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The Almighty Buck Entertainment Games

On The Mysteries Of PC Computer Game Pricing 77

Thanks to The Adrenaline Vault for its editorial discussing the recent, seemingly strange retail pricing of PC videogames. The author explains that he has "reviewed a series of recent PC titles with an initial retail price of either $19.99 or, at most, $29.99... This is occurring even as console versions of the same games are selling for around $49.99." He concludes: "From a consumer standpoint, this new pricing pattern is heaven. You can buy more hours of quality virtual interactive entertainment for a lower fee than ever before... The one downside is the ability to get titles released more than six months ago, as small profit margins have led to diminishing shelf space in ever-contracting retail stores." But is there indeed a danger that "smaller [PC-developing] companies often can't handle the loss of revenues from lowered prices, so too dramatic a drop might jeopardize their existence"?
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On The Mysteries Of PC Computer Game Pricing

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  • by Pvt_Waldo ( 459439 ) on Wednesday April 21, 2004 @03:17AM (#8926375)
    $40-$50 seems more like what I'm seeing.
    • I got ut2004 DVD edition with free headset at bestbuy for $30 the day it came out. It also had a $10 rebate for people that own ut2003, bringing the total price to $20.
      Also, my brother picked up Battlefield Vietnam same day for $35. It also came out that day. The next week, it went down to $30 [bestbuy.com]
      • Just like for new release DVDs and CDs, Best Buy (and Walmart to an extent) know how to get the media buyer's money fast. Most new titles for DVDs, at $20, will sell the week of release for $15-17 (depending), and then will never see that same sale price again for several months. Of course, this price is probably comparible to online stores that offer hugh discounts, but the convinence of picking up the movie right then (right after release) as opposed to waiting for the mail is a big win.

        And if you're

    • Me too! ...at least in real-world retail outlets, and that's the first thing I thought when reading the summary. Maybe it's because I usually only consider buying CRPG. Unless it's an older, repackaged, or bundled add-on title, the games I want are consistently priced $40+.

    • Perhaps I'm lucky to have a Fry's in my area... I got UT2004 for $30, Battlefield Vietnam for $30, Sacred for $30, Painkiller for $27, and Ninja Gaiden for $40. With the exception of Battelfield Vietnam, I got all of these the week they were released. I would have purchased Far Cry for $27 as well, but they were sold out.

      Admittedly, these were all sale prices and the price went back to normal within a week or two.

  • yup (Score:4, Interesting)

    by shione ( 666388 ) on Wednesday April 21, 2004 @03:22AM (#8926399) Journal
    I too have noticed where games have come out on all platforms simultaneously the pc version is usually the cheapest or equal priced with the GBA game. It kinda negates the argument that console gaming is cheaper. The hardware is cheaper, sure but if you buy a lot of games and they're multi platform, it all adds up (or down) over time.

    • Re:yup (Score:3, Insightful)

      by blueZhift ( 652272 )
      Well actually, if you count the cost of continually upgrading your PC in order to play the latest PC games, then the cost advantage shifts over to the consoles again. If you're hardcore, then the upgrade cost is on the order of $200/year if you always buy the latest graphics card and do a mobo cpu swap every other year.

      That alone would not be so bad except for the fact that many of the multiplatform games are developed for a specific console first and then ported to PC. The results are not always pretty ev
      • Re:yup (Score:3, Insightful)

        by drinkypoo ( 153816 )
        A new graphics card now is $300 or so and a high-end MB/CPU is generally about $400 or $500. That boils down to more like $700/year, plus more in RAM whenever your new motherboard requires a different kind of memory, or when your CPU gets a major FSB improvement and you have to upgrade your memory to fully utilize your system. (Sadly, I have an Athlon XP with the DDR166 bus, and dual-channel DDR333 memory, meaning that my FSB is half as fast as it needs to be to take full advantage of my memory and memory c
    • Re:yup (Score:4, Funny)

      by bigman2003 ( 671309 ) on Wednesday April 21, 2004 @11:34AM (#8929385) Homepage
      Actually I've found that console gaming is FAR more expensive. (Which is contrary to what I say in the link in my sig)

      I probably end up spending an extra $100-$200 per month on console gaming.

