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#76 | |
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Regular
Join Date: Mar 2007
Posts: 8,988
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Heck look at novels. I paid 1.99 USD for newly released paperbacks in the 80's. I paid 50-60 USD for computer games in the 80's. Now, I pay 7.99+ for a newly released paperback. And computer games are still 50-60 USD. Every year that passes computer games (and console games) get cheaper and cheaper to purchase while developement costs continue to rise. Meanwhile all other forms of entertainment go up in costs either matching or exceeding the inflation rate. Regards, SB |
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#77 | |
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Senior Member
Join Date: Oct 2005
Posts: 2,475
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What hasn't change much other than price is the structure of your typical dev house. In my opinion the landscape needs restructuring. I think there should be more high specialized developers. Developers that don't makes games but specialized in art assets, engine coding, animations or other aspect of gaming. These specialized companies wouldn't be tied to any one franchise or group of IPs and the success or failure of those titles but able to solicit business from any pub or game developer and cheaper costs. Developement costs would go down as well as risk with the negative being probably a smaller pool of programmers and artists needed to maintain such a model but with caveat that game developers would have better access to the talent accross the board. Last edited by dobwal; 26-Jan-2010 at 19:01. |
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#78 | |
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+ 1
Join Date: May 2006
Posts: 3,924
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Quote:
Less games bought => more games competiting for the same $100 -> fewer successfull titles -> more studios going bankcrupt and more jobs loss. Games developing is a risky business, raising the game price will only increase the volatility.
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"I'm going to get rich when i figure out how to stab people over the internet" |
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#79 | |
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Regular
Join Date: Mar 2007
Posts: 8,988
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Quote:
So in the one case you may end up losing. In the other case you will end up losing. Developement costs are now rising at a much faster clip than the market is expanding. Something that's a bit opposite of what was happening during the 80's, 90's and probably the earlier half of the 00's. Additionally, publishers no longer have the ability to cut packaging costs as they did during the 90's and early 00's. Boxes? Pretty much gone. Instruction books? Already eliminted for cost cutting. Maps? Ditto. There aren't any area's left to cut costs other than to either 1. cut developement funding or 2. raise prices or 3 move entirely to digital distribution which will just extend the timeframe until you are back to 1 and 2. Interestingly collectors editions now STILL contain less "stuff" than standard editions did in the 90's. Regards, SB Last edited by Silent_Buddha; 26-Jan-2010 at 21:54. |
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#80 |
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Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
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The price isn't going to go up, like everything that was $60 is $100 now.
But we'll see more and more price segmentation: the phenomenon where essentially the same product, with a different configuration of bells and whistles, is offered to the market in widely varying prices, so that consumers can pick their preferred price points. The best explanation I've seen is here: http://www.joelonsoftware.com/articl...erDuckies.html In games, this means the barebones game will still sell for $40-60, but we'll see more and more collector's editions, free-with-first-purchase DLC, plain DLC, premium subscription content etc. - bringing the average cost a gamer pays up. Did somebody calculate that the total price for all downloadable cars in GT5 would come to something like $700?
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#81 |
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Senior Member
Join Date: May 2008
Posts: 4,938
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I think someone did, but I don't know if it's valid. GT5 DLC stories are a mess, is the model finalized and made public?
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#82 | |
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Regular
Join Date: Mar 2007
Posts: 8,988
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So the upfront costs will remain the same, but to get basically the same amount of content (or more) than in previous years, the consumer will have to spend more. By making it a consumer choice, it negates the bad publicity of actually just raising prices across the board, even though that is in essence what will happen. Regards, SB |
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#83 | |
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Regular
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DLCs as a second buyer tax I expect on just about every game in the future. |
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#84 |
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Regular
Join Date: Mar 2007
Posts: 8,988
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Oh, one other thing I forgot to mention that I think is a great idea going forward and hope to see more of.
