Higher Game Prices Explored
An Anonymous Reader writes: "Next Generation has a feature interviewing a dozen or so developers, publishers and analysts on the new $60 price for games. Generally, publishers are positive, developers are skeptical and analysts are mixed." From the article: "The next gen world is considerably more complex - and prices for titles that deliver on pushing this complexity will definitely reflect that. We couldn't deliver the type of consumer experiences we're delivering in Full Auto as an example, on an existing machine. Hardcore gamers probably remember that $59 retail price points are not that unusual. Going back to N64 and as far back as the 16-bit generation - there were cartridge based games, some with battery back up that routinely cost $59. Those price points were to cover the larger cost of goods - in the next gen world it's to afford better artificial intelligence and technology, which I believe delivers better value to the consumer."
They are the ones making most of the money.
:-\
There's a reason why I only buy a game or two a year... I can't afford to keep up.
I'm off to the used game store.
I wish my lawn was emo, so it would cut itself.
Back when they were still shoving games onto disks, and you had to uncompress everything to play (which could someitmes take 2 hours), I paid $70 for a copy of Wing Commander 2. Until the CD came out, and it looked like games were going to occupy even more disk space, many of us had resigned ourselves to paying $70 or more for games.
I haven't paid more than 20$ for a game in a long time. Games sales seem to burst and then dwindle forcing retailers to drop the prices rather quickly. Of course there are exceptions like WoW which I didnt get until 2 months ago when Circuit City had a sale. Plus systems have to have their million seller discounted games so people will buy their systems. People who cant afford or dont want to pay full price for games simply need to wait. This raise would only effect those who cant or dont want to wait.
...but I'll instead just turn to the used videogame store. Why? Because the mom and pop used videogame store is the same price as Funcoland, and I'm instead patronizing a local establishment. But here's the thing - Videogame companies don't make any money on my purchase. They've already made their profit from that particular sale. So, what happens to their sales if high prices drive a larger percentage of consumers to the used bins? With less first release sales, they won't make as much money... ...and then they'll either be smart, and drop the price back down (which will also make them look better, if everyone else is more expensive), or they'll do the sadly more likely, and raise the price again to "recoup lost profits"...
TRHOnline - Staggering Towards Brilliance
I already wait for games to hit the clearance bin before buying them. I think high prices for AAA titles will be a good thing for indie developers, who aren't throwing the kind of money at a game that it requires a $60 price to recover the investment.
We've already reached the point where the cost of art assets is a greater limiting factor than hardware capabilities when it comes to graphics. I believe procedural generation will step up to the challenge and rescue the industry. Procedural terrain, buildings, and plant life are basically solved problems. Wil Wright's Spore is making a credible attempt at procedural animals. Our eyes have such high standards when it comes to the human form that I doubt we'll ever have completely procedural humans, but a number of games now have just a handful of human character graphics and parameterize features such as jaw width, cheekbone height, obesity, etc. to create combinatorial variety with a minimum of artist man-hours.
The beautiful thing about procedural and parameterized art is that they can be open-sourced in a meaningful fashion. There's currently a lot of free/public-domain game art out there, but not much of it helps. The art requirements for games are too idiosyncratic. With parameterized/procedural art you can fit random art from the internet to your needs a lot more easily. Parameterized art is re-usable art, which means less duplication of effort within the community. The collective art output of the indie gaming community will then be able to create games of similar graphical quality and content depth as commercial AAA titles.
So yes, high game prices are a good thing.
For great justice.
I see no reason not to wait about a year after a game's released to buy it. The price has dropped, the patches are out, and the reviews have leveled enough for me to determine if it's worth buying.