Dollar Apps Killing Traditional Gaming? 343
donniebaseball23 writes "There can be no denying that the rise of smartphones and tablets has had a major impact on the gaming business. The prevalence of free and 99-cent apps has changed consumers' perception of value. Mike Capps, president of Gears of War developer Epic Games, said, 'If there's anything that's killing us [in the traditional games business] it's dollar apps. How do you sell someone a $60 game that's really worth it? They're used to 99 cents. As I said, it's an uncertain time in the industry. But it's an exciting time for whoever picks the right path and wins.'"
"Exciting Times?" (Score:2)
You shouldn't have to (Score:5, Insightful)
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Exactly.
I didn't even think twice about buying Portal 2 earlier this week, and it was worth every penny.
This is like the movie industry being worried about television - they are two different products, loosely related to each other.
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I did think twice.
So I downloaded the portal I demo (free), and then bought Portal I (full). Cost me Euro 8 and I am enjoying it.
I don't have to think very much things priced under Euro 10 -- but something like Portal II at Euro 50 ... that gives me pause.
I can afford it, but why waste the money?
I most likely wait for another 1-2 years and then buy it at a discount.
Re:You shouldn't have to (Score:4, Funny)
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Your $60 game should be incomparable to a $1 game, in terms of both gameplay and technology. If it's not, you are Doing It Wrong.
I think that's what they meant when they said "a $60 game that's really worth it".
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Heh... They're a fine one to be commenting on that subject. All I need do is point to Unreal Tournament III... After that, any $60 title from them is a hard sell.
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Indeed. If you're worried about trying to convince people that your $60 title is "worth it" against the $1 backdrop- you''re Doing It Wrong. If you can't people sigining off on the price, it's OVERPRICED out of the gate- and it matters little what the "why" it is happens to be. Either make it really worth the money in question or lower your costs, etc. so it can be worth $30 or something comparably cheaper. You're not going to get that rapacious rate out of most people for much longer. They can't affor
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I can't imagine any game being worth $60 at all. They all tend to come down in price after a few months and then you know what is crap and what is gold. Plus on the console Used games rock. I do very rarely buy new games but it really is rare. That is just me but I can not speak for other peoples proprieties.
Most are crap (Score:3)
Most of these get deleted after 5 minutes (and in the case of the first item, within 30 seconds). Games like Street Fighter IV are completely unplayable on a touchscreen. I don't think Epic really has anything to worry about.
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I think that the quality of the entertainment is a measure too though. I may be able to kill a couple hours with a stupid $1 app store game, but it isn't something I'll look forward to or remember or probably ever want to come back and play again. It's just something to kill time that I would otherwise be bored. Major game titles on the other hand, I look forward to for months (on some titles), truly enjoy playing and would actively take time to play and will likely come back and play multiple times in t
Daft (Score:5, Insightful)
Isn't this the same as asking whether short scruffy videos on You Tube are going to usurp Blockbuster films? I think the only threat would be if smart phone games could be developed so that the game arena was the real world and the phone was some mission interface. That would be neat - best it isn't a FPS though...
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Too late. It's already happening on the West Side of Chicago. The saddest part is the real world FPS going on there is most popular with a demographic that skews to the 11-17 year-old range. By 18, there's a good chance you're in jail or dead.
99c games suck (Score:2)
Re:99c games suck (Score:4, Insightful)
But for every person like you, there are lots like me who only want to play Angry Birds for a few minutes a couple of times a week. Honestly, I've spent more on phone games in the past year than I have on PC or console (PS3 and Wii) titles and frankly I've been disappointed with purchases on all the platforms. The difference is that when I buy a crappy phone game, I'm only out a few dollars. When I buy a crappy PS3 game (like I did twice last year - GT5 and ModNation Racers), I'm out $60 each time.
