This week will be a look at the possible evolution of how consumers pay for games.
Brutal honesty on what you thought of the article would be great guys
I have to say I agree with your article Odi, most of what I read at least. The fact that these guys are not getting a bit bugged out about games costing 120 dollars is concerning. It's to the point now where people don't buy certain games because 60 dollars is too much, and most games aren't even worth the 60 dollars. Soon if we see 120 dollar games, we'll see many developers shutting down. Smaller developers won't be able to compete, and only EA/Activision/Microsft/Sony/Ni ntendo will be in complete control of all developers. And regarding DLC, eh. I don't buy it, so I cannot really comment. I only get DLC if I know it's worth it.
Gotta say I agree with you my friend, and the sad part is I can't believe others are not seeing what's in store for us gamers. They are just sitting back and acting like the signs aren't there or they simply don't care. At least not until it's too late to do anything about it.
Brutally - I wasn't going to read it because of the title. But now having read it, I have to completely agree. Games should of stayed $50.00 a pop. That is a lot of hard earned money from your fans. Movie prices have gone from(what I remember) $4.00 to $10.00 a ticket. So the inflation is there... I understand why they claim games are now $60.00... but that really hurts their quest to conquer our money with DLC. I was a HUGE CS fan. Owned a server and ran a clan for 4+ years... Valve(even though they didnt create CS) used to BRING IT. They would always patch it and improve gameplay and balance issues and along the way they would give us a map or two.... They ALWAYS left the door open for user made maps and mods. Sure, they werent the greatest, but look how many maps were user made that actually made it into valves retail packaging. They gave the world to their fanbase. You buy a $50.00 game HL/HL2 and you get this sick MP game CS for free. Developers need to go back to that. Not telling us about sequels before a game releases... or DLC. UGH!! DLC is fine if it is worth the price. $10 for three maps is an embarrassment... especially considering that the maps usually do not come with any enhanced game modes or changes to the game. I miss gaming on the PC... But I do not miss constant upgrades... Anyways thats for a whole other subject. Game developers need to push the envelope to earn my $60.00. There are plenty of great games, but I need replay value to seal me into any deal. When you can buy a game like Half life and play the multiplayer for years without worrying about other games it makes you wonder why other devs can't achieve this status in current games. Odion, in reference to your loyalty to Valve and Blizz - How do you feel about L4D2?? It was a move that is not like Valve at all...
Who the f*** is "Odion" anyway? What are your credentials? Why is your opinion relevant? Why are you not just another armchair economist? You might or might not make sense, but if I'm gonna read about somebody's opinion on a website I don't frequent, then his opinion better hold some weight. Edit: @pennywise, precisely. A pro-360 mod? really? Are those his credentials? Why should I care then? It's like saying Hip Hop Gamer's opinion on the game industry matters because he's a rapper and a gamer. :/
--To odion (not necessarily due to this article, just his history) "play games, not consoles" good article though, pretty well written, good points backed by facts.
Odion is a very Pro-360 mod on N4G, baum. EDIT: OMG, He isn't?? LOL. You guys make me laugh.
Well written... easy to understand... good paragraph structure... LOL :D Really good article and I agree with you. Oh one thing, I noticed that you had several (link) markers in the article, but when I put my mouse over them, nothing happened. I'm assuming there should be a hyperlink to some underlying data/article?
Ya I am going to fix the hyperlink issue, I found some really great stuff and it helps back up my points.
Don't really care for game costs for the simple fact that games get cheap quickly or places like Amazon and Buy always have deals (BioShock 2 already $51.99 and hasn't been released yet). DLC has taken a turn for the worse. Unlock codes, holding content intentionally to release right away for money, etc. That sort of sh*t is stupid and I don't buy DLC. You should do an article on how Microsoft charges ridiculous prices for hardrives and wifi adapters. Now that's abuse.
