Next-gen games may cost $70. It’s overdue, but also worrisome
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Atari 2600 (1980, ~$25) - ~$77.79
NES (1986, $29.99-$49.99) - $70.16-$116.94
SNES (1991, $49.99-$59.99) - $94.11-$112.93
N64 (1996, $49.99) - $81.69
PS2 (2000, $49.99) - $74.43
Xbox 360 (2005, $59.99) - $78.76
So if anything, big-budget games have never been cheaper than they are now despite newer games requiring huge development budgets compared to classic titles. And there are way more "indie" games being released now in the $5-$30 range than ever before, many of astounding quality.
But even more importantly, the AAA game industry is moving away from charging a fixed price for big-budget games anyway. They would rather give you the game for free and get you into their ecosystem to buy season passes and cosmetic items. It's more profitable for them in the long term.
In a world of Humble Bundles and free-to-play games, no one has time to play even a tiny fraction of what is being released. There has never been more entertainment available for essentially no cost. The world has a lot of problems, but the high price of video games is not one of them.
This is because of the anchoring principle. We get used to a number and everything becomes relative (anchored) around that number. https://en.wikipedia.org/wiki/Anchoring_(cognitive_bias)
> Adjusted for inflation, a $60 “Call of Duty” title in 2005 would be about $78 today, according to the U.S. Bureau of Labor Statistics inflation calculator.
I can't remember a game lately that anyone paid for /once/ and got as many hours of enjoyment out of as Super Mario, Sonic, Half Life etc. CoD MW2 vs Half Life 2? There's an order of magnitude difference if not 2. Also the price nowadays is the price of the first 3 chapters and you have to pay plenty more to get the full game, that's still kinda short. Then the fifa/2k games, that's an anuual subscription and not the price of a game so that comparison from yesteryear sucks. They really aren't better games this year to last and haven't been for a decade or more.
Pricing alone is only a part of this story. There's more to it that cannot be ignored if you want to make meaningful comparisons over time.
Taking pricing alone we would still expect the price to come down over time as the marginal cost of production of an extra unit of a game is approaching $zero and the market is vastly bigger now than 20 years ago. So maybe total revenue is a better thing to compare in 2020 dollars?
The good news is that if you stay a generation or two behind you get the good stuff, the hype bubble surrounding titles has dissapaited and it's a lot cheaper. The water-cooler aspect might be impaired for you but ymmv.
AAA games are more like AAA movies. But just like film, I find myself enjoying good TV more, which explains why I play smaller more procedural (ha, play on words) games.
Well I doubt that. From a business perspective pricing is what you can get so you're saying OP is using the wrong model.
But using the "what the market will bear model" you would need to use a rate of inflation that reflects nominal growth in dispospal income of the customer segment with the lowest disposable income. Then go a little further becuase the size of that demographic may have changed and changed shape. Estimate the demand curve, the elasticity of demand then maximise revenue in the short term
Alienate your biggest customer base at your peril, as always. Short term revenue maximization is not necessarily long-term revenue maximization and is frequently at odds with such.
So yes the original naieve application of cpi to retail price leaves something to be desired.
Of course the real question is whether or not you'll have to pay-to-play alongside your initial $70 investment. I'd rather pay more initially to have this trend disappear (which is unlikely).
I'd be interested to hear from people with more knowledge of the industry. As someone who only returned to video games "recently" (in the last 2 years) I've been astonished at the quality now on offer, but also shocked at the revenues of some of the companies are making, in particular revenue related to in-game purchasing (if I remember correctly, Activision are making ~1.8B revenue per quarter for example, the majority of which is from susbscriptions[1]).
[1] https://investor.activision.com/news-releases/news-release-d...
They could charge $100 for a AAA game that doesn't have in-app purchases and I would pay it - if its something I think I'd enjoy a lot.
However as a cynical gamer, I see companies bumping the price up to $70 and changing nothing about their practices. So we'll now pay $70, and still get unsavory (and predatory) behavior such as lootboxes, day 1 DLC, etc.
This increase is just another argument to join the /r/PatientGamers and /r/GameDeals clubs and pick up games for a pittance years after release. I do this for most of my games aside from some multiplayer ones.
The only thing that's weird is that there is a standard price to begin with.
Just wait for the next sale, or until the game gets discounted after a few months, whatever comes first. Eventually the price will adjust itself to what the customers think the game is worth (of course that price will never be above the standard price, so from the seller perspective it makes sense to set a high initial price).
But that might change later this year: I suspect I might be buying Cyberpunk 2077 at full price within a couple weeks of launch if it gets good reviews.
When games are discounted at least 25% within 3 months of release and 50% after 6 months isn't that uncommon, I wonder how launch day sales will be impacted by this change vs longer term sales.
Maybe they've done their sums and realized that the medium term sales would be boosted by this change more than launch day sales.
Google tells me inflation since then has been around 35% - is this really news? I feel like price memory trips people up, it would be nice to report a stable figure that doesn't become obsolete in a decade
Call of Duty 2 had a 9 hour campaign and everything out of the box was free, there were two map packs costing $5 each and as long as one person in the lobby had it the entire lobby could play on those maps.
The latest CoD, Call of Duty Modern Warfare has a campaign length of 6 hours a season pass and micro transactions.
