Do Video Games Cost Too Much?
Valve's Gabe Newell gave the keynote address at this year's Design, Innovate, Communicate, Entertain (DICE) Summit about the cost of games, the effect of piracy, and how to reach new players. Valve undertook an experiment recently to test how price affected the sales of their popular survival-horror FPS, Left 4 Dead. They Reduced the price by 50% on Steam, which "resulted in a 3000% increase in sales of the game, posting overall sales that beat the title's original launch performance." They also tested various other price drops over the holidays, seeing spikes in sales that corresponded well to the size of the discount. This will undoubtedly add to the speculation that game prices have risen too high for the current economic climate. G4TV ran a live blog of Newell's presentation, providing a few more details.
Yes. That was easy. Next!
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Considering that a $200 million "film" can be obtained in DVD for USD$20 at most, I am sure that there is no way a Wii game should cost more than that... (currently 50 euro!)
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My psychological maximum for impulse buys for games would be about 20$. Keep games around that and I would have a hell of a lot more.
Well, that and wine compatibility but that is a whole 'nother story :)
Well, but he didn't mention the situation with Valve's store in Europe where prices are much higher for two months now as they used to be. And there's no answer at all from Valve even though there's a massive thread over at their forums and even sites are being created about this issue. Just take a look at http://steamunpowered.eu/ or http://www.steamrepowered.eu/
The points he makes in the Gamasutra summary sound remarkably clueful for the co-founder of a semi-major media firm. He seems to essentially "get it", that when selling content you're in a market, and if you're failing to sell as much as you'd want, the best solution is to figure out how you're failing to succeed in the market rather than whining about pirates.
Basically:
1. Price points are not given from God. There's a supply/demand curve, and if you price things higher, you'll get more profit per item but sell fewer items. What shape this curve takes, and where you ought to locate yourself on it, can vary on a lot of factors, and it's your job as a company selling things to research that, rather than decide "games cost $50/$60, and that's that". Maybe they should cost $20, maybe they should cost $100, maybe it varies based on the game and your goals.
2. There are a lot of people are willing to spend money. Some people will always get your stuff off Bittorrent purely due to the price (because it's free there, and you want money). But this is, contrary to what many media firms think, not the only or main problem. There are a lot of people who are willing to spend money on a lot of things. You'd do best to ask yourself if your company is doing something wrong that's keeping even people who would be willing to give you money from doing so (e.g. region-locked DVDs making it impossible for them to buy a legit copy).
3. Along the lines of #2, DRM can be counter-productive, by making the legit copy seem like a bigger hassle than the cracked copy off Bittorrent. People who are willing to give you money for something they like may not be willing to give you money if you come off seeming like you hate your customers.
Of course, #3 is slightly strange since Valve does in fact use DRM on Steam to authenticate your account to a particular machine. I suppose in their defense it's not nearly as draconian as much DRM, so they at least seem to be making efforts not to piss off their customers. And the existence of Steam in the first place, several years before any other major companies did anything similar, seems to indicate a certain understanding of, "if you make it easy for people to buy your things, they might do so".
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Back in the day when I had an Atari 800, games were typically GBP35 with the odd extreme one being GBP80 (Some SSI or Avalon Hill game, War in Russia I think?).
My monthly pay at the time was GBP120 so that was basically a weeks money per game.
Bearing in mind how much more effort goes into a modern game, it's amazing prices have effectively dropped. That said, I had more fun then with those old 8K games except the very occassional title that really grabs me now like Bioshock.
I want a list of atrocities done in your name - Recoil
If Sony & Microsoft didn't try to make money by selling their consoles at a loss and making the money on games sales then this proof would never have been nessessary. If you sell a PC game then it's generally priced in line with the console release, which is inflated by the console markup. Rather than blame themselves for pricing games out of peoples spending brackets, both are trying to blame the second hand market for reducing sales and work out ways to kill it. Pro Evolution Soccer on the PS3 is the start of the slope. If you buy a second hand copy you can't play it online if it has been used online before. It won't be long before disks brought in shops only count as a "non-transfereable licence to play" rather than ownership of the game and it'll still be at the current prices.
I did this in Economics long ago. Have a look at http://en.wikipedia.org/wiki/Income_elasticity_of_demand.