Apples, meet Oranges (Score:2)
There were few $60 games to begin with. (Score:5, Insightful)
you were rehashing the same crap over and over and pushing it to masses with marketing. just like movies. trailers, marketing hype, ads, showing only the best few parts you added to the game, whereas the rest was rehash of the previous version or other games. taking no risks to please shareholders. a few cents per share more for every shareholder, more important than satisfaction of your customer.
that was why there was rampant piracy.
thank mobile apps. this '$60 blockbuster' bullshit will end.
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Well, EA is the monster it is for a reason.
People keep buying Fifa Y+1, Madden Y+1, NHL Y+1, etc, etc, etc, every year. For $60
While (semi-)independent game developers struggle.
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They claim those games are expensive because of the rights fees.
Guess what, the same game without the NFL branding and fake teams and names on generic faces IS JUST AS FUN. you dont have to pay a bunch of prima donna babies for the right to their "branding".
If the game is a great football simulation, real gamers will buy it.
I personally dont know, those games have a -100 interest to me. IF I can run up and punch an opposing team player for grandstanding, or pick off a spectator's head in the stands with t
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Yeah, they're not expensive because of licensing, 'sports games' are on average the same price as 'non-license' games.
But of course, if EA sold "NFL 2012" and "Generic Football 2012" being $5 cheaper, same engine but with no real names, NFL would probably still outsell by a large margin.
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Nice in theory but totally invalidated by actual activity in the industry. I once worked at a small company that made a licensed sports game for a few years: company made big bucks. Then the license expired and EA bought it up. Company I'd been at tried to sell the exact same game (with improvements) unlicensed. After a few years it was out-of-business.
Right now, I couldn't name a single unlicensed sports game of any success level at all. (I've been out of the industry for some years, so my knowledge base i
Perception of value (Score:3)
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No *SOLO* Game is Worth $60 (Score:2)
The Multi-Player experience is what provides the gaming console experience with value and makes it "sticky." A player buys the latest $60 game because the people he hangs with online -- his guild, his clan, platoon, his whatever -- are buying it and want to "move on" to the next shared experience. It's a proposition that works for the developer, the online service, and the player.
But the solo-only game? I have not purchased a solo-only game at full price, within the first months of its launch, since the
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It still boggles my mind that so many game developers pay so much attention to "story." It is like the producer of an opera worrying himself over whether his cast looks athletic enough.
Now, I'm sure there may be some people who refuse to buy an opera ticket because the performers aren't good-looking, just as I'm sure there may be some game players who fret over whether their new game will have a good "plot," but it is madness for the producers of either form of entertainment to be concerned about these con
Re:No *SOLO* Game is Worth $60 (Score:5, Insightful)
I find very little of the $1 games that can hold my interest for very long at all, where many PC and Console games I have played for hours on end.
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The Multi-Player experience is what provides the gaming console experience with value and makes it "sticky." A player buys the latest $60 game because the people he hangs with online -- his guild, his clan, platoon, his whatever -- are buying it and want to "move on" to the next shared experience. It's a proposition that works for the developer, the online service, and the player.
If we want to compare and justify the pricing models here, then perhaps you should be a bit more realistic as to the true cost of the average multi-player game, because the cost usually doesn't stop at the store where you just paid $60 for the game.
How much does it cost you per month to enable your online mult-player experience? How long did you play your last REALLY good multi-player game? A year? Maybe even two years? Much like a cell phone, that $60 game just turned into a $300+ game.
Amortizing the allegedly hidden cost (Score:3)
If by a controller upgrade you mean buying controllers 2, 3, and 4 for a game console or gaming/home theater PC, this expense can ideally be amortized over multiple games for the platform. In fact, it's even easier because HTPCs and Xbox 360 consoles can use the same controllers. If by a controller upgrade you mean instruments for a music game such as Guitar Hero, Rock Band, or DDR, those costs are certainly not hidden because the game is often sold bundled with an instrument.
As for PC video cards, look
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Dollar apps... really? (Score:2)
Mike Capps, president of Gears of War developer Epic Games, said, 'If there's anything that's killing us [in the traditional games business] it's dollar apps.