      That money is spent on things like chips, drinks, BBQ, veggies, beer, etc that gets eaten when my friends and their wives/girlfriends come over to play console games. Also I spend extra time and money cleaning up the house before they come over.

      When I was a PC gamer, sitting alone in a dark room with headphones on, it was much cheaper!
    • Simpson's Hit & Run for the PC is $10 cheaper than any of the console version.

      Even though I have a GameCube, I would have wanted the PC version anyways, as it has much better resolution. The cheaper price was an extra bonus.

      I wonder why it's priced cheaper than the console versions.
  • by Txiasaeia ( 581598 ) on Wednesday April 21, 2004 @03:22AM (#8926401)
    I think there's a huge correlation between price decreases and the overall decrease in quality of video games. Now, before you go "Yeah, yeah, we've all heard this before," my argument goes a little something like this:

    At the very beginning of time (i.e. early 80's), we have two very divergent systems: the computer and early consoles (NES being one of them). Comp games and console games were *very* different - compare and contrast Super Mario with King's Quest I. Sure, there were action games on the computer and adventure games (Zelda) for the NES, but for the most part console and computer games were two very different streams.

    Fast forward to the mid-90's -- PS1. Here we have a system that rivals the computer for graphics and actually has fairly complicated games, in some cases more complicated than PC games. PS2 solidified this convergence, and now we have the XBox which is pretty much a cheap computer.

    My point: you can now pick up the same game on all three consoles and the PC (Beyond Good and Evil, as quoted in article); the PC copy will have better graphics, sure, but for the most part it will be less polished (as it can be patched, and console games generally can't) and will come with a higher price tag, namely the computer itself. It's hard to compare with the same game and sometimes equivalent graphics (i.e. KOTOR, GTA) between a cheap console and a much more expensive computer.

    So, in my opinion, there's no mystery -- PC games will go down in price quicker because PC games don't sell as well as console games. Why? Consoles are cheaper. EB Games and Walmart, a specialty and general retailer respectively, have increasingly offered less shelf space for PC games over the past ten or so years. One day, these game companies are going to wake up and say, "Hey, we're LOSING money on PC games! Forget the comp, go straight to the console!" (*cough*BIOWARE*cough*)

    • by 0x0d0a ( 568518 ) on Wednesday April 21, 2004 @06:04AM (#8926903) Journal
      So, in my opinion, there's no mystery -- PC games will go down in price quicker because PC games don't sell as well as console games.

      That doesn't seem quite right. There are two cases where the publisher is going to reduce the price of their product. The first is when they simply misjudge the demand for their product, and realize that they cannot sell it at their initial price (as happened recently with the N-Gage). The second is when the publisher wants to benefit from price discrimination -- first they sell the game for $50 to all the people that are willing to pay $50 for itimmediately, then for $40 for the people that are willing to pay $40 for it, and so forth. A publisher will reduce their price more quickly if there is a broad spread of users willing to buy a product at different price points.

      Simply not selling as well, volume of sales, doesn't directly relate to either of these two things.
      • by Anonymous Coward
        In this case the publisher doesn't set the price; the retailer does. Unless the game gets specifically re-issued or bundled somewhere down the line (usually at least 3-4 months after first release), this kind of price variance all happens at the retail end. The publisher will have already sold in their copies.

        If the same game in the same box gets reduced a few weeks after launch, it wasn't because of the reduced wholesale price.
      • It's been nearly a year since I bought a PC game at full initial MSRP. Following the pattern illustrated above, I've decided that if I wait for, say, six months, that $49.95 game will be in a bargain bin for $19.99 or even $9.99.

        I have bought several PS2 games in the same period. A few of them were "Greatest Hits" at $19.99, but some were ~$50.
    • by Blakey Rat ( 99501 ) on Wednesday April 21, 2004 @11:52AM (#8929641)
      What makes you think there's an "overall decrease in quality of video games"? You said that in your post as if it was an established fact.

      Look at it this way: Unreal 2004 was released at $39.99, compared to Warcraft III released at $59.99. I know some people will disagree with me, but I didn't find Warcraft III all that great... I played through it once, hit the multiplayer a few times, then hit uninstall.

      Unreal 2004, on the other hand, is the best value I've seen in gaming in years.
      1) It's a damned good game, both singleplayer and multiplayer.
      2) It contains, what, 10 different game types, all of them fairly unique.
      3) It contains the entire content of a game released just a year ago, Unreal 2003.
      4) It runs and was released on every major platform at the same time.
      5) It includes all the modding tools and support from Epic you could possibly ask for.