The situation where New purchases will receive free substantial content (DAO as an example with The Stone Prisoner) to encourage people to buy new rather than used thus increasing revenue stream without increasing prices. Used buyers having to spend money on the DLC. That has the dual purpose of increasingly new purchases while the dev/publisher will still get some money from purchasers of the used version. Or to put it in less flattering terms. New buyers get an uncastrated version, while used buyers get a castrated version with an option to pay money to get the missing content. Regards, SB |
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#85 |
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Senior Member
Join Date: Jul 2005
Location: Sweden
Posts: 1,114
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Would selling the single player and mutliplayer separately work? The single player I would imagine for the majority of games is the most expensive part to develop and would therefore cost if not the full $60 quite close to it. If you want the mutliplayer buy and download it online but cheaper than the single player and if you want only the multiplayer you can get that as well...
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#86 | |
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Regular
Join Date: Mar 2007
Posts: 8,988
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The biggest savings will come purely from the packaging. When you launch a title you have to try to guess how much of it will sell. If you guess too high then you overproduce, and you can lose massive amounts of money even if you sell a high number of units. If you guess to low and underproduce, you lose out on sales. Assuming you guessed at least high enough that you can recoup your costs then you at least break even make a profit, but you end up losing out on the potential big payday. For example, potential blockbuster is about to be released. How many do you produce? Lets say you estimate you can sell 5 million units. Now look at worst case scenarios. Case 1, you overestimated demand and only 2 million sell. You've likely just taking a HUGE loss and you'll be lucky to recoup costs by selling the remaining 3 million at a discount. Case 2, you underestimated hugely and probably could have sold 10 million. You probably made a quite nice profit, but missed out on a huge payday. In the time it takes you dupicate new discs you may end up losing some sales as potential buyers move on to the next big thing and come back to your title when it's in the discount bin for half the new price, or worse yet, buy it used 2 weeks after launched instead of new. So you end up eventually selling 6-7 million in the new buy frenzy + launch window when you could have sold much much more, due to people deciding to buy used rather than wait for new stock or just decided to get the next new big title and buy yours when it's in the discount bin after. Now imagine if you also had to try to estimate sales of a Single player version and a Multiplayer version. You still have to produce X amount of physical copies. Only now, not only do you have to guess how many total copies will sell, you have to guess the ratio they will sell in. Get it wrong and you could have a disaster on your hand with no way to recoup your investment. Regards, SB Last edited by Silent_Buddha; 27-Jan-2010 at 19:58. |
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#87 |
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Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
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Also, the platform holder would charge you twice, once for each component. You're better off shipping one DVD, then differentiating via DLC.
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#88 |
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Regular
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Ugh nevermind, completely missed the point ....
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#89 |
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+ 1
Join Date: May 2006
Posts: 3,924
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In the end, making video games is just like making movies.
How many movies are profitable? Not many, i dont know the exact %, but its ridiculously low. However, on the flip side, the most popular movies are extremely profitable. In the end, its a very volatile business that relies on blockbusters to generate profits, and there can only be X amount of blockbusters. Not that this is necessary a bad thing, its just that the gaming industry haven't matured properly yet. What this industry needs is simply more big studios and publishers who can diversify their risk away by creating more games etc. You cannot remove the volatility of the gaming industry without this, raising prices will only raise volatility, only diversification can partially remove the risks.
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"I'm going to get rich when i figure out how to stab people over the internet" |
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#90 |
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Senior Member
Join Date: Jul 2005
Location: Sweden
Posts: 1,114
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Actually that was more what I was thinking. Ship the single on a DVD and the mutli as download only, but sure there are many hurdles that need to be adressed fro making anything like this feasible...