I thought if there was anything killing you it was piracy. That's what you guys have been sprooking about for years on end, anyway.
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And, strangely, the rate of piracy is often correlated to the number of digits on the price.
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Not really, there have been claims of sub-10$ games having up to 90%+ piracy on android (essentially tracking amount of automated log-in attempts from copy of a game without a proper key on some server they used from a game or two).
They still sell enough though, and how many of these are actually "I want to try it before I buy it" is a question thrown in the air. But piracy (or more correctly copyright infringement) isn't going to just vanish because price goes down.
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Actually, it will. Which titles have less piracy in the app store situation that you brought up? Those priced $1-4. For a mobile phone and a casual game...that's the price point people will pay without thinking twice for it. $10 for a phone app's pricey, based on the pricing I've seen for apps. I know I definitely won't consider most of them worth that price point- and I'm sure as heck going to want a better than basic demo evaluation before buying it. Now, for PC and many Console titles... $10-20 s
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A $60 game that's really worth it. (Score:5, Insightful)
How do you sell someone a $60 game that's really worth it?
Perhaps it isn't worth $60.
If a $1 game provides me with about 1 week of entertainment, a $60 game should provide me with 60 weeks of entertainment.
There aren't many games that can do that, and there are even less that give me the convidence to pay for those 60 weeks up front.
I fear TFA calculates "worth" as "the amount of money we had to spend to make it". There used to be a day when games could be fun without gigabytes of graphics and sound. That day has never really gone, it's just been obscured by an increasing focus by developers on adding stuff that isn't part of the actual game.
If I bake a cake and package it in a golden, diamond encrusted box designed by some guy that changed his first and last name into a single, unpronouncable word, the cake hasn't increased in value at all. Sure, it looks much nicer with all the shiny bits, but it can't compensate for the fact that I can't bake a decent cake.
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In fact, I find a game to be more worth it when there is LESS cutscene crap. I want to interact with something when I'm playing a game - if I want to watch some rendered 3D stuff, I'll go down to the local theater.
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Ah! The economics of fun!
If a free game can entertain me for 10 minutes, how long should a $0.99 game entertain me?
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More to the point, if people won't pay $60, then it's provably not worth $60, since nothing is worth more than what someone will pay for it by definition. They are not basing the worth on the cost to produce, but on nothing at all. We already know what the only valid basis is, he's just making shit up.
Further, this isn't even about baking a cake someone would want to eat. It's baking a cake compelling enough to spend $60. When you spend hundreds or even thousands on a wedding cake you're paying for an exper
Re:A $60 game that's really worth it. (Score:4, Interesting)
If a $1 game provides me with about 1 week of entertainment, a $60 game should provide me with 60 weeks of entertainment.
If I can buy a $15,000 car that drives 100 mph, why can't the $60,000 car hit 400 mph?
If I don't mind a five-minute commute in my $1,000 used clunker, I should be just as happy with a five-hour drive to work in the $60,000 Lexus, right?
A $200 bottle of wine probably isn't twice as "good" as a $100 bottle of wine (though a $10 bottle probably is twice as good as a $5 bottle).
My $1000 camera doesn't do five times as much as a $200 point and shoot, and it definitely doesn't do twice as much as a $500 camera. I've got it for the small but perceptible improvement in image quality, plus the ten percent (or so) of photographs that would be impossible with the cheaper cameras.
The price of luxury, leisure, and entertainment goods does not necessarily correlate linearly with simple measures.
Provide the right games! (Score:3)
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I've heard that GemRB will run on Android. May want to look into that.
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I've been playing the GOG version of PS:T on this for a few days and it's working surprisingly well. Only thing to note is that, with the GOG version at least, you have to set all the CD paths in the cfg file to './data'.
Wrong again industry (Score:2)
Hello? Portal 2
There you go. You sold it for more than a buck. The truth is that a dollar game should not be a direct substitute for a $60 game and if it is you're making it wrong. This is true almost everywhere - you can rent a movie for your family for $1 or go to the movies for $50 (or a football game for hundreds). You can buy $2 flip-flops or $400 designer footwear. You can get $0.50 ramen or $30 steak, Two buck chuck or a $100 bottle of wine.
