Large Publishers Pointing to High Prices 138
Despite Mark Rein's recent statements to the contrary, GamesIndustry.biz has word that Activision, THQ, and Take Two are all indicating that they may be charging $59.99 for next gen titles. From the article: "This strategy is likely to see a two-tier structure emerging for game pricing, where premium titles command a premium price point of $59.99 or more, while less important games are sold for between $39.99 and $49.99 - much closer to the current price point."
gouging? (Score:2, Insightful)
Re:gouging? (Score:3, Insightful)
Re:gouging? (Score:1)
Re:gouging? (Score:1)
Re:gouging? (Score:2)
Darklands and Daggerfall, and maybe the Realms of Arkania series, remain the best RPGs I've played.
Re:gouging? (Score:2)
I love games that make you feel like you're in a HUGE, diverse world. Any recommendations are very welcome.
Re:gouging? (Score:2, Interesting)
Re:gouging? (Score:2, Insightful)
Re:gouging? (Score:2, Insightful)
Or figure out how to pirate it...
Re:gouging? (Score:1)
Re:gouging? (Score:1)
Re:gouging? (Score:2)
The other day I saw it in the bargain bin ; 25 good ol' euros : Nice :)
Note : I would have bought it immediately if it would have been launched at the 'normal' price (which was 50).
Re:gouging? (Score:2)
Epic called BS on this: (Score:5, Insightful)
http://games.slashdot.org/article.pl?sid=05/03/07 [slashdot.org]
All it means for me is a longer wait. I've already been getting tired of buying games at $50 and watching the publisher suck up most of that money. Usually I only buy games at $40 or less. I have such a backlog of games anyhow that by the time I can play something new, it is already $20-$30.
Re:Epic called BS on this: (Score:1)
And one of these days I'll remember when I am posting on slashdot that the posting methods that work fine on most of the web boards fail here.
Re:Epic called BS on this: (Score:2, Interesting)
Phony marketing people (Score:2)
Phony marketing people like to talk about "price points", instead of prices.
Two words: (Score:4, Interesting)
Costs of distribution are far lower today than they were maybe 10 years ago, and systems like steam and perhaps bittorrent mean its possible to launch a game on very little revenue - these consoles have broadband adaptors after all. Why the price hike?
Well the fact that three publishers have announced it at the same time makes me wonder if there is something dodgy here.
Any refutements or evidence in this one?
Can't see it turning out well though: Nintendo were previously thrashed on price for the N64, and they were only able to return to somewhere close to their previous revenue by producing an incredibly cheap console.
Re:Two words: (Score:3, Insightful)
I don't feel sympathetic for the game industry. Games are turning too pop-culture for me. The Halo 2 hype we still hear about? Sorry, but that's just too fucking creepy for me.
I'll just stick to writing [sf.net] and playing FOSS games [jicksta.com].
Re:Two words: (Score:3, Insightful)
Madden 05 is Madden 04 with updated names.
Same for just about any other EA sports title.
Most of your FPS titles on the PC will be Doom3 or HL2 engine revamps.
Basicly, I see very little *new* code to justify the cost hike.
On top of all that, putting a game on a shelf is SO 2004! Steam is the future; get onboard or get left behind.
No more CDs, copy protection, printed materials, etc means lower distribution costs. Add bittorrent to the mix and your costs bottom out.
On a side
Re:Two words: (Score:1)
Re:Two words: (Score:2)
Steam had a bad launch, but they'll learn and get better.
Re:Two words: (Score:2)
the price hike is because they have deduced from market research that they'd sell about the same amount even with a 20$ higher price(and that they can sell the game at 20% off or something similar, making it seem like a great deal when in reality you're paying the normal amount for a game).
of co
Re:Two words: (Score:1)
Re:Two words: (Score:2)
A legal way to do price fixing is to follow the leader. Whoever changes their pricing first, all the others notice and change their pricing to match. Each figuring out that the other big players are following this strategy, they'll aim for monopoly prices, rather than price competitively. Vendors want to go along with this because they usually mark up by a %, so even if it'll still be profitable, they'll naturally aim to keep lo
Re:Two words: (Score:2)
How about designing games with large amounts of detailed, high-definition content is a lot more expensive then it was in the days when textures and models just couldn't be very detailed? Or the added cost of developing, testing, and supporting online multiplayer content? Not to mention that American corporations now have to actually make money instead of just cooking their books and going into stupid amounts of debt to keep the SEC off their backs. And don't forget
Re:Two words: (Score:1)
Remember the Playstation 1. (Score:2)
Re:Remember the Playstation 1. (Score:2, Insightful)
To say that releasing affordable, quality games for retail is impossible is, well, just blatantly wrong.
