The problem with that thinking is what if a short game costs lots to make? Final price should be proprtional to cost to create, if we're going to have varied pricing, but the economy doesn't work that way.
I don't agree. If a short game is costly to make, they should better be sure that more people would want to play that. This is simply market working. Trying to artifically change that is not going to work very well.
This is my kinda thining too, and I do look for long-term value in purchases. There's still an argument against it though (but TBH, I'm not one of those 'art-house' gamers who feels niche titles should be supported because they're different!)
Yeah I definitely agree with that
Depends on the game. I rarely ever return to a game once finished, but some titles encourage revisiting. I have played and 'finished' R:FoM, Valkyria Chronicles, KZ2 (don't care for online), Civilization Revolution, and a host of PSN titles like PJ Monsters and Savage Moons. The only one I've payed again is Civ Rev, because it's designed that way. I considered playing VC again but the game wasn't quite was I was hoping for. There are plenty of new games to keep us interested, and with limited play time, how many people really have time to revisit old games they've done with?
No, a good game doesn't inherently mean post-completion value that makes it worth keeping, and there are some experiences that are just done and dusted.
To be honest if this is a big problem then game companies should seriously consider subscription model or renting model.