      In short, Unreal 2004 is an incredible value and an extremely high quality product.

      I'd be interested in hearing why you think the quality of video games is decreasing, though. Remember "Old Fogey Syndrome" where people, as they age, keep their tastes frozen at a certain point and declare everything beyond that point crap. (See older people saying rap music is 'just noise', etc.)
      • I was a bit under whelmed by War 3 as well, however I found that there are a lot of funky user created maps for War3 that are a lot of fun. Most generally concentrate on the heroes and leave out all the resource management.
      • You forget that UT2004 is basically an expansion pack of the previous two games combined. I know, I've played through it. As for the $10 refund that you're about to mention (for owners of UT2003), it doesn't apply outside of the US -- found that out the hard way. Also remember that UT Championship for the XBox was basically UT2003 rewrapped -- not a PC-only franchise, then.

        Can you name any original franchise in the last 6 months that was exclusive to the PC?

        • Yes [gamespot.com].

          You've made your point, though. I was absolutely shocked when I realized how few new series were PC-exclusive. Almost everything is released both on console and PC, or is a continuation of old series that took off back when the PC/console sales ratio was tilted more towards the PC.

          Now, that doesn't mean that there are necessarily less games for the PC. Given the number of profitable consoles and gaming systems out there, exclusives are are *lot* less common, for the PC or for a console.

          The main di
        • Well, there's Spellforge. And I'm sure there are a few others that aren't springing to mind immediately... Rise to Nations wasn't last six months, was it?

          I do see your point, though. I've always kind of hoped for a resurgance of the kind of development that happened in the 80s and early 90s. You could buy a copy of Lemmings for: Atari, Apple II, Apple Macintosh, Commodore 64, Commodore Amiga, IBM PC, etc. Most of the good-selling games had ports to pretty much every platform in existence, it was very n
      • Rap IS noise, and I'm only 24.

        But then again I'm stuck on Eurodance and upper-class (but not snot-nosed) techno.
  • by UnseenEnigma ( 743397 ) on Wednesday April 21, 2004 @03:38AM (#8926458)
    As consoles get more and more powerful with harddrives and online play and stuff their is becoming far less market for the pc (windows) gaming industry. Wine and WineX (which im still subscribed too for another month) can never really get caught up with ms. I dont mind having a console aslong as i can play great games and not install emulator, directX, service packs, CDrom emulators (strictly for speed), 3d acceloration, and maybe windows on a otherwise clean system. They really need mouse and driver support for fps because controllers suck for shooters.

    Heres why pc gaming will continue to slowly die: -different OS/Hardware support (try ati with simcity 4)
    -easily pirated (have u seen the new ps2 modchips damn!),
    -relience on windows (except ut2003 and few others)
    -inconsistent performance (different hardware)
    -harder setup (drivers, install to disk etc)
    -Shrinking market as Linux takes over over next 10 years (LJ prediction)
    • -Shrinking market as Linux takes over over next 10 years

      Oh, wow, you should warn me before making a joke like that. I'm at work!

      BTW, owning a mac, I've long since given up delusions about "taking over" the marketplace, I would suggest the same for Linux users.

    • Linux won't take over the gaming market until more developers start making their products work on both Linux and Windows.

      Without that, Windows will still be on top. Sure you have wine, wineX, but they are that - emulators. Sometimes they work flawlessly, others they don't. Even though how ironic it might sound (stability on Windows) people want stability in their games, and developers will target the biggest platform of users until something else emerges... as you can see, Mac is still go knows where.
      • by AHumbleOpinion ( 546848 ) on Wednesday April 21, 2004 @01:06PM (#8930661) Homepage
        There is little point, from a developer's perspective, to making a game for both Win32 and Linux. Linux gamers are already Win32 customers to a large degree due to dual booting and WineX. A Linux version would not typically generate new sales, it would merely replace a Win32 sale with a Linux sale. Additional developments costs, additional support costs, and no new money. In short, the Linux gaming market is not the number of Linux users who would buy a Linux game. You have to subtract out those Linux gamers who would buy the Win32 game and dual boot or emulate if there were no Linux version. The Linux gaming market is merely those purists who would never buy the Win32 game.