Re:Remember the Playstation 1. (Score:2)
Hence, they sold a high-quality game at a price that is half that (or less) than most games you find today. Such is the benefit of international trade, really...
Re:Remember the Playstation 1. (Score:1)
$39.99 Was Too Much (Score:5, Insightful)
Re:$39.99 Was Too Much (Score:3, Insightful)
Re:$39.99 Was Too Much (Score:4, Insightful)
I expect them to come back with the piracy argument, which is totally backwards. "We're competing with a cheaper alternative (the same game for free) so we... raised prices... to... compensate."
Re:$39.99 Was Too Much (Score:1)
Re:$39.99 Was Too Much (Score:1)
I agreed with you up until this, at this point it turns into a lie.
A good choice of game gives the best return on investment...
Just the anticipation should show you something, do you anticipate reading a really good book with baited breath? Most people don't
But when you buy a game warm expectation creeps over you... until you put it in the drive and get hit with DRM, and then you realize it's DiKat
Re:$39.99 Was Too Much (Score:2, Insightful)
The $50 & $60 price points are supported by a tons of high school and college kids that have large amounts of discretionary income AND time. Even the first 2 years post-college I was able to pony up the high end prices.
Now, 33 with a kid on the way, I just don't have the time and energy for too many video games. I can easily wait for the $30 or $20 price point. And, I don't have cable/sat TV. My PC is my primary form of entertainment.
Yeah, I have the money for the $50/60 price point. I ju
Sounds about right (Score:5, Informative)
Anyone remember paying $60 or $70 for a NES/SNES new release? Granted, you were paying for larger ROM chips...
Look at the budgets of some of todays games. Millions of dollars. How much of a budget do you think Megan Man or Castlevania had?
They have to make the costs up somewhere.
Re:Sounds about right (Score:2)
>They have to make the costs up somewhere.
hooookay, how about on the order of magnitude more sales they make nowadays.
Re:Sounds about right (Score:3, Interesting)
hooookay, how about on the order of magnitude more sales they make nowadays.
Atari 2600 units sold worldwide: 29 million.
Nintendo 64 units sold worldwide: 36 million.
Xbox units sold worldwide: Under 20 million.
Console sales have hardly changed at all in the last 25 years. Game sales have increased, but so has the number of game developers. (Remember, in the early Atari days, there was no such thing as a third-party developer. In fact, Atari sued Activi
Re:Sounds about right (Score:4, Interesting)
Aren't game sales what we were discussing? Aren't the console statistics a little slanted since each has been in the market for different amounts of time?
I've honestly been having a hard time finding satisfactory data for this.. I do see that many of the all-time-sellers aren't necessarily modern-generation-games, but what I'd really like to see is the AVERAGE number of sales for a game on each console. Plus I'd like to see a cost-breakdown for then and now. I fully concede that development costs are higher now, but material and distribution costs are much lower, sales (as near as i can figure) much higher. I'm not sure just what those vectors would add up to.
Re:Sounds about right (Score:5, Insightful)
Re:Sounds about right (Score:1, Informative)
$50 in 1990 is now $74.
Look at the budgets of some of todays games. Millions of dollars. They have to make the costs up somewhere.
They make it up in sales. The market has grow a lot faster than inflation since 1990.
Re:Sounds about right (Score:1)
I'm not so certain. I think, with today's technology and mass-marketing of games, $50 is more than reasonable...
Think about it... the SNES or Genesis game was a piece of hardware in itself. The game today is about $.10 of pressed plastic and some (terse and uninformative) manuals. Also, call me a fogie, but quality of many games (Half-Life 2 and others excluded) are ... eh...
Asking for more that $50 is like saying "find me on bittorrent, Buccaneer-Americans [dieselsweeties.com]"... seriously.
Saying the "typical" (yet ever
Re:Sounds about right (Score:1)
Re:Sounds about right (Score:4, Insightful)
So the obvious question is, what happens if the price customers are willing to pay is too low to pay for the cost of the game? First you decide whether it is worth putting it out to recoup some of the investment, or just can it and eat the cost. Then it is time to either look over your cost structure, or to look for another business to be in. It happens all the time in all kinds of industries.
