Why nobody should be complaining about launch-day prices

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barbzilla

He who speaks words from mouth!
Dec 6, 2010
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Lilani said:
Fall and winter are coming, which inevitably means some big game releases are coming, which inevitably means some random people are going to once again start banging the "Oh my gawd, games cost so much why don't they understand most people can't afford $60 on a new game" drum. So I feel like getting this out in the open ahead of the game, so we know where we all stand when these landslides of shit and drivel start coming our way.

Yes, most games cost $60. We all know the breakdown: "That's 3 weeks of food!" "That's my cell phone bill!" "That's how much my power bill is!" And what poor people we are for $60 of disposable income to be hard to come by (to be used on a $200-$300 machine). However, I am not here to say that $60 isn't a lot of money, and nor am I here to argue the games are or aren't worth $60. What I am going to say is this: economically it makes perfect sense that games cost $60 on launch day. See, there's this thing called supply and demand--the higher the demand, the more something is going to cost.

You see this in every single other market that exists. When an item of clothing first hits the racks, it's going to cost an outrageous amount of money. You can see this base price by looking at the manufacturer tag. Your average shirt from a department store is going to be $30-$50, your average pair of jeans $40-$80, and your average coat $80-$200. But that's the base price--everybody knows if you buy a coat at the beginning of fall and winter it's going to cost way more than if you buy it at the beginning of spring. This is because the store knows lots of people are going to be buying coats in fall and winter, so they leave them at those manufacturer's prices and only start discounting later in the season when that initial sale spike has leveled off. Sure they can still get a profit with those discounted prices, but they know the kind of people who buy coats and such at full price are more interested in having the coat right then than getting a bargain. These seasons and drops in prices are very predictable, so a customer who is patient and watchful enough can get that $200 coat for $50 if they just time their purchase right.

So why is it always such a surprise when the same thing happens when games are first released? A big game gets released, and there's a huge spike in demand for it. Naturally the publisher is going to charge as much as possible to get as much as they can out of that initial spike of sales, made up of buyers who are more concerned about having the product immediately than getting a bargain. Then as time passes and that spike of sales from the initial release is over, they lower the price to reel in everybody else--the ones who wanted the game but wanted a lower price more, the ones who didn't really want the game but were willing to try it on a lower price, etc. Lowering the price facilitates long-term sales once they have bled dry the diehards.

I don't get angry or feel ripped-off whenever games get released for $60. It makes perfect sense to me, and I use it to my advantage. I just bought Mass Effect 3 last week for $40. This is mostly because I disagree with EA's business practices and didn't want to give them the full $60 for it, but still I paid the price most gamers around here tend to say they're comfortable paying for a game and all I had to do was wait. The way I see it, if you feel ripped off for having to pay $60 for a new game, then what you have isn't a problem with the games industry. You have a problem with the entire system of supply and demand, and your apparent inability to use this widely-known and widely-used system to your advantage. Like with every other time-sensitive purchase in life, you have to decide if you value having the product immediately, or paying a lower price for it.
Supply and demand doesn't explain why many games continue the $60 price tag well past the date that anybody has any real demand for them. I see the same copies of games sit on shelves for months and months on end, because the publishers put some arbitrary number on them that causes them lost sales. At the same time, do they lower the prices if they have too many copies of a game? I doubt it, so your supply and demand theory fails on yet another level.

60USD just seems to be the convention right now, as times change that number will wax and wane. Does this mean there is a greater supply or demand? No, it means that the publishers will have found some other arbitrary number representing how much money they assume the average person in said country will be willing to fork out for their game.

If they want to adopt a supply/demand style sourcing for their pricing I am all for it. It would mean we would pay for games relative to how popular they are (or are expected to be), rather than just some static number.
 

Frybird

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Jan 7, 2008
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For now, i'm just gonna leave this here, a very informative article about the "how" and "why" as well as the problems of game prices:

http://www.eurogamer.net/articles/2011-01-10-where-does-my-money-go-article

..as well as mentioning that while Gaming is a multi-million dollar business, the development of a AAA game does also cost millions, and as opposed to the film industry, wich gets multiple revenue streams per product (Theatrical Release, Retail Video, Rental Video and licensing for TV) and has a lot more potential customers.

It's a risky business, and while that doesn't excuse the game pricing structures, it should be kept in mind that, at least on the developers side, flops do hit HARD, even with the way it is now. I'm not saying that everyone should stop complaining about prices, but i am saying that there are worse problems than that in the game industry.

(...But since we are on the topic, everyone who does that, please stop with the "should be $30/$40/$1" arguments unless you know what you are talking about, wich, most likely, you don't)
 

Frybird

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barbzilla said:
It would mean we would pay for games relative to how popular they are (or are expected to be), rather than just some static number.
Wait...what?

This would basically mean that between AAA produced titles, the Top Tier Popular Franchises would cost $100, license adaptions maybe $50 and completely new IPs like $20, despite all of them having the same production costs....or the opposite, depending on how you look at it.

Either way, a very dystopian vision.
 

Loonyyy

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Jul 10, 2009
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The fact that the publishers can justify it has nothing to do with whether it annoys me. I'm annoyed with plenty of things people do which make sense.

Moreover, the amount of times that gamestores refused to follow the supply/demand model and lower prices with time was annoying. Thank god for steam. And thankyou EA for being backflipping bitches and offering similar sales on Origin.

But yeah, I'm totally going to whinge that games cost a shit-ton. Because while it may be justifiable, it's still annoying. Like when I abuse the zip-merge rule to get ahead in traffic. Justifiable? Yep. Legal? The definition of. Jackass behaviour? You betcha.
 

barbzilla

He who speaks words from mouth!
Dec 6, 2010
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Frybird said:
barbzilla said:
It would mean we would pay for games relative to how popular they are (or are expected to be), rather than just some static number.
Wait...what?

This would basically mean that between AAA produced titles, the Top Tier Popular Franchises would cost $100, license adaptions maybe $50 and completely new IPs like $20, despite all of them having the same production costs....or the opposite, depending on how you look at it.

Either way, a very dystopian vision.
Not really, it would leave big budget high profile games probably around 75USD. The rest of the games would be priced based on the estimated popularity at launch, then the prices would adjust based on the frequency of sales. In other words if a game launches like Diablo 3, it would be about 75USD, but by the time the first month passed (the point when sales dropped initially) you would see the price going down towards 60 USD, and then by the point 3 months after launch (the point when sales dropped dramatically) the price would go down to around 40 USD. This would also give companies incentive to re-release older games with high sales numbers.

As for production costs, lets be realistic, no game in the industry has the same production cost as another. There will always be variables. This would encourage the devs and publishers to really take a step back and stop spending friviously on every "AAA" title to come out. They would have to account for how well their game would continue selling, instead of just how well it does on initial sales, prompting them to give a poop about the actual gameplay/story/graphics/whatever. This would help to alleviate the hype machine, though I doubt it would kill it.

At the same time I am sure this isn't the best method either, but it is an improvement over paying 60 USD for every furball the game industry can cough up at us.