The gaming industry has always been volatile and unpredictab
Casual Gamers (Score:4, Interesting)
There was a report here a few months back or so that linked to a game company's discovery that quite a few people only played a $60 game for a few hours and many never completed it before moving on to the next game. These are the folks that are being lost. Instead of spending $60 on a game they don't complete, they spend a buck or a few bucks on a game for their phone. It lets them play a little when waiting or idle without having to go to their computer, power it up and go back in.
I was a pretty heavy gamer back when Doom, Command and Conquer, Red Alert and StarCraft were popular. As multi-player became more popular, I found I didn't have the time to invest in trying to beat some twitchy 15 year old who had nothing better to do all day. I still get the newer games like StarCraft II and even play them, but I haven't finished it yet. I'll get the other two when they come out as well and may finish it they, or not.
I also have several "games" on my iPad and iPhone ranging from Angry Birds (it's really a puzzle solving game), Popper, and Pocket God to Small World, Rage, and Red Alert with several others in between. They're fine when I'm sitting here at work at lunch or in the car with my wife going somewhere.
The game companies have less of my money because I'm not interested in sports or super realistic multi-player gaming (battlefield 2 or crysis for instance). I like the games like Castle Wolfenstein, Duke Nukem, Doom, Quake, Command and Conquer, Red Alert (the original one more than the newer ones), Carmageddon, and StarCraft. Heck, I'd be excited to get many of the games I played back then simply updated to work on the current tech.
[John]
You're ignoring the real issues (Score:2)
99 cent games aren't changing consumer's perception of value. Your intolerant, draconian treatment of your customers are changing their perception of your value.
Premium downloadable content? What the hell is that? I once bought two 3.25" disks full of Doom2 WADs because it was convenient to do so versus downloading them off of ftp.cdrom.org, not because Doom2 was defective by design unless I pay even more for "premium content".
But then, isn't that a problem with the rise of consoles? Not exactly a great pla
Stupid (Score:2)
No it hasn't.
And you're president of Epic Games? I think the reason your company is being "killed in the traditional gaming business" just became obvious...
of course Epic doesn't like it (Score:2)
Games aren't WORTH $60!! (Score:2)
Games are worth about $30 tops. These game makers need to adjust to reality. They have been over-charging for entertainment for too long and just like Microsoft, are having a difficult time adjusting when the market changes.
So yes, tiny tablets (phones) and larger tablets are making changes in the software industry. Compete, change or get out of the way. And certainly stop complaining about market forces which you once commanded being taken away from you.
So everyone who bought a PS3 and an XBOX (Score:2)
Now refuses to buy a game that costs more than $1.00?
I don't believe it. Cheap apps have expanded the market to people that wouldn't buy a console. If you're having a hard time selling console games, don't blame the casual gamer who wants to spend 15 minutes on the subway playing a game. Blame the glut of "me, too" games at the high end.
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Uncertain times my ass...Quit bitching. (Score:2)
"...it's an uncertain time in the industry. But it's an exciting time for whoever picks the right path and wins.'"
Sheesh. I really get sick and tired of hearing "who is me!" from the gaming industry as they continue to turn record profits.
Bottom line is there is enough demand out there to satisfy damn near every single major player in this industry. If you can't thrive in this world where reality is so bad and stressful that mind-altering legal and illegal drug use is at an all-time high and people are literally craving that alternate reality to escape to every day, then either your product really sucks ass or you're
Tradition (Score:2)
Traditional gaming? You mean, like cards and chess and parcheesi?
Let me know (Score:2)
How do you sell someone a $60 game that's really worth it?
I have no idea. Let me know when they create one.
Go back to basics! (Score:2)
'If there's anything that's killing us [in the traditional games business] it's dollar apps. How do you sell someone a $60 game that's really worth it?