Re:Sounds about right (Score:2)
Marble Madness for the NES was around $45 when it came out in 1988. That's $70 in today's dollars.
Today's new games for $20, $40, and $50 are, respectively, in 1986 dollars, $12, $24, and $31.
Consoles which retailed for $199 in the mid-80's would be about $335 in today's dollars. Consoles are staying about the same price, games are getting cheaper.
Re:Sounds about right (Score:1)
I'm not a fashion snob (Score:5, Insightful)
I can wait until next year and pay $20! Even less! HAHAHAHA!
Re:I'm not a fashion snob (Score:2)
The downside, of course, is Nethack...
Re:I'm not a fashion snob (Score:1)
Life Sucking Boredom (Score:1)
Re:Life Sucking Boredom (Score:3, Informative)
I feel the exact same way. I'll pay $60 for a game if I feel I'm going to get $60 worth of entertainment out of it.
Half-Life 2 is a perfect example, according to X-Fire I've played HL2 for a total of 67 hours! Well worth the money I paid for it, and more.
On the other hand, there's a game like Call Of Duty. I paid $50 for it back in the day, and as great as the game is, I finished the SP campaign in FIVE hours. I'm not much into online multiplayer, and I've only found it worth one re-play, so I only got
Re:Life Sucking Boredom (Score:2)
Case in point: I bought Locomotion when it came out, at $30. Now you can get it for $20 or less. The thing is, I've had it for a long time, and I still play it at least once a week, because it's a terrific game (I also played the living daylights out of the rollercoaster tycoon series).
Similar: My wife and I still blow each other up in Worms Armageddon every so often.
Re:Life Sucking Boredom (Score:1)
We get rippped off over here already (Score:3, Informative)
Gran Turismo 4 for PS2 has a recommended price of UKP39.99 ($76.9219 US) and the lowest shop price I found on launch day was £29.99 ($57.6761 US).
Re:We get rippped off over here already (Score:1)
Re:We get rippped off over here already (Score:1)
Re:We get rippped off over here already (Score:2)
Bring on the indie games. Outpost Kaloki [ninjabee.com] is ace fun and only cost me $10 ish.
Re:We get rippped off over here already (Score:2)
It's also worth saying that the GBP to USD exchange rate used to be more like 1.6 than 1.9. Even taking this into account we Brits still had to pay more than Americans.
Re:We get rippped off over here already (Score:2)
The company selling the game may get in more trouble for not declaring the value or paying tax. Dunno.
Re:We get rippped off over here already (Score:1)
Re:We get rippped off over here already (Score:2)
Why not buy from US & ship? (Score:1)
In AU my paperback cost AU $20 (US $15), and in NZ it cost NZ $28 (US $21). Compare this to the US prices of US $8 for either book. Plus, Amazon usually offers a discount of 0-30% (0% & 10% on these 2 items). Granted the UK covers are cooler, but they aren't $7-13 cooler.
I wa
Sorry, Mr. Retail Gamemaker (Score:1)
*sigh* The economics of game-making is getting so fucked up. Pretty soon, all we'll have will be a plethora of FOSS games.
Sounds good to me.
Re:Sorry, Mr. Retail Gamemaker (Score:2)
META SHOOT 5000 KEYCHART:
Move left: J
Move right: K
Jump: <META>-J
Shoot: <META>-<CTRL>-K
Save: <META>-F2, type 'cp metashoot.dat metashoot.save.#', where # is the slot in which you want to save, <META>-F1 to return to your game.
Re:Sorry, Mr. Retail Gamemaker (Score:1)
Re:Sorry, Mr. Retail Gamemaker (Score:2)
I am not the type that needs fancy graphics or sound effects in my games, although they are appreciated when tastefully applied, and currently buy more from independent developers than
Re:Sorry, Mr. Retail Gamemaker (Score:1)
I have a rather outdated page on my outdated website which lists some games I've grown to like [jicksta.com] you may care to check out
When did you try BZFlag? They've recently made the big milestone of version 2.0.0 and the game is better than ever.
I've never played Glest. I'm glad you mentioned it. I guess now I put some use to that ever-neglected Windows box in the other room.
If you dig RPGs, be sure to check out Dink Smallwood [rtsoft.com]. The game is just absolutely crazy.
