you choose to) is Introversion.
In short, the devs and publishers trimmed the fat, the increased population in the scene lowered some of the costs, tools became more readily available, but the individual budgets and the scale of projects kept increasing. Hence why sixty bucks plus tax for AAA games. Also hence why indie devs can afford to sell you the product of a small team at thirty bucks or less.