I have seen lots and lots of $.99 games which were worth more than that. And I have seen really really few $60 games which were worth the $60. And they were worth the $60 not because they had loads of content, but because I really enjoyed playing them.
And that's the core of the pricing problem IMO: pumping more content into a basically $10-20 game doesn't make it a $60 game. The wasted $40-50 bucks are just that: wasted.
I wish the game developers went back to basics and started making simpler games a
No sympathy for Epic (Score:5, Insightful)
incorrect (Score:4, Insightful)
'If there's anything that's killing us [in the traditional games business] it's dollar apps. How do you sell someone a $60 game that's really worth it? They're used to 99 cents. As I said, it's an uncertain time in the industry. But it's an exciting time for whoever picks the right path and wins.'
I've got a Droid, but I'm not a big mobile gamer. I'm used to spending $50 on a video game for my PC, or Nintendo, or whatever.
And what's killing you [in the traditional games business] is that your games are not really worth it.
Used to be that I'd buy a game for $50 and get 20+ hours of gameplay - not counting multiplayer. And I'm not talking about an RPG either... RPG's would be a good 60+ hours of gameplay.
I remember playing the first Unreal, or Quake, or Marathon, or Half-Life - and they all took me over a week of late nights to finish.
And then you'd have multiple hours of multiplayer on top of that... Usually with some terrific mods bolted on... And then some mods for the single player... Often the modding community would double or even triple the gameplay you got from your original purchase...
Now you shell out $60 for a game and get 5-10 hours of gameplay, plus the multiplayer. Then they'll start releasing more single player content, and multiplayer map packs, and skins, and whatever else as DLC. And the game will be designed around consoles, so there'll be very limited support for modding.
$50 for 20-80 hours of gameplay... Compared to $60 for 5-20 hours of gameplay...
Is it any wonder you're having a hard time selling your games?
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It's kind of funny. When I first started playing video and computer games as a kid in the 80's, arguably a lot of the content for Nintendo and PC was not worth the 40-60 that they were charging. The games were, overall, smaller, less technologically advanced, there were less art assets, and simpler art assets, smaller levels, etc.
For many years, the 'value' you get for your $40-60 increased every year as the technology improved - prices stayed about the same, but the games got bigger, with more content, etc
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It's kind of funny. When I first started playing video and computer games as a kid in the 80's, arguably a lot of the content for Nintendo and PC was not worth the 40-60 that they were charging. The games were, overall, smaller, less technologically advanced, there were less art assets, and simpler art assets, smaller levels, etc.
To a large degree, that was a limitation of the hardware.
You just weren't going to put full-motion video, speech, high-poly models, and whatever else on an NES. Just wasn't going to happen. The cartridge only had a few MB of storage. The machine only had a few K of RAM. It could only handle a few colors. Those were just limitations of the hardware.
But, at the time, that was still pretty impressive. Metroid, with its chunky graphics and crappy color palette and simplistic gameplay was, arguably, just a
Only As Much As $60 Software Is Killing Gaming (Score:2)
Some pieces of software should cost $0.99 and some should cost $59.99. Suggesting either is killing gaming is silly. If anything price structures on many platforms are too rigid where the platform vendors can't handle a game because its the best price is neither $0.99 or $59.99.
if you cut out the big box store price can be $40 (Score:2)
if you cut out the big box store price can be $40 and you just need to pay the hosting fees + CC fees.
Is it not obvious? (Score:2)
The simple fact of the matter is, that most people are not serious hardcore gamers, and/or don't have enough free time to devote to such levels of gaming...
As a result, very few if any games are worth $60 to most people... Now when there was no other choice, it didn't seem so unreasonable to buy a full priced game to only play once or twice, but now we finally have an alternative which is not illegal.