        Linux does make sense for developers with respect to servers.

        Regarding Mac Win32 emulation does exist but it is not viable for gaming. There is too much of a performance hit since the x86 CPU must be emulated not merely the Win32 APIs. Unlike Linux, Mac users have to use a native version.
        • I thought that one of the original selling points of the PowerPC was that it made it easy to emulate the x86 since it had all of the x86's functionality and then some, like more registers and so on. The only problem I can see with emulating x86 is that PowerPC processors tend to have a substantially lower clock rate than their x86 competitors, and in many if not most cases you will not be able to turn two 32 bit instructions into a single 64 bit one, so the 64 bitness is not going to be any kind of help. (N
          • I am not sure what you mean by "had all of the x86's functionality". From an instruction set point of view there are missing capabilities, for example a square root instruction comes to mind. The PowerPC is coming from the RISC school of design. Some of the more complicated operations are not implemented as CPU instructions and are typically handled by library functions. But this is a tangent.

            The clockrate differences are somewhat superficial. Apple PR has a history of overstating PowerPC advantages with
  • Licensing (Score:4, Insightful)

    by Singletoned ( 619322 ) <singletoned@gmail.com> on Wednesday April 21, 2004 @03:55AM (#8926511) Homepage
    Console games have licensing costs. To release a PS2/Xbox/GC game, you have to pay Sony/MS/Nintendo a fee That's how they make their money (or at least how MS makes less of a loss).

    PC games have no licensing costs and so should always be a bit cheaper.
    • Re:Licensing (Score:3, Interesting)

      by Kyouryuu ( 685884 )
      But there is also a lot of overhead that goes into a PC game. When you design a console game, at worst you are dealing with three different system architectures. The PS2, Xbox, and GameCube designs are the same in each one of the respective systems. There's no worrying about supporting that strange audio card, or the user having a competent video card.

      Perhaps one good thing about Windows is that because it is so ubiquitous, it is sort of a common basis to work from. But PC can never be as consistent a

      • Re:Licensing (Score:2, Insightful)

        by j.bellone ( 684938 )
        You have to look at the article though; the game is being developed across all platforms (PS2,Xbox,GC and PC) that means it's been developed for a slew of systems anyway. It was probably originally developed for the PC and then ported over.

        That's when you take in licensing costs; if the game was originally developed on the PC, there's your inital cost. Porting costs probably don't even come close to that, then throw in the licensing. There's your price increase.
  • by cyrax777 ( 633996 ) on Wednesday April 21, 2004 @04:17AM (#8926571) Homepage
    is why yeah over time games may cost more but the average consumer they see the price of a console 100-200 dollers as miniscule to the cost of a pc 1000+ for a decent gaming rig. Also the average game buyer doesnt care that the pc version of xxx is a higher resulution since there content with the consoles resulition and pop in disk hit start and off they go. PC games I think will continue to dominate in the FPS market as nothing can replace a Keyboard and Mouse for FPS's (also the whole host of mods for them) To conpinsate for the loss they just drop the cost of the pc version and hopefully enough console gamers will buy a copy to make up for the loss. Also the media is cheaper as almost all pc games are still cd versus most consoles being DVD but thats changing with (ut2k4 for example) didnt notice a price diffrence on that thu as the stores near me didnt have the dvd version.
  • Inevitable (Score:5, Insightful)

    by Anonymous Coward on Wednesday April 21, 2004 @04:48AM (#8926660)
    This is pretty much inevitable. Price is one of the few areas left in which PC games can compete for a mainstream audience with the consoles. PC games have a particular advantage here for one particular reason, a reason which is both the PC's strength and perhaps its greatest weakness (in gaming terms only, obviously).

    Simply put, the PC has no big parent company to push it. Sony, Microsoft and Nintendo can all put megabucks behind "their" console, developing first-party games and throwing money at developers to give them exclusives, or at least support their machine. The PC has nobody to do this; the only company who might really have a vested interest in doing this this (Microsoft) actually have a bigger vested interest elsewhere (the X-Box). So, the PC essentially gets games from what would, in console terms, be called "third party" developers, who are developing for the system just because they think they can make the game they want to make on it and that the game will sell. In many cases, this isn't a powerful incentive and in some of the cases where it is, it backfires spectacularly given the low-profitability of many PC games and the rampant piracy in the market.