I'm actual
Re:Sorry, Mr. Retail Gamemaker (Score:2)
affordable (Score:2, Insightful)
I wish I could get 'em that cheap here (Score:2, Informative)
Re:I wish I could get 'em that cheap here (Score:1)
Price of Entry (Score:2, Insightful)
http://www.kamalot.com/ [kamalot.com]
This pricing is going to have a detrimental effect on the industry as a whole. With higher-priced games and consoles, people will be willing to buy fewer titles. The pressure will be put on game companies to produce the "next big thing" to ensure that their game is the one that gamers purchase. Publishers will only seek to fund development teams that can create tried-and-true games, ones that have a history of financial success or a recognizable tie
Re:Price of Entry (Score:1)
Re:Price of Entry (Score:2)
I finally picked up a GameCube for my children last weekend - my first console since the original PS. I snagged a deal at Worst Buy of two classic games for $25. If all games were $50, then I would not have purchased anything! Lower prices make me buy more! I like to buy when I can get a deal. I do NOT buy when I feel like I am being r
Re:Price of Entry (Score:2)
$8 for a 2 hour movie in a theater (or $20 for the DVD). Compare that to $50 for a video game. Even many "short" video games take 10 hours to finish. And big games (GTA: SA) take even longer. On a price per hour basis, a video game costs about as much as a movie.
Re:Price of Entry (Score:1)
Keep It (Score:1)
There is no shortage of free entertainment for me to spend my time on. That isn't to say, however, that somebody else isn't perfectly justified in paying 60 bones for a game
Re:Keep It (Score:1)
Re:Keep It (Score:1)
Okay... someone explain this to me. (Score:3, Interesting)
[[[Me, my dad, and my older brother once spent night-after-night trying to complete Nonterraqueous and only managed it through sheer brute-force cooperative mapping of the game and many weeks of intense play... Typically, the next week someone else sent in the first ever map of Nonterraqueous to a computer magazine and had it published.]]]
That older game would be programmed by (sometimes) a single-person or at most a small team. That game would interface direct with the hardware (no OS) and take full advantage of the entire machine's capabilities. It would be programmed in the lowest-level language available and be massively MANUALLY optimised to make full use of the available speed and resources, both of which were available in only miniscule amounts.
That same game would be ported, without the aid of cross-platform tools, to numerous platforms (with similar optimisations) and sell for the same price on all platforms. That game would be fun, virtually bug-free, engaging and keep the average gamer with a large software library occupied for years and years.
So why do modern games now cost RIDICULOUS amounts (way above equivalent inflation and way out of pocket-money territory even for modern youth) when they can be completed in a few DAYS of playtime, be in development for the same amount of time as the older games and sometimes never even appear at all.
Admittedly, any game today usually have a larger team behind it and more of a PR push but that must be cancelled out by the comparatively ENORMOUS gaming market of today, the low cost of duplication, the ability to take advantage of massive libraries of pre-crafted code, audio, artwork, the proliferation of available programmers, computer artists etc.
Modern games are also now written in much higher-level languages than older titles, which are easily portable across many platforms, using a massive framework of standardised operating systems and hardware interfaces with well-established controlling libraries (DirectX) etc.
The modern games are buggy, boring, bloated and absent of decent gameplay. Processor power and resource availability has soared far beyond anything the older gamers could ever dream of, yet the games are sluggish and ugly even on the "recommended" hardware.
I haven't played a game in years that engaged me, 90% of them having a single, oft-repeated premise that has been done to death and they provide nothing new but eye-candy that gets in the way of the game.
I've actually got to the ideal point now... I have a massive library of older games and I do not buy modern games much anymore, maybe only once or twice a year, and even then usually from the budget range.
My computer is DELIBERATELY several years behind state-of-the-art so that the only games I can be tempted to run are ones which have been on the market for a long while, allowed me to weed out the chaff and buy the one, single, ground-breaking game of the era.
My last (impulsive and un-researched) game purchase was UT2003 and I installed it, completed several of the ladders and got bored and uninstalled it. Yet Counterstrike is on my hard disk (in fact, I have about 10Gb of installed Half-life games BUT NOT HL2 or CS:Source) and I'm currently engaged in a few games of OpenTTD. The best pieces of software I own are a Spectrum emulator and DOSBox.
I have often wandered into my local game store and walked out again after not being taken by any of the games, even after test-playing many of them.
