Khellendros, on 20 October 2018 - 06:01 PM, said:
Maark Abbott, on 18 October 2018 - 05:46 AM, said:
Games aren't worth the price they cost new now anyway, so it would take something very special indeed for me to consider a day one release. £50 is almost my entire monthly leisure spend in one go. Add to that the fact that demos are no longer a thing so I can't test a game out first before putting money on it...
The only exception to this rule seems to be open betas, but I've only seen those for fighting games made by Arc System Works so far.
Arguably, games are too cheap (by which I mean, the AAA games which cost £40-£50 on release). Game prices have remained static for decades despite the rising costs of game development over the same period. These games would now have to shift millions of copies before they become profitable (and is, in part, why indie development of smaller games, episodic games, smaller DLCs, microtransactions in games, and 'games as a service' has appeared in the last decade or so). £70 on release for a AAA game is a fair price in relation to development costs (I'm not, of course, saying anything about ultimate quality), but the public have strongly resisted overt price rises. So, instead, other systems appeared through which costs could be recouped over time.
Except, most of that isn't true.
Major AAA titles are making a tidy profit off their $60USD base prices (but let's be honest, how many games are only $60? Deluxe Edition, Ultimate Edition, Season Pass...) and last I checked, the Activision, EA, Ubisoft trifecta had enough money left over to buy and then close multiple studios over the last decade. If games weren't making bank off their base price, I guarantee you they would not still be making games. As for "rising costs" - sure, but those "rising costs" aren't employees! Wages in game development, after an initial surge, are as stagnant as everyone else's. Never mind the ongoing "crunch time" unpaid overtime bullshit expected in the industry.
The rising costs are in marketing budgets, online servers for those apparently money-making "games as a service" (seems a bit odd that they'd spend more money if the base game was not selling well enough..hmmm), the ever-present push to have the prettiest game around (despite some games with less advanced graphics being some of the most successful!). Distribution costs are, in fact, down now that digital has taken over. So pretty much all the rising "costs" are self-inflicted. And they're being taken on board deliberately to increase profits. I'd suggest that no AAA title (and I'm talking big launches here - not ones that got a massively overblown budget for a small/unknown IP that then flopped, because that's on the business) in the last decade *needed* anything more than hard sales to make bank. The DLC, season pass, microtransactions, and loot boxes were all pure profit from there.
DLC was originally just a word for expansion packs that were distributed online. Then it came to mean "smaller than an expansion pack" content. Then it became "any online content that isn't a microtransaction". The meaning of the word has changed based on the rest of the industry, and originally it was fairly benign. Now it just means "how much can we charge relative to the work involved for this if we package it, instead of selling it as a microtransaction".
Frankly the industry has shot itself in the foot, by being a bunch of greedy, money-grubbing assholes who have no concept of what they are actually selling. The rise and rise of giants like EA, Activision-Blizzard, and Ubisoft has put the industry into its own "too big to fail" timebomb. Because they want more money. Because they want more money with no extra effort required. That's why the quality of story writing, the quality of world building, the quality of map design, has all gone down. It costs "too much" to do that properly these days. It's far more cost-effective to throw extra bucks at the texture artists, and then drop a map full of disjointed copy+paste side quests around the place. And by "too much" I mean more than the absolute minimum they can spend.
As for consumers resisting the rise of a base game price? Not only have I basically never heard of a company asking us or really trying - the exception being COD, which constantly sells for $10+ more than any other game around that I've seen, almost never goes on sale, and retains its base price for years beyond its shelf life. Doesn't seem to affect their sales. But not only that, the cost of distributing games has gone down so much thanks to Steam, GOG, etc, that there's a compelling argument that base prices should've gone the other way! (Seeing as printing and distributing actual physical media costs a fuckload more than asking Steam to host a digital copy.)
But really, the primary reason why game prices shouldn't have gone up is economics. 1) the wages of your average employee has barely moved for the last two decades...so how can you ask them to pay more? 2) games are now selling ten times as many copies as they used to - so unless demand outstrips supply, wherefore the price increase? 3) profits are soaring anyway.
So I don't buy that games are too cheap. At all. I think the publishers would very much like you to believe that. But last I checked, none of their executives were struggling to pay rent.