I think, it means that when stuff costs less more (or less) people buy it differently. It works differently for different stuff. Fuel, for instance probably is not very elastic because it is not a discretionary purchase - you have to get it. I think some really expensive stuff might actually sell more because it is expensive - caviar anyone?
A game is a highly discretionary purchase and so it will be very elastic. Proper capitalism should mean that you try and maximise your profit by lowering the price and increasing sales. Obviously, you can only cut the price so far because you need to make some profit per unit but the theory is sound and fairly obvious to me.
The idiots in charge in the industry seem to see the whole thing differently. Obviously MBA/parasite economics is not the same as real economics.
I'll see your Constitution and raise you a Queen.
I wouldn't draw a hard and fast line on how much games should cost. If every PC game was $25 new, I still wouldn't buy every game I was interested in on release day.
I bought L4D this past weekend because it was a steal. Great game (all my friends have been raving about it), and I thought I would like it (it reminded me of counters strike a little bit). Would I buy Mirror's Edge for $25? Probably not. Crysis? Maybe once it hit $15-20, but that'll be much faster than starting at $50
A lot of people say that this price increase is due to inflation etc. and that the prices we all remember are impossible today.
I can only think of the games that come out for Spectrum - 1980's, £10 for a "full-price" game, 99p for a budget game (rising to £1.99 and then £2.99 before the end of the 80's). Let's ignore the high-end stuff for a while, because people buy stuff just because it's full price and just came out - they are the people who are stupid.
Even taking into account inflation, etc. that is a hell of a markup. And these people formed teams like Codemasters etc. (Two brothers started out programming Spectrum and C64 games under the name Codemasters and soon built a company out of it before the Speccy era had ended.) so it's not like they didn't profit from it.
Now, let's look at the Wii... not the newest console but a good seller. The cheapest "new" (not used) game I can find in an average shop is £10 and it's an unpopular title. The average "budget" game (i.e. a popular game that has had it's run and needs to sell more units) is around £20-30. The "good" games can cost up to £60, not including other hardware bundled with them, and stay at that price for YEARS.
The 99p - £1.99 - £2.99 was a fast expansion of price - 300% inflation within 10 years. But since then, we've seen nearly 1000% inflation in 20 years (£2.99 in 1989 -> £20-30 in 2009), just for budget titles. That's exponential growth. Real inflation in developed countries hangs way under the 5% a year mark, so even with the best maths in the world (you can't really necessarily just "add up" the year-on-year inflation for the last ten years), it's not anywhere near 300% and certainly not 1000% inflation over 10 or 20 years.
Prices will be set to whatever people will pay. Unfortunately, people are stupid and a lot of parents spend this ridiculous sort of money because they think they have to. But for, say, half a dozen new (but been out for a while) games to cost a week's wages for the average person, that's just stupid.
However, the prices of the hardware are relatively static. The Spectrum cost £100-200 when it came out, the same price bracket as the Wii. The hardware has inflated a little but not anywhere near as much. Considering that is bound by real-world economics like availability of parts, bulk-orders, raw material prices, I expect it to model inflation quite well and it does. But the software seem to be nothing but pure profiteering - probably based mostly on the fact that once you've bought the hardware, you "have to" buy games for it.
Steam's sales are great. I haven't bought myself anything on Steam in years (I bought my brother a birthday present of Half-Life 2 when it first came out, and nothing before that at all) but I went on there the other month and ended up getting about 12 games for about £25. That's perfect for me, and they were all games I wanted, all big names, two Half-life 2 episodes, the entire GTA and UFO series, (but not GTA4) etc. I could easily have bought another 12 games for around the same price. But when I look at the "normal" prices of some of that stuff, I shriek in horror. £30-50 for a game? Come on, that's *4* DVD's even at "brand-new" pricing, and there's no way that a Rainbox Six game costs as much to make, even taking into account the difference in the amount of final sales, as four Hollywood movies. £50 is a LOT of money. That was once-a-year birthday-treat kind of money back when I was a kid and I could make that run to games, films, books, magazines, etc. for ages. Now that's the price of one game (which isn't guaranteed to be a blockbuster). Inflation hasn't grown that fast.
The scales aren't right - software is far too expensive, especially for the effort that goes into updating and supporting most of it. Multiplayer games are left to die after a few years, patches dry up a matter of months after the initial release, support is non-existent fo
It's really a question on who you ask.
If you ask the gamers: Yes, way too much! I better pirate it.