Why do companies even THINK that people will pay for the rubbish they churn out, except possibly by mistake? Black & White was, for me, the last game purchase I made near it's release date... it was
Diminishing returns (Score:3, Interesting)
The other problem with the prices climbing higher, is going to be piracy. Let's face it, pirating a game is easy these days. And all of the silly key codes are doing nothing to slow it down. Do a quick google for "half life 2 cd key" and you'll see what I mean. Granted, this won't help people with online play, but if all they want is the single player version, then it'll get the job done.
At some point, higher prices are not going to result in higher returns. Too many people will wait for the price to drop or outright pirate the game. Are we there yet, who knows, but we'll probably get to find out soon when the companies start charging more.
They can try (Score:4, Insightful)
They can charge what they want. Standard economics, you don't even need to take the class to understand it. As price increases demand falls. At some point there is optimal profit. As you raise prices you are also loosing customers who would buy at a lower price, while lowering prices brings in less customers than the added profit.
They can try raising prices. However I personally consider $25 on a game too much, so already there are many games I personally do not buy. As price goes up more and more people will cross that line. I know many people who would buy more games, but their wife keeps saying that is too much.
Re:They can try (Score:2)
Oh you got it in one. The only reason that I would spend $50-$60 on a single game is that it is the lastest FF or Kingdom Hearts 2. My main reason for buying my PS2 was because I picked up almost all the FF for the PS1 and some of the older PS2 titl
Excuse me while I pick up my jaw. (Score:2)
At that price point, I have some severe doubts about the volume of units they will be able to move.
Won't Be Buying Then (Score:2)
Count me out too (Score:2)
That's not much.... (Score:1)
US$59 is approx AUS$75!
A new release game in Australia ranges from AUS$79 to AUS$109 for a console (approx US$$62 to US$86!!).
I hope they don't consider increasing prices here!! I will definitely stop buying games locally.
I'm usually importing UK games (which work out to be AUS$75 for a new release!).
I just cannot understand why games in Australia are so friggin expensive! Why is a game that is "manufactured" in Australia the same price as a game that has been imported from E
Boycott all you'd like. (Score:1)
Wait until next year to buy... (Score:2)
For example, I been looking at the demo of Empire Earth 2 that's coming out this month. The game is good enough to buy. However, I noticed that Empire Earth Gold (the original game and expansion pack) is available for $20 USD. So I got EEG instead of EE2 because it was cheaper, and I'll probably pick up EE2 Gold when it eventually comes
Won't matter till they lose 20% of their customers (Score:2)
If they can raise the price 20% higher than what it is now, without losing 20% of their customer base, then the higher price point makes sense for the company.
If their title is a big one and sells 5 million units, that means they'd have to piss off a million people before they'd start to lose money.
Even TERRIBLE titles when released with the system sell at a 1:3 ratio, so I just don't see where this is risky for the companies, ESPECIALLY when the system is new.
Re:Won't matter till they lose 20% of their custom (Score:2)
You kinda lost me here. A 1:3 ratio of what?
N64 (Score:2)
Re:N64 (Score:2)
When you consider inflation... (Score:2)
Admittedly it came with a really nice cloth map and 3 manuals (2 were spell guides) but that's still a lot of money.
Hmmm (Score:2, Interesting)
Well who buys games from these guys anyway? This is just another nail in their coffin. IT would be a bigger deal if it was Nintendo, Electronic Arts and Square Enix saying they are going to charge $60+.
2. The possible main reason for the pirce flux is probably the cost of Blu-Ray or HD-DVD on the PS3 or Xbox Next, as oppossed to just cheapo DVD or whatever cheap propietary disc nintendo will use. Ot
I don't mind paying $250 a title (Score:2)
GTA was an awesome series, but I'm past my senseless destruction days.
I think video games are awesome, but there's so much innovation that needs to be done. The price tag isn't something that prevents me from buying. What prevents me from buying is that I don't want to waste my time playing something that's not fun. Bring on the big price tags if that
Wow (Score:2, Insightful)
I'll pay $300-$500 every couple of years to upgrade my PC, but there's no way in hell I'd pay $60 each for console games.
PC games come down in price so fast that I'm more than happy to wait 6 months to get games at a reasonable price point like $20-$30.
But, I guess as long as people are willing to play those prices, they'll keep charging them. It's just possible that they might not know the limit, they may ove
Re:$60 will bring the industry lower (Score:1)