For me, and many other people i know, most games will only provide a couple of hours of entertainment at bes
How do you do it? (Score:2)
You don't. First of all dollar apps are not a big threat to the big $60 games. What is threatening those big $60 games is the $60 + paid DLC. If I pay $60 it should be all-included with free DLC like StarCraft 2. Portal 2 is a bad example of that as well - a full priced game ($50) but every little outfit I want costs $1-5 and the game isn't all that big and very linear. The rest like Dead Space is again linear and just another zombie shooter. It has some cute concepts in it but it's not worth my money. Then
The new Arcade. (Score:2)
Those dollar apps are really filling the void that the decline in arcades. Where you have games designed to kill a few hours of your time, without really feeling ripped off, if you don't like the game. It is kinda of a funny turn of events. The Arcade was more popular then game consoles because they did better graphics and had more cooler stuff. Then the consoles got better then the Arcade systems. But because they are expensive to have games were a good gamer could complete in a few days. There is inter
Sad but no pity (Score:2)
I will admit I buy more $1 apps than traditional games now. My gaming time has been scarce for years, but back before the app store I would shell out $60 for a game and half of them would get played for an hour or less. Now I actually play more just because of the convenience, yes most of the games are more casual but are a entertaining enough experience that I just dont miss console gaming anymore, in fact I sold off both my 360 and PS3 a few months back. That said I dont mind paying for good games, I p
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Re:Profit dollars are what matters. (Score:4, Interesting)
An interesting game. It sounds like the only way to lose is not to play.
Many will lose simply because the number of popular game apps will be a tiny fraction of the number developed and marketed. The losers will include quite a few who invest time/effort/money in developing a game that gets bought by essentially nobody.
Right now, these mini-games have novelty value, but that might wear off, and the potential rewards for success will shrink if the punters don't play.
Of course, I'm not really in the "gamer" demographic. The last game I bought for a PC was Secret Weapons of the Luftwaffe, maybe 20 years ago, for about $40. Since then I've bought precisely three PlayStation games for the kids, costing a total of about $150. The number of app-style games I've purchased for our smartphones is exactly zero, and unlikely to change.
pirate hypocrisy? (Score:3)
Were are the usual voices that argue piracy is okay because games want to be free. And they argue that piracy does not hinder game development. But now that games are cheaper it looks like it may be killing the big-tim gaming market. Defend thyself hypocrites!
On another note, it may be that we simply have more small games with more people earning more money in total. it may be an expansion in gaming. But it may come at a loss of the concentration of capital that enabled the "big time" games of high pol
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Parker Brothers' "Aggravation" is a family tradition. Simple mechanics + a small degree of strategy, so it is accessible to young players and fun for adults as well.
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Plus, whenever you try to get rid of it you end up with a garage full of other cars.
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If your game costs $1,000,000 to devlop for a phone or portable device, then stop right there, close up shop and go home. You are doing it wrong and will only produce crap.
Yes it's neat that you paid a world crafter to spend 8 hours a day for 6 months to place every pieces of junk in your world, ala: fallout 3 and some gamers might notice and appreciate that, but 90% will never notice and dont care. So stop paying a "artist" low 6 figures to do grunt work and hire a student at low 5 figures to do it instea
Re:Profit dollars are what matters. (Score:5, Insightful)
It's not that expensive although the cost is rising quickly. There's a significant number of rock star programmers out there who want to write for their phone and are willing to take a pay cut to do so. Try hiring for a console game right now. That's become even more expensive because so many developers no longer want to write for consoles or work on a multi-million dollar title. The stress involved in doing so can be substantial.
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Here's some simple math for you to illustrate the reality of the app marketplace. By Apple's own claims it has (A) generated $2,000,000,000 in revenue for developers, and (B) hosts 350,000 apps in its store. A / B = $5714.29 per app on average, the vast majority making significantly less than that. That's no way to make a living. The winning strategy seems to be to make lots of garbage quickly and hope something sticks. Any other strategy is akin to to winning the lottery.
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There's no math error. Your conjecture is way off. Apps made by a very, very, very slim minority of developers make a profit.
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Or you sell a free game with $1 episodic content.
-Rick
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What's happening now, on iOS and other platforms, is you give away the FPS but charge for the bullets.