If you ask the studios: How much can we squeeze the most out of the costumer? Can we put into legislation, that games cost 100$ and every one has to buy one at least once a month? Can we also put an additional tax on everyone, because everyone is pirating anyway?
If you ask some folks how don't feel gaming is of mush value, and do it only as passion: They cost enough to keep me away from buying them. And cool, I have a lot of time I can use for something useful.
Because every game is a monopolistic product by it's definition, you really can't compare it like for instance cheese. It's also not utterly required for survival. At this point it is only a question on priority. Probably the software houses can increase this priority (demand) of third group costumers and increase the legal purchase of the first group by producing better quality games and/or lowering the price.
Close to all games i have bought over the last 5 years or so have been out of bargain bins.
With shops having a no return policy, for fear of those pesky pirates buying a game, make a copy and then return it, comboed with the average price, its just not worth it.
Thing is that no matter how many review one read, view or similar, the only real way to tell if one like a game or not is by spending a day or more playing it. And if the prices are like they are, one cant really afford to buy, play and then shelf the ones one do not like.
comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
I would usually balk at paying more than $30 or so, I would only pay $50 if the game had rave reviews or I was really happy with previous releases from that company. Under Ex Prez George Bush's "New World Economy" where everyone is paid minimum wage, I will consider paying $20, but only if the game is an absolute MUST HAVE. If not, maybe $10, and it better NOT have any crappy copy protection like SPORE did. I have a Linux box, I can program my own games. They will not have glitzy graphics like the gaming house ones, but they are just as much fun. I am working on upgrading a version of ROGUE that I found on Source Forge, just as entertaining as things like EverQuest but you don't need a $6000 graphics card to play it.
I bought Dawn of War 2 yesterday for £24.99 which personally I don't mind paying for a game.
But then I got home and tried to install it and it requires you install Steam and Games for Windows Live and activate the game via Steam. I tried to activate it and was told I can't because it's not for sale in my country- presumably because although some shops are selling it THQ decided the actual release date was today.
So yeah, that changed my mind, £24.99 is fine for a game I can play when I want and whatever system I want but it's far too overpriced for a game I can only play when they decide I'm allowed to play it whilst also having to give away a bunch of personal details to Valve for Steam and Microsoft for Windows Live.
The box at least said an internet connection and registration was required to play but it still said nothing about having to give away details to register to Valve AND Microsoft and it certainly said nothing about them being able to choose when I can and can't play the game.
It's been said here many a time that pirates provide a copy of a game cheaper (free) and that you can play without restriction when you want and where you want. If companies want to increase sales then perhaps they need to accept that they have to beat pirates on at least one of these levels, by either matching them on price (not gonna happen) or by beating them on product quality. Whilst they continue to do neither they wont get anywhere.
As for me and DoW2? I file a complaint with UK trading standards and will be returning the game tommorrow and they can damn well take it back even if it is opened because as far as I'm concerned if I don't have the guarantee of being able to play it when I want and have to hand over personal details to two third party companies to be able to play then it's faulty or simply misadvertised. Just as I got burnt with Spore's DRM I've now been burnt with Dawn of War II's. You see when I was young I used to pirate games because I couldn't afford to buy them, now I make plenty enough to buy these games I do so, just as I *gasp* bought a copy of Windows for my most recently built PC. I also bought music from iTunes only to find the only music on my iPod that would play on the game Lips on the 360 for my girlfriend was downloaded MP3s and none of my legally purchased music would work. Some may think it's not a big deal having to wait a day to activate but my concern is that they can revoke my access just as easily as they've prevented my access to a game I've legitimately bought.
What they need is a change of attitude and price is only part of that, I wont buy brand new XBox 360 games at £39.99 but at around £29.99 I don't mind because at least the restrictions are pretty obvious when you buy the game and console. It's not ideal that there restrictions exist but it's light years ahead of the unadvertised 5 install limit with Spore on release and the "Valve gets to choose when you can and can't play" with Dawn of War 2. So whilst I'll buy 360 games, I wont buy music, I wont buy PC games, not even if they were £9.99 anymore it's not just worth the hassle.
So yeah, even Valve with their "Hey look at us guys! we think DRM is silly, we love piracy and think it helps! hell we even do great discounts sometimes!" are still the scum of the Earth and as bad as EA when it comes to draconian DRM in that they prevented me playing a game made by the company THQ and bought from the company GAME and could just as well prevent me again any time they wish.
