I honestly don't get this. First let me correct the title if your game isn't as good as let's say the established AAA titles or franchises in its genre don't charge people $60 for it, because more than likely we're going to buy the known game and only rent your game.
But wait renting a game is good, because people actually played your game, and may want to buy it later. But honestly when you beat a game you rent, unless it really impressed you then there's no reason to go and buy it, and by pricing yourself with the big boys you put yourself in the same league as the big boys, and usually the big boys will run you over.
If your game is single player only, let's take Enslaved for example, and it's a good game, not great, but good don't you think you could potentially sell more copies if you brought your game in at a $30 - $40 rather than $60. It makes no sense to me. When you look at games that sell big numbers they are generally established franchises or have great multiplayer giving the game longevity to those who like multiplayer. If you aren't in one of those categories then you truly need to come out at $40 unless you know your game is on par with those games.
If your game is a 7/10 don't sell it for $60. Let's take Splatterhouse for example. After discussing it with people in my review the game has problems, personally I didn't run into any crashing issues like they did, but the game isn't a technical marvel in no way. It has framrate issues, screen tearing, and long load times. But my point is even if all this was fixed it probably would have gotten maybe 0.5 more points on its score. At the end of the day it's not a game for everyone, and it's not a very good game, it's just mediocre. And if your game falls into that category it should NEVER be over $30. Splatterhouse for example should be a PSN or XBLA title for $10 - $20, and most of the games in that same situation should join it there. Gamers are more than willing to take a chance if the price is right, and $60 for one of these games is oh so wrong. Dark Sector and The Darkness are probably the best examples of this type of game. Both of those games were good, but not for everyone and weren't up to par with the big boys. They should have been $20 or $30 titles and people would have felt OK with that, not to mention reviewers do take price into consideration.
Finally if your game sucks, don't make it. Really why are you wasting your budget on a game you know is bad, and won't sell. If your game is full of game breaking glitches, awful gameplay, an awful story, and awful presentation then why bother.
Helldivers 2 players have taken it upon themselves to shoot those wearing pre-order armor. The developers are asking those involved to stop this undemocratic behavior.
WTMG's Oliver Shellding: "It’s a clever little title, handles well on the Switch and comes in at the same price as a Happy Meal. While it won’t blow away critics at the end of the year, The Exit 8 is memorable and serves as a good proof of concept, like how P.T. once captivated players across the world with unspeakable dread. I genuinely hope we see more from KOTAKE CREATE, because, as delicious as this appetizer is, it just doesn’t do enough to fill up any one player: The Exit 8 is almost destined to leave you hungry for more."
WTMG's Leo Faria: "Bear in mind that I appreciate the attempts at spicing up a Cretaceous-era gameplay loop with elements like the stress meter and a (forgettable, but still extant) story, but all in all, Lunar Lander Beyond is best enjoyed, and then forgotten, in 15 to 20 minute bursts. There was nothing about it that irritated me, but rarely did the game wow me, very rarely did it impress me. It’s a very honest attempt at reviving another Atari IP without the need of turning it into yet another Recharged title, but there’s just so much that you could do to update something that was already quite limited in scope even back in the 80s."
The problem with your idea is that developers don't know if their game is going to suck or not. They try their best to make the game the best they can, and if people don't like it, then it's considered a bad game. The thing is, not everyone has the same tastes. Many developers release a game thinking its better than it turns out to be, because they made it. A game being bad is only opinion, and the developer cant predict the opinion of everyone. There are many "bad" games that I ended up loving anyway.
"Finally if your game sucks, don't make it. Really why are you wasting your budget on a game you know is bad, and won't sell. If you game is full of game breaking glitches, awful gameplay, awful story, awful presentation then why bother."
No one in the right mind will put money into a project and shortly before it released can it simply because its bad. They are going to try to get every cent out of it to make up for the lost money.
In regards to games full of glitches, bugs, ridiculously long loading times and other things, then I agree, I've been echoing the same sentiments myself about things like that (i.e. FIFA 11 on the PS3, surprisingly enough I seem to be one of the only people with the problems I have faced in it and they have driven me around the bend). Red Dead Redemption's loading times were terrible too and I think everyone knows of the glitches in that too.
But that's how it is these days, big titles are rushed to the fore to make their release date, they're left a mess and get away with a full-price tag. Companies can say "well don't worry we'll patch that away", well good for you but why should I have to pay full price for a game on day 1 when it won't be complete unless I have a connection to the internet and have to wait a number of days or weeks for it to be as good and complete as it was advertised to be and as it should be from the word go?
Just so you know, your title reads: "If your game sucks, don't charge 60 dollars bucks."
How could you not know how bad your blog title was before you released it? Not to mention your grammar throughout.
But seriously, maybe the question should be why do companies that make the best games feel the need to artificially hold the price of the game to $60. Eventually the price would go down, but how many people would be willing to pay $80+ for their favorite game at release? I know I would for my most anticipated games. Companies are leaving money on the table, either because of a mandate by the system manufacturers, or because they themselves are afraid of consumer backlash. A better model would be for the game to cost more on day 1 and then drop the cost over the next month or two. They could drop the price faster if the game isn't selling as expected. Maybe it's better to get as many sales as possible at release and they feel $60 will ruffle the least number of feathers.
I remember this game being announced a few years back and I'm quite surprised this performed quite poorly. It's unfortunate that some people found out after dropping 60 on it.
It is probably just customary to charge the standard price for a game whether the companies feel it's worth it or not. It's bound to make some sales at any and every price point. All I can recommend to avoid getting screwed by these overcharged garbage games is to do much much more research and get out of the habit of buying a game at full price. Game sales may be an issue with location but I know there's always a sale for games somewhere.
It's pointless anyway. Many developers have given up on quality and instead settle for excuses and stall tactics instead. Why kill yourself polishing and fixing your game to perfection when you know very well the target audience will buy it anyway. Do you think the developers who made FO:NV didn't know that they would buy it anyway glitches and all. People think companies are stupid but they know the level and amount of crap they will take or how gullible their customers are. That is why Microsoft for example knew they could get away with a 40% plus faliure rate on the 360. You think Sony could have gotten away with that with the PS3? PS3 owners would demand their heads on a stick.