Don't get me wrong, I'd rather they did away with all of it, but I don't get a sense that content was cut from the game in this particular case.
Some examples I have played include GTA V, Doom/Doom Eternal, Dirt Rally, Fallout 4, Red Dead Redemption 2, and the Uncharted series. There are lots of games that have far more content and detail then their predecessors, and still sell for $60.
Some of those games have additional monetization (ex. GTA online, Fallout 76), but I think if you just buy the game you still get a lot more than before.
At the same time I wish the production quality of games went up instead of the number of games (I feel the same with movies as well though).
N64 didn't have any extra computation in the carts for the most part.
1) You can't pack a full price game with hundreds of dollars of micro transactions and DLC.
2) Stop with the gambling box nonsense.
3) Stop hacking out uninspired, yearly squeals over and over by incrementing the number on the box by 1.
You'd think at some point people would stop caring so much about graphics. It's also such a huge portion of the cost. Smaller studios and indie developers can make nearly identical games without bleeding edge graphics technology.
There are so many games out there, you can be entertained for a lifetime without ever needing to buy a recently released AAA game. Things cost what they cost, no one puts a gun to your head.
There’s really little reason a game can’t be art assets slurped into a pipeline like devops employs.
Engine code itself needs to be performant, but from the perspective of “shipping a game”, asset management and build pipelines look ALOT LIKE a devops pipeline but offline.
There’s no artistic or technical reason open license content and, for example, Github actions, couldn’t leveraged to build a game pipeline.
Iterate over that until the results look AAA.
Emotional capture of attention by social norms is the only thing in the way.
Here we are though, accepting inflation as a real thing. Not saying much explicitly about the pressure on our buying power, effectively deflation, that creates.
Why not deflate their profits a bit, I wonder?
Gig artists are out there. Rules for RTS, FPS, and generative algorithms are all well known and documented. There’s literally no reason an open pipeline for compiling AAA games from crowd funded content couldn’t be a thing except for how we are expected to apply attention to such things
More likely though, your theory is just wrong.
Also, you won't get very far with "devops infrastructure", or git, or github since you'll need to process a couple of terabytes of source asset data for each nightly build.
You need an experienced team which already has a couple of games under their belt for such an undertaking.
Lately I've found myself purchasing more games on my PC as they frequently have sales and prices tend to be lower than the console equivalents. Of course my "gaming PC" was a bit more than a console, that doesn't seem to be the case anymore with some of these rumored prices coming out on the next gen systems.
Do other people avoid video games these days for this reason? Perhaps it's a function of being busy, and generally liking other hobbies (like programming), but I just don't want to participate in a gaming world which is defined by this sort of economics. I understand it's more profitable, but it turns me away.
I hope these trends fade away over time although I am not expecting that to be the case with the profits some of these publishers are reporting.
I remember when DLC started we all knee where this was going to end, and all the publishers and Microsoft went on and on how they would never piecemeal games and nickel and dime us.
What did we get? Disc locked DLC and when you find out they slap you with an EULA making datamining illegal. cough Destiny 1 with Activision /Bungee cough, and fames with upwards of $10 for a single skin!
And the worst of it all- loot boxes.
In what world do publishers think they deserve more money? They all dream of the day they can charge us per minute of play. We will be there soon enough.
Euro Truck Simulator was under a tenner, with the thought it might be a "play once, get bored" title, probably 40-50 hours into it.
As much as the numbers above are true, I'd still be unlikely to consider paying £30 for ETS, whilst still likely to buy RDR3 (whenever, wherever) for £50+. Perceived quality and potential payoff will win out, actual reality of playing that much game [0] be damned.
[0] I have neither the time nor patience to pour 100+ hours into a game any more.
-- https://twitter.com/Jordan_Mallory/status/127748375624544256...
(later immortalized in foone's death generator by https://twitter.com/moshboy/status/1278202555995090947)
I guess we'll have to meet somewhere in the middle.
I wonder what % of gamers actually pay full price anyway. The next 12-24 months look like an insanely busy release schedule, with that long a backlog for many gamers I doubt many but the most hardcore of gamers will be picking up more than 1-2 titles at full price and many (most?) will be picking up games at more like 50% off, many (like me :) ) wait until the price dips below $20...
"Never pay more than $20 for a computer game" - Guybrush Threepwood.
More often lately I have been buying $2.50-$20.00 PC classics from Steam or GOG that I never got play.
Also, every now and then Playstation Plus offers a good game for "free".
$10 per month is a far easier sell than $60-70 a pop for one individual game.
But then I had been used to paying £9.99 for mainstream titles and £2-3 for budget titles for my ZX Spectrum!
With inflation, this is cheaper than the 90s.
CDs are cheaper, and it's incredibly absurd that the download product, which has no production or shipping costs, is the same as the physical.
Not only would getting a physical disk be a hassle compared to downloading, but I don't have a drive to put it in...
They're DRMed. Once the console is no longer sold or supported, there's no store for you to connect to to validate or re-download your purchase. I don't feel comfortable with them living on an encrypted and unsupported hard disk partition.
Do you anticipate playing your games again in 15 years?
I like that I can play all of my old N64, Gamecube, and PS2 games on their original media.