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#91 | |
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Regular
Join Date: Mar 2007
Posts: 8,988
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We have less than half the publishing houses that were around in the late 90's. And some of the ones that remain are just a shadow of what they were in the late 90's. Most of the big publishers now aren't exactly on solid financial footing either. With many having to desperately hope their established big hit franchises continue to bring in large sales. And sometimes that still not being enough to post a profit. When music, film, and books ran into that problem, they raised the prices. Cost of movies, up. Cost of music, up. Cost of books, up. Cost of games, down. The major contributor to this trend is that unlike games, there isn't much in the way of packaging that could be cut from their products. You don't have elaborate boxes, 100-300 page instruction manuals, maps, etc. that could be cut to reduce price for movies, music, or books. I have a feeling that all 4 of those entertainment industries is going to see further consolidation as weak studios/publishers are absorbed by the few studios/publishers still managing to make a somewhat consistent profit. New devs will continue to enter the space as they hope to be the next best thing, but I find it doubtful you'll find any new AAA publishers entering the arena in any of the entertainment industries. The market is far more volatile and risky than it was say 20 years ago. And the cost of entry is far higher, especially when you consider the chances of making your investment back. Regards, SB Last edited by Silent_Buddha; 28-Jan-2010 at 19:00. |
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#92 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,058
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The market is bigger, the costs are bigger, the risks and bigger and the potential rewards are bigger. It's a huge poker-game where the ante excludes all but the wealthiest of players.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#93 | |
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Regular
Join Date: Mar 2007
Posts: 8,988
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Quote:
That said, there is an opportunity for such (albeit small) in just developing countries, where wages are low, Taxes are low or nonexistant, cost of living is low, wage laws are nonexistant, etc. Thus the cost of developement will also be lower. Of course the problem is. It's a global economy now, and talented programmers are going to want to try to get hired at a compay with higher wage potential. Of course, the flipside to that is those are also the places where piracy is rampant. If you KNOW your product is going to be pirated in your own home country, why even bother making it? Much better to just pirate it from one of the economic powers. Regards, SB Last edited by Silent_Buddha; 29-Jan-2010 at 00:12. |
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#94 | |
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+ 1
Join Date: May 2006
Posts: 3,924
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Quote:
Only way to achieve this without investing large amounts outside of the industry would be to have bigger publishers\studios so that they aren't as dependent on one particular game becoming a huge sucess. Basically any games whos sales are likely to be negatively correlated are great investments, the lower correlation between the two, the more risk you can shred.
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"I'm going to get rich when i figure out how to stab people over the internet" Last edited by Cheezdoodles; 30-Jan-2010 at 13:04. |
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#95 |
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member
Join Date: Feb 2002
Posts: 7,509
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We already have big studios mostly, almost all the small independent ones are either sold to the big houses, or gone. For example Red 5 (ex-Blizzard team) has just closed its doors this week, too.
Valve, Bungie and a few are who's left; even Bioware, Blizzard and id Software have all abandoned the independent approach. The consolidation of the industry is practically complete, maybe we'll also see a few more big studios merge, but IMHO that's unlikely.
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My opinions do not represent that of my employer blah blah etc. |
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#96 | |
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Member
Join Date: Nov 2007
Posts: 373
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And why in the world are costs so high nowdays? Big companies are very inneficient? Something doesn't seem right and way too much money is spent on advertizing imo, maybe big companies ruined the fun for everyone else with huge budgets and marketing? Seems to me that good marketing is a lot more important nowdays tha the quality of the game when it comes to making proffit. |
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#97 | ||
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Regular
Join Date: Oct 2005
Posts: 6,658
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The gaming industry was simpler and smaller back in the older days and simpler concepts were less costly to promote and advertise. The money spent to promote something to a market of more than a 150 million potential consumers is apparently astronomical compared to a market of some millions decades ago. And because games and consoles advanced as entertainment mediums, are filled up with tons of advanced features and competition is more fierce than ever, if one company decides to spend some huge cash to ensure the product will sell, the other company will too. Well regarding the huge costs of games today you know the reasons I presume. |
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#98 | |||
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Member
Join Date: Nov 2007
Posts: 373
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#99 | ||
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Regular
Join Date: Oct 2005
Posts: 6,658
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Its a continuous struggle to reach a goal that gets higher and higher. |
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#100 |
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Senior Member
Join Date: Apr 2002
Location: San Francisco, CA
Posts: 1,380
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