An interesting trend in how consumers will pay for games has been pioneered recently by the developers of Natural Selection 2 at Unknown Worlds Entertainment. They pitched their community the idea for the game, said they needed capital to make it reality and offered the community pre-orders just when production was really beginning to ramp up, offering a $20 version and a $40 version if community members wanted to show their appreciation for the previous game and give them a helping hand. This however is not your normal pre-order as the consumers get access to the alpha, beta, final release and also they get games SDK and all the assets that come with it, which amounts to what traditionally would be hundreds of thousands of dollars worth of game assets for a measly $40. By doing this the developers of NS2 have been able to raise the money required for the game, expand the scope of their game and hire additional staff to help the production process. Community funded games is something I feel is very interesting and can hold great promise for indie developers into the future.
If that ever happens, it'll be pretty niche. I doubt the majority of consumers will be willing to pay in advance just because they appreciate the dev's efforts. Not everyone is *that* hardcore. If a few hundred thousand gamers organize among the hundreds of millions there are, then it might be possible.
where the average income is considerably less than in the USA. The average price of a game on release is 1100 Pesos (including tax) about 960 pesos not including tax. with the current exchange that is about 80 USD. I am kind of amused when people say games are not worth $60.00 USD. To go to a movie in the US is about $10.00 for 2+ hours of entertainment (plus overly expensive food). Thats $5.00 an hour (per person), so if a $60.00 game keeps me entertained for 12 hours or more, i feel it was worth it. plus i can always sell the game.
There is nothing amusing about spending 60 bucks only to find out it's a crap game. How many hours of entertainment do you figure to get out of that?
IF it keeps you entertained 12 hours. Example - AAA reviews of AC1. Bought it day one. Played for 4 hours. HATED IT. Never to play again. $15.00 an hour to find out it was a repetitive piece of crap. GG Same with GTA4.
I agree, but on another hand. Some of todays games costs 20-80 million dollars to develop! That is also a huge problem.
It baffles my mind that in an industry that generates as much sales as the gaming industry, developers are going out of business, publishers show losses every quarter, even in this recession. The business model of how they create these games is broken except for the scant few titles like COD, Halo, etc that bring in tons of money. Just look at Konami that said they can't make money unless they are releasing a MGS game in that fiscal year. The development budgets are bloated and the whole development process is broken to the point they can't create a profitable title unless it sells over a million units. This fear that a failed game could put a developer out of business or ruin a publishers financial quarter, is causing the industry to pursue a conservative model on what games they choose to create. Just read the words of the last EA CEO that said John Riccitiello is insane to spend money on "experimental" games like Dead Space and Mirror's Edge. How dare he not just stick to perennial sports games and music games they can exploit to keep EA in the black. I don't even need to recite Kotick whose antics are well documented on how he likes to run Activision. This is where we need innovative smaller developers to step in. The independents that can make a budget game and have success and can keep these larger bloated game budgets on their toes and force them to look at how they do development to keep costs reasonable. This same fear the publishers have has forced them to pursue the nickel and dime antics. Recall EA trying to figure out how to sell us individual guns for the first BF:BC which threw the gaming population into an outrage before EA backed down. I'm sure countless behind closed doors discussions along these same lines takes place at every publisher. How do drain more money from their pockets without ticking them off too much. I'm fine with extra costs provided I'm getting what I paid for and they aren't pulling the wool over my eyes. My fear as we start to venture into the digital delivery age of gaming is the power rests more in the hands of the publishers then ever. Retailers with their limited retail space, help drive the unit cost of a game down as it ages on their shelves. Not so in a digital world where space is cheap and control over how you get a game is out of your hands and into the publishers. As we would have hoped, cutting out the retailer should have reduced the price of a game, but that apparently hasn't been the case. Just look to MS and their digital pricing to see that isn't true at all. They claim some excuse that selling at a lower price would upset their retail partner. So, um we need to charge more to keep them happy (yeah, that excuse will work).
I want to thank you guys for all your input. I never said I was someone important, I just like writing about this kind of stuff and thought it would be good content for ZTGD. lol I am also not a Pro-360 mod I do only own a 360 and PC, and if I was anything its a PC fanboy, but I do end up banning a lot of 360 trolls and then deal with their accusations that I am a Sony fanboy.
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