I remember being SHOCKED at the prices of games on Steam. They sold, and still sell, at the exact same price as games at MSRP, which as we all know is more than most stores, let alone online retailers. Yet, apart from the expense of running steam's servers/bandwidth, it looks very much like Gabe Newell just eats up what would have been the costs of distribution, media and the retailers approx 30% cut on top!
Why is this not coming back to us, at least in part? When we were told that one of the advantages of online distribution was a reduction in costs, were we expected to celebrate a rise in profits for industry players? I think we all rather expected online distribution to make games cheaper! Hell, Bioshock RAISED the price of games when it was released on Steam.
When you combine this with the fact that Steam has cut users off from their games who have LEGALLY saved on the price by buying from a different country, and you've got one of the biggest contributors to the high cost of games preaching about how games should be cheaper. To quote the movie Airplane: What an asshole!
Generally, you are correct. There was one time for me where this did not hold true. I guess with the fluctuation of the American Dollar, Nintendo is scaling back on their sales of software in the U.S. I was going to pre-order Wii Fit but just as you, I didn't imagine how quickly the game would sell out and for how long. It ended up being a full year before I was able to pick-up the game on the shelves. Every once in a while it would appear on Amazon or Wal-mart.com but there were others with their eyes out and always swiping it up before me. I guess that now when there's a game that I *REALLY want, I may just end up pre-ordering it because there's no telling whether or not the company releasing it will create an artificial shortage as we have all seen Nintendo do.
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The last six games I have bought are still in the original packaging unopened. Over the years I have spent a small fortune on games, that after purchase turned out to be complete piles of steaming dog crap. I refuse to buy a game now unless I have downloaded it and played it for at least a few hours and enjoyed it. I downloaded Age of Empires and the x-pac for it a few years ago. Played it and thoroughly enjoyed it. Took me two weeks to find the hard copies of the two and buy them, but I did. If the games had a cheaper price point or a return policy, I would buy more of them. Until that happens, it is download, test and then make a decision.
Well, after you pay your $60, you can play indefinitely. If you ever stop paying $180 a year, you can't play World of Warcraft anymore, even if you've already paid $40 or $60 for the boxed software AND poured hundreds or thousands of dollars into monthly fees.
Many games are good for way more than a month as well, especially if you spend a healthy amount of time on games instead of making them your life. Games like Fallout 1 & 2 (even 3 to some extent), Baldur's Gate 1 & 2, GTA 3 & 4, the Total War series, and so on, have each individually entertained me for many months. And that's not even getting into multiplayer games like Team Fortress 2, Company of Heroes, or Civilization 4, games which you can play for as long and as often as you like, without feeling bored or that you've already "beat it." It's like owning a chessboard, or a deck of cards for poker. Chess and poker never get boring.
Would you rather own 3 new games for the rest of your life, or play World of Warcraft for a year?
Choose wisely.
I remember when $44.95 was really expensive for a game.
Now, console games cost $60.
I just wonder, why would the same game cost $10 more on consoles than PC? probably because PC gamers won't pay $60 for a regular edition.
That said, Steam really is great for me. They have sales all the time. When they lower the prices, people buy.
I prefer digital distribution now. Going to the store is bothersome. Having a box and DVD to worry about is too much hassle.
They're using their grammar skills there.
Considering there's no physical distribution or packaging involved I would expect Steam's prices to be 20% cheaper than a retail store but they are not,and in fact they are the same price. As with you, if I factor in the exchange rate I pay more, but strangely, Steam doesn't ding me with tax.
I buy a lot of console games used at a considerable discount (if you're willing to wait for the latest and greatest to age a little you can get a huge discount this way). The thing that REALLY worries me is the move towards online distribution, which would destroy the secondary (used) market. I'm just fine with new games costing $60, as long as I can buy it used a year later for $20-$30. I would much rather have it that way than a download system where a new game costs $50, and a year later it still costs $50 because you can't buy it used.
SJW: Someone who has run out of real oppression, and has to fake it.
Charge a lot at first for the fan boys then less for the masses. This sets the price at the market-clearing equilibrium for both the fan-boy market, which is in-elastic, and the general market which is highly elastic.