    This all sounds pretty negative. But there is an up-side to it. First of all, there is no restriction on what content you can put in PC games, aside from the laws of the country you're developing (and the countries you want to sell the game in). This doesn't just mean that you can make porn titles for the PC... has anybody else noticed how none of the recent Vietnam-themed fpses have been ported to the consoles? Of course, not having to make sure that all of your games look like the visual designs were done by a 5 year old with Attention Deficit Disorder also helps (although developers for Sony and Microsoft can generally get away with this as well).

    The relevance to the current pricing situation is also related to this. On every console game sold, a pretty hefty chunk of the money from the sale goes not to the developer or the publisher, but rather to the company behind the console. In many cases, this can be around 10 per game. Indeed, Nintento's share is apparently very large indeed, which accounts for why, in the UK at least, Gamecube games tend to debut at 45, rather than 40 as with the other consoles, and tend to drop in price more slowly. This isn't an issue on the PC - companies like Dell or Microsoft don't get any such cut of the profits, at least not directly.

    In short, PC developers can afford to sell their games for less, withou necessarily making less profit per game than the console developers. The danger, of course, comes from the fact that they probably won't sell as many games, even with the lower price.
    • by 0x0d0a ( 568518 ) on Wednesday April 21, 2004 @05:59AM (#8926879) Journal
      Price is one of the few areas left in which PC games can compete for a mainstream audience with the consoles.

      I disagree. I think that both the PC and the console have major advantages over each other that are good for various kinds of game.

      The console:

      * Number of users. There are more people out there with consoles than high-end gaming computer systems.

      * Identical hardware. This significantly reduces development cost and code complexity, since you don't have to deal with making your effects and graphic systems scale to various systems or work at different resolutions -- if it works on one console, it works on all consoles of that brand.

      * Control over the entire machine. PC operating systems like Windows (and mainstream variants of Linux) are not real-time OSes. A console can *ensure* that a game gets the cycles it needs each frame -- on a computer system, it's a fair bet that plenty of people are running a software package in the background that occasionally grabs a chunk of CPU cycles, be it a virus scanner, mail client/notifier, weather monitor, or NTP client. It's also easier to debug problems in an isolated environment. It also means that there are fewer variables that will result in Joe User saying "this game doesn't work on my computer" and returing it to EBGames or whatever.

      * Reduced piracy. Pirating games for modern consoles, from a pragmatic standpoint, requires hardware modifications. Many people are quite happy downloading a modified CD image of a game to their computer, but are less comfortable mod-chipping their console. I've seen estimates of piracy vary a lot depending upon the particular game, but I've seen claims of upwards of 80% piracy. Now, admittedly, not all those were sales that were lost, but it's also true that some were. If you can make twice the sales on a console simply due to reduced piracy, there's a pretty strong incentive to choose the console (at least as a primary target).

      * Gun interfaces. Consoles are pretty much the only game in town for gun peripherals.

      * Initial hardware investment. A decent, midrange gaming PC still can be expected to cost upwards of $1000 (assuming no cannibalism of hardware). A console costs below $300.

      * Easy installation. PC game installation and configuration is more complex and intimidating than console game installation and configuration.

      * Presence of a good general-purpose gaming controller. For most types of games, the typical console gamepad is easier to use and hold, and is better technically suited to games (in that an unlimited number of buttons can be detected as down at once).

      Advantages of the PC

      * A broader range of input peripherals. You can get authentic fighter jet joysticks, pedals, steering wheels, gamepads of every variety, weird 3d input devices and weird throttle devices.

      * Much more memory. Consoles are incredibly RAM-starved. This is visible not only in loading times, but in texture resolution and in less visible loss of functionality. Give a clever programmer some RAM to work with to precompute something, and he can usually whip up some amazing stuff. Less RAM means less wiggle room.

      * A large, fast, writeable storage device. Consoles are limited to slow and small memcards (except for the XBox -- and the hard drive is going away in the next generation of the XBox). There are a lot of nice things you can do with mroe storage space -- store temp data, write data files of unbounded size (instead of ensuring that each saved game always uses under 192KB or whatever size limit is chosen). Fast seeks mean that programmers have to hassle less with clever loading of resources on the PC.