It's pretty insulting when you think about it, but then I'd say that about half of all consumer products are pretty insulting to the consumer, if the consumer took the time and had the resources to think about it.
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if the consumer took the time and had the resources to think
We'd be living in a much better world.
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Yup, too bad nobody makes any money off of linux. Glad we have billionaires like Linus Travolds who secretly pumps money into the project.
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That was the first thing I thought of, too.
Make sure it's as good as Half-Life 2.
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Yeah, I was going to say that Valve doesn't really need to market their games.. they'll sell themselves.
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I have written a iOS game called MatchuM. Its a Mah Jong solitaire game without all the "oriental baggage" you get in those games. It is on the app store but hardly anyone knows its there. It doesn't matter how good your game is, once it has fallen off the "new releases" screen in iTunes then what do you do? How do you let people know its there? The "freeappaday" people want £2.5K to advertise it, but thats probably more then I have spent on hardware in the last 20 years, so thats a no go.
http:/ [apple.com]
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Though you do need to spend at least some of the funds on marketing, it's just that nobody knows where the actual balance is. Mostly because marketers are highly skilled at selling people on the importance of marketing.
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Traditional VIDEOGAMING would be a better word but people who use 'traditional gaming' are speaking about video gaming specifically given the context.
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How do you sell someone a $60 game that's really worth it?
Has there ever really been such a thing?
Global Thermonuclear War. Best $60 I ever spent.
Well, except for that one time in Vegas...
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Starcraft 2, hands down. I don't even play traditional multiplayer, and I'm not into single player beyond single play through, but fan made custom maps are absolutely wonderful.
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Game prices ARE comparable to what they were 'back when'.
Adjusted for inflation, Pitfall! for the Atari 2600 was a $66 game. Centauri Alliance for the C-64 was $60.
And even if you don't adjust for inflation, some Super Nintendo titles were over $70.
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dude the epic game does not exist anymore. The game that took you a month or more playing it nightly will never exist again.
Dragon Age II: short as hell unless you shell out more and more for DLC.
The LAST epic long game was Blue Dragon. right now game companies are more interested in short crap. Hell I finished Halo:reach on hard in 3 days... That's a freaking mini-game. Gears of war II was 2/3 the length of Gears of war I and I have low hopes for III.
and who in the hell wants to play an epic 5 month
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I was playing Red Dead Redemption for a month or two and was still only about halfway through the story.. if you buy the right type of open world/sandbox style games you can get a lot of value out of them. Oblivion is another good example, and Skyrim will be out soon. I love the type of game where it's enjoyable to just explore the world rather than always pounding away at a linear plot.
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I have Just Cause 2 as well, and it's fun as hell to just explore and drive/parasail around, though I find the combat quite repetitive. Likewise with Red Faction: Guerilla. They're both fun for a blast every now and then, but they don't have the same variety and atmosphere that makes me love Red Dead Redemption. Unfortunately I lost most of my save games when my last PS3 died, and I can't face starting many of them again yet.. I restarted Red Faction: Guerilla last week though, and it seems they've improved
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dude the epic game does not exist anymore. The game that took you a month or more playing it nightly will never exist again.
I'm not sure it's that stark. What about Diablo III?
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Steam have it sussed, lower the unit price and sell more games and the lower the price then less piracy too.
As the distribution costs are next to nothing as opposed to physical media distribution then profits go up as the number of units goes up despite having to have a larger amount of sales to generate that profit.
Maybe that $60 game needs to be sold for $20 or even $10 at launch?
There has been many a game I've bought for under £10 on Steam even if it has not been a core game genre I like just to tr
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You make it sound like they decided one day that $60 was a natural fact.
I imagine there was some math behind it, along with some research and surveys, with them determining the optimal price was around $60.
They probably constructed a graph stating how much are customers willing to pay for a video game. And I'm sure they revisit the price every few years to see if the market's changed.
Games are getting to be quite expensive: voice talent, cut scenes (FMV or CGI), more complex programming, advertising, etc.