Another way to do this would be to offer the standard edition for $20 and to offer a "collectors edition" at $60 which has some little thing in it that lets you prove to everyone in-game that you paid for the sucker's edition.
yup. the cost of video games is why i quit buying them. and no, i haven't resorted to alternate means of acquisition, either. i just quit buying new ones, content on playing the couple dozen or so that are on my gaming pc.
not buying any new games has also saved the money that would've otherwise had to gone into hardware upgrades to even play the new ones in the first place.
$20-30 for a game is much more agreeable to my checkbook than the $50-60 or more some games cost these days.
and then you have series like the sims, which gets you both coming and going. $50 for the game, $20+ for each addon pack. by the time you pick up the entire "set" for the kids, you're looking at a couple hundred bucks or more.
There are many game that quite frankly, are not worth the $50 or $60 price that they cost at launch.
However, even if you consider games that fall only in the center of the bell curve for quality, a typical video game will provide about 15 to 20 hours of entertainment value. (Yes, I know some like Portal are just short, and others like Civilization will consume months, I said typical).
How many forms of entertainment can provide you with 15 hours of entertainment? On a per hour basis, a $60 game is costing you $4 per hour, and multi-player games even less. A movie costs about $10 per person. That is at worst competitive with movies, and the Sims series goes well beyond 15 hours for those that like it enough to pay for any expansions.
You need to look at more than just the initial price of the game. You need to consider how much you are actually getting out of it.
END COMMUNICATION
Piracy on the whole would be expected to affect each player in the industry equally. If you're doing worse than your competitors, it's *not* because of the pirates.
DRM schemes in the last several years have turned games into rentals (3 uses then beg us for more!). Dropping the price like this is what's needed to justify these games anymore.
When VCRs first came out, buying a movie on videotape cost what? $50? $60? It took Hollywood years to learn that they made a lot more money selling a very large number of movies at $20 apiece than they made selling a small number of movies at $50 each. One has to wonder why it's taking the game industry so long to learn the same lesson.
Exactly. Because some great games become really scarce very fast and are not, and will not be, reedited. The first one that comes to my mind is We Love Katamari on PS2. Only 50 000 ones were produced for France. It was also the same for Rez. Both are great games but were not intended to be best sellers.
Of course, for a Call of Duty, or whatever big budgeted game where the online multiplayer part is not important, it's not an urgent buy. Yes, online multiplayer games are an issue, because after the launch, you cannot easily get people to play with you in most of these.
Stupidity is the root of all evil.
ALL of these developers could easily sell more if they lowered their prices.
We've been saying it for years and finally someone has the balls to try it.
The Result: PROFIT.
Will anyone learn from this? No.
You don't pay for the beer, you pay for the fact that you think you stand any chance picking up any girls in that bar. Surely hope, no matter how misplaced is worth three quid?
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Obviously there is a huge potential for for Valve to cut costs and maintain the same level of profits by selling direct to the customer, and they would probably *love* to do just that. The problem is that retailers tend to get pissed off when they are getting undercut by the wholesaler.
Think about it: you pay valve $32 for a copy of L4D, and you turn around and mark it up to $50. A month later valve turns around and sells that game --directly to the consumer-- for $25. Hell, that's $7 less than what you paid! You'd be a tad pissed, right?
I imagine that valve is walking a bit of a tightrope here. Pricing L4D at $25 wasn't so much a gamble in terms of whether it would boost sales (thats obvious), but of how retailers would react. It may be a test of whether valve can just write off retail altogether and go it alone with digital distribution.
While I agree that Steam is pretty good as a community of gamers... It is still DRM.
What if all the game companies decided to make their own "steam" like DRM networks? Would we have to run 50 of them on our pcs? 50 gaming IM programs etc...
Steam's doing well because Steam has become a standard delivery for other companies games as well but how long will that last when EA gets their greed on :P
ALSO:
Something i've been thinking about a lot lately is classic gaming. What happens when Steam no longer exists? Will gamers looking for a nostalgic game of Team Fortress 2 in the year 2025, find that they cant play Team Fortress 2 online because Steam doesnt exist?
The same goes with DLC on xbox or Playstation Network. For example Street Fighter IV just came out, and there will be plenty of DLC which includes new art, and game updates. In the year 2025, how can you go back and play Street Fighter IV on your 360 if the updates and DLC isnt available anymore because it was stored on a gaming network service that no longer exists?