      * Higher resolutions. This is, IMHO, actually less of an issue in the 3d world, since most 3d games are still playable at lower resolutions (if less attractive). For 2d games, it can be very annoying to have a smaller visible area, with fewer sprites.

      * Much more common network connection. It's r
      • by Anonymous Coward
        There's some truth to this, but I think a lot of these factors are likely to disappear or become irrelevant in the short term.

        With regard to peripherals, particularly mice and keyboards, consoles are fast catching up in this area. It's a brave man who tries playing the PS2 version of Final Fantasy XI without a keyboard and these are widely available for the PS (and, I believe, the X-Box). Pretty soon, I think console keyboards will become standard for the games that "need them". Mice probably aren't all th
        • I don't agree with the point about network connections at all. Most homes that contain a console contain a PC for web-browsing and work - the issue is whether the PC is actually used for games. Two of the three consoles in the current generation have decent network support.

          Being able to purchase service for a console is different from that service being widely used (and possible for a developer to effectively rely upon it being there). I know many people that have Internet access, but nobody that has XBo
      • Why do people think you need to spend 1000$ on a gaming PC. A 200$ graphics card works just fine other than that you get normal PC which does everything a normal PC does. A 500$ PC with a 200$ graphics card OWNS a X-BOX in just about ever stat memory cpu graphics card ect. The problem is people want to play a X-BOX at 640/300 and want the PC to run at 1200/1024 most of the time.
        Now the real advantage with a PC is that you don't pay microsoft money when you sell a game for the PC but they want there cut
        • Okay, let's do some math here. Let's say it only costs $700 to buy a computer that will play the latest games. Giving you the benefit of the doubt again, we'll say that you can buy a console for $300. That's around the price they go for when they're first released, although they're a lot cheaper right now. Even after buying DVD remotes, memory cards, etc, that's only $400. Hell, let's even say that console games are $50 and computer games are $40. How many games will you have to buy before a console b
          • I don't think it's that simple. The older the console the shorter the life span. So say you have no console and no PC. AND NO TV. (I don't have one.) When it's new I spend 300$ on a PS2. +50$ on a 2nd controwler + 50$ on a memory card + 300$ on a TV. (+ a keybord / mouse ?) VS. 700$ on a PC + 300$ on a moniter you can go down to 50$ if you want but a 250 - 300 = a nice CRT. You download a free DVD codec and buy a copy of windows XP 180$ and build a 500$ PC or buy a 680$ PC and a 10$ copy of windows
          • Sorry, forgot to use BR.
            Anyway, I agree with you that a console is cheeper from scratch if all you want to do is play games. But, I don't like most console games (I like FPS and HALO sucked.) I like RPG's and FF sucks ect ect. And a PC has other uses.

            I was just trying to make the point that for somone like me a console is not that cheep. Then again I gave my sister (12) a game cube and 6 games last xmas but that's beside the point... Or something.

            Hmm, going to quit typing just say "I agreee wi
    • Re:Inevitable (Score:2, Interesting)

      by d_jedi ( 773213 )
      There's one big area that the PC has an advantage in: Multiplayer gaming. Network connections are pretty much a given for all computers today.. and that enables a whole lot more possibilities. Now, you may argue, consoles can have network connections too! Or multiple players on the same console! 1) The connection (ex. X-Box live) costs the game buyer a significant additional cost.. and hence, it's not likely to be very popular. As well, latency is a big issue. Even if the game buyer has a high speed ne
    • On every console game sold, a pretty hefty chunk of the money from the sale goes not to the developer or the publisher, but rather to the company behind the console. In many cases, this can be around 10 per game. Indeed, Nintento's share is apparently very large indeed, which accounts for why, in the UK at least, Gamecube games tend to debut at 45, rather than 40 as with the other consoles, and tend to drop in price more slowly.

      Odd, I thought it was $10 (Gamecube) $10 (PS2) $9 (XBox) or something close to

  • Thought... (Score:1, Interesting)

    by Anonymous Coward
    Most of the development dollars are spent working on games specific for consoles - the developers have to work within set guidelines and the kit to code/test the games on don't come cheap.

