High Price Scare Tactics 147
GamesIndustry.biz has comments from Mark Rein, VP of Epic Games, stating that he considers the recent talk about sky high game and console prices nothing but scare tactics on the part of large publishers. From the article: "'I guess they just don't have productive tools like we have,' he went on to suggest."
worth it (Score:2, Interesting)
MMORPGs are replacing them anyways (Score:3, Interesting)
Open Source MMORPG projects are starting to put control back into the hands of the RPG community. Like MUDs before them, MMORPGs will one day be run by a community of volunteers. If players choose to pay those volunteers then all the better.
The biggest thing holding this back is the creation of art: maps, character models, items, 2d graphics. There's a new project LessShift [freeartfoundation.org] to develop this art. Will you help?
Re:Even higher? (Score:5, Interesting)
You gotta buy the game at that price.
If good games cost less, they would already cost less. The market is already adjusted to the optimum price to support the greatest numebr of users and the industry.
Kismet... wow! (Score:5, Interesting)
With all the new games requiring a dozen programmers or so, will technologies like this bring back the concept of the one or two person commercial game? Artwork is obviously still a major hurdle, but there are many places to purchase models if you need to. And, finally, anyone know if this will be available for mod developers with the next Unreal game, or only to those who fork over the big bucks for an engine license?
The competition (Score:3, Interesting)
After all, what do you think Steam is all about? It's about killing the used games market, though too little and too late.
Re:Trip Hawkins Mows My Lawn (Score:5, Interesting)
Wrong, doom3 dropped their price in less than 6 months, halflife 2 is still going for 60+, they both sold about the same in the first few weeks/months.
"Waiting will merely lead to the company waiting longer because their research shows the game needs to sell X number of copies before they will lower the price."
No waiting will ensure that they go broke if noone buys the game at their artificially inflated 50+ dollar price...
Do the math, 1 million games sold at 50 bucks, or 5 million sold at 20-30 dollars, which generates more profit?
When you make the games affordable so anyone can buy them you will reduce piracy and generate bigger interest in the game.. anyone remember this little title called Serious Sam? How about it's sequel...
----------------
I consider myself a liberal, does that count?
EA and others can't really expect this... (Score:3, Interesting)
Further, the prices for almost all the non-EA PSP launch titles have backed down from 50$ to 40$.
The writing is on the wall and game prices are going down.
Re:Kismet... wow! (Score:2, Interesting)
scalability and the cost of content (Score:3, Interesting)
Two facts are primarily responsible:
1 - Reinventing game engine technology from scratch for every title is cost prohibitive and slow.
"In the limit, all graphics rendering technologies tend to approximate ray-tracing [+ radiosity, etc]" -Unknown
2 - Recreating game content (art and code assets) to take advantage of improving technology becomes exponentionally more expensive as we approach the asymptotic limits of "perfect" technical fidelity, and simultaneously offers diminishing payoffs.
"They're selling us the same games year after year, with small incremental content updates" -any sports game fan
Therefore, in the future, game technology needs to scale up/down freely with hardware capability and adapt "finalized" content to an appropriate level through pre/dynamic simplification or procedural/simulated detail increase.
This is taking place to some extent already, with limited reuse and extension of game technology platforms and content in similar games and sequels (Unreal, Doom, Half-Life, etc), but the industry remains short-sighted and fails to address to-the-limit scalability.
Current content and platforms are also overwhemlingly monolithic, and there's no hard limiting technical reason why there cannot be increasing modularity.
Imaging playing a game using Doom's graphics technology, Enemy Territory's gameplay, Unreal's networking & mods, Half-Life's physics system, TeamSpeak's voice technology, and Xfire's buddy-list, or any such combination as you like, on any platform.
Sigh. I hope I'm not too old and disabled to play games when computing technology finally grows up.