A lot of older games do have patches, but are they still easy to find today? A downloadable patch is certainly different from an update that gets pushed through Xbox Live. For one, we the gamer have no ability to DL the update and store on a dvd, for install at a later date. At least with old video game patches, we could have possibly stored a back up somewhere.
I'm starting to see gaming become a "now" thing, rather than a "forever thing" like games used to be.
Thanks emulation, roms, old pc games, old hardware etc... we can still play yesterdays games, but will we be able to play todays games tomorrow?
Think all of this "pushed updates and DLC" from DRM networks like steam and xbox live will kill the classic gaming phenomena. Its a shame because I can still play Street Fighter 2, just as it was in 1994 but I dont think I will be able to with Street Fighter IV. (Although there is a PC version coming so SF4 is a bad example. Phew)
Piracy on the whole
I believe the term for that is "butt piracy".
Random Thoughts From A Diseased Mind (Not For Dummies)
Let's also not forget inflation. Let's compare today's games to the games of the 80s and 90s.
A top-priced game costs $60 today. But then consider the budget that goes into making the massive 3D graphics, including modern rendering and lighting techniques, R+D, possible budget for voice actors (and unlike the 90s, they can't just rely on local talent, some of these games require big names), etc. All that budget is being used on games that cost $60, surely, but adjusting for inflation, a game that costs $60 in 2009 would equal half-price in 1989.
Let's stick with 1989. Back then, new games for the NES typically went for $50. Then, consider that proportionally, game budgets were much, much smaller - even when you adjust for inflation - and then affix 2009 inflation to 1989 prices; that $50 game cost about $85 when adjusted (calculated here: http://data.bls.gov/cgi-bin/cpicalc.pl).
Plus, once you get into subjective arguments, you can argue that the quality of games today has gone way, way up; yes, there's a lot of crap out there, and like some of you, I haven't fully evolved from my 80s self and aren't very good at 3D action/platformer games, or FPS titles. Taken on the whole, the average game today is much, much better than the average game of the 80s was; the crap is still crap, but the ratio is much better today than back then.
It can be argued that the American per capita income hasn't adjusted properly with inflation - that's an argument to itself - but I think that the main point stands: we're getting more games today than twenty years ago, we're getting better games, we're getting them comparatively cheaper than we did in the 80s, and companies are making less money than they did in the long run (on average).
Let's stop dilly-dallying and just change "-1: Overrated" to "-1: Disagree" or "-1: Doesn't Subscribe to Groupthink".
It's common for people to mistake "ironically" with "coincidentally".
Which makes sense, I suppose. Coincidence and irony often walk hand in hand.
Although paying for Xbox Live sucks, the advantage of the centralized servers is that as long as MS keeps it running, the games are still playable.
You realize that is the primary advantage of paying for a premium service. The very first game available on XBL is still playable and there are no "sunset clauses" that say they can take down the servers with notice.
If you're going to play the dev cost inflation card, you also have to look at market saturation and the prevalence of engine licensing. You will find a much higher percentage growth in the number of households that have one or more gaming consoles/PCs today than twenty years ago on the NES.
I've learned to buy Konami games as soon as the first price drop, because they always seem to manufacture too few copies to meet eventual demand and fail to reissue even their highest rated games.
(I have both We Love Katamari and Rez.)
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
If you were to graph the price on the X axis and the profits on the Y axis, it creates an inverted parabola. If you charge too little, you get a lot of sales but you earn less money. If you charge too much, you lose so many sales that you eventually lose out on profit. What TFA is saying is that games have overshot the peak of the parabola, and he's hinting that it's by something like 3x.
This completely agrees with what I think is happening. In my experience, there are only a few games I'd be willing to pay $50 for, maybe a dozen in the past 3 years. With my siblings, they'll buy maybe one in that time period. With my parents, they're old fashioned and wouldn't pay that for any game. If you were to lower that to $20, it would at least quadruple my buying, my siblings would at least reach the level I was at, and my parents would be willing to buy a few a year if they were able to try them out first.
There would also be the side effect of reducing the used game market to nearly nothing. The reason that the used game market exists is because the games are too expensive in the first place. The trade in value for a used game would go down so far that if there's even the remote possibility of playing the game again, I'd keep it around. I'd use it as a gift before trading it in. Whereas right now, I'll trade in a game if I don't believe there's replay value.