    And there seems to be a trend of PC games coming after console versions - KOTR being one example. Since the X-Box is similar to a PC, Bioware would have just to put a few months into the port, make it look prettier and send it to the publisher. Less time is spent, the medium is cheaper and, if the game is hyped, the publ
    • Re:Thought... (Score:2, Insightful)

      by sheared ( 21404 )
      I'm still waiting for KotOR's price drop for the PC. Not only did we have to wait, but now we get to see the XBox version drop to below $30 while the PC version hangs on at $49.99.
  • by gl4ss ( 559668 ) on Wednesday April 21, 2004 @06:41AM (#8927014) Homepage Journal
    ..that somebodys willing to buy it.
    just so simple. the game prices rarely have any connection into what the budget for the game was or what you're really getting.

    btw, some of the sf2's for snes were retailed at over 100$(what translates to..) back in the day around here(around the time new 'big' pc games cost 40-50$ here). yeah the carts were expensive to make but hell no they were so expensive to make to justify that price. more likely they had decided that if somebody wanted a just a little beefed up version of sf2 they would pay just about anything.

    *prices translated from now RIP finnish marks.
  • by spoodie ( 641820 ) on Wednesday April 21, 2004 @06:43AM (#8927020)
    ...with a small quantity of patience.

    I don't know what it's like in the US but here in the UK I'm able to pick up quality (if not successful) titles for under 20 just 1-2 months after release. Sometimes it takes longer but I'm in no hurry. Yesterday I ordered the XBox version of Beyond Good and Evil for 20 and it's only been available here for a couple of months. Of course this doesn't apply to all titles, for instances Halo has only just been reduced from 40, but hey, it's Halo. And you can keep your crappy, although successful, MOH series.
  • Price curves (Score:5, Informative)

    by Henry V .009 ( 518000 ) on Wednesday April 21, 2004 @08:13AM (#8927377) Journal
    "smaller [PC-developing] companies often can't handle the loss of revenues from lowered prices, so too dramatic a drop might jeopardize their existence"

    Review of Econ 101 for those slashdotters that need it:

    Lowering the price of a product does not inevitably lead to lower profits. Nor does raising the price lead to higher profits. The higher priced that a product is, the fewer people willing to pay for it, and vice-versa. Theoretically, there is an optimum price that will bring in the most profit for a company.

    There should be NO loss of revenue from a price drop made to bring the price closer to the optimum. So unless the argument is that game companies have lowered prices for reasons of insanity, then there should not be much to worry about simply from the fact of lower prices. They are just adjusting closer to the optimum profit point.
  • Overblown? (Score:4, Insightful)

    by PTBNL ( 686884 ) on Wednesday April 21, 2004 @08:24AM (#8927457) Homepage
    Perhaps there are a few titles like this. And maybe I haven't bought as many PC games in the last year as most.

    I have a hunch the phenomenon may be a bit overblown, though, and inflated through the numbers of expansions and MMORPGs that are available for the PC that don't start at $50 because they're not a full game, or have a different pricing model that involves extracting $13.95/month from your wallet.

    Besides, most decent X-Box games end up hitting the "Platinum" series ($19.95 retail) within 6-12 months. Same thing with PS2 - most games are discounted at retail within a few months, save the best-sellers.

    Slightly off-topic, I decided I had enough of the pricing model for both sets of games. I no longer use my PC for gaming, and I simply rent my console games from GameFly [gamefly.com].

    I can't even tell you how much money it's saved me in bad game purchases. You know the ones - pay $50, play game for 3 hours, sell to GameStop for $15. Oof.
  • by Axem ( 713217 )
    HomeWorld 2: $30
    Jedi Academy: $60

    Anyone see anything wrong with these prices? Well, they are in Canadian so just jack down the price a bit to get an American price. But I would've thought that HW2 would have a higher price because of its popularity (Maybe its just LucasArts though).

    Also I find how they bundle games together and then price them is odd. At stores I saw Tropico 2 alone is $30, while the bundle with both Tropico games plus the expansion is only $20...
  • Piracy (Score:4, Insightful)

    by ameoba ( 173803 ) on Wednesday April 21, 2004 @10:12PM (#8935544)
    It's far easier to pirate games on the PC than it is for consoles. Modern consoles generally require some sort of physical modification in order to play burned discs while a simple binary patch will make a pirated PC game playable.

    The idea is probably that, since it's easier to get a pirated PC game working, lowering the price will entice more PC gamers to actually purchase the games.

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