aaronspink
Veteran
Can you put that into a car analogy for us?
It's exactly what auto shops do with taking trade-ins and selling used cars.
so game devs should put in features that downgrade graphics and add bugs to resold games!
Can you put that into a car analogy for us?
It's exactly what auto shops do with taking trade-ins and selling used cars.
so game devs should put in features that downgrade graphics and add bugs to resold games!
Are movies tickets priced according to a movie's length or cost to produced?
You want varying costs based on average time to finish, then you want a world where COD and other games like Halo go for several hundred dollars a pop. I notice most people only talk about lowering retail prices for games that can finished faster than whats typical, but hardly do those same people advocate for games like FF or GT going for double, triple or quadruple the price of retail because their average length of completion is well beyond whats typical.
As someone who has cable TV with premium channels, that can get expensive very quickly!
Sometimes longer movie do have higher ticket prices, not to mention those 3D movie ticket prices. However, the point of using movie ticket for comparison is just to show that people have different choices for entertainment, not just games. So if a game is overpriced then the publisher shouldn't complain about poor sales.
I think Starcraft 2 can be a good example here. Starcraft 2 has almost no resale value, because battle.net is mandatory (a game serial number must be registered with a battle.net account). However, in some places (such as Taiwan and South Korea) there are time cards. That is, a full game is priced at NT$1,950 (~US$60), but you can also buy a time card for a month (NT$300, ~US$9) or even for a day (NT$50, ~US$1.5). If you only want to play its single player campaign, this is actually not a bad idea because it can be finished easily in a month. For those who are into its multiplayer aspect or crazy mods they can buy the full version. I think this model could be useful for other games too.
Wonder how many people would take cheaper games but with 20minutes of previews and comercials before the game starts each time you want to watch it ?
YOu have two diffrent ideas there , which do you think is better for the consumer and which do you think is better for the developer/ publisher. I bet we will both sa something diffrent.
The problem with discussing this argument though is no data. It's only hypothetical, and we don't know how first-sales are affected by opportunity for 2nd hand sales, nor how many times a game can change hands, nor the difference between what makes a quickly sold title and what makes a keeper. Without data, both sides present their point with no means of evaluation, and we hit a logical stalemate.It's actually quite simple. That is, if you charge a hundred dollar for a game, how many copies would it sell?
It can be argued that today a short game can be sold at similar price with longer game is because the existence of a second hand market. If a consumer thinks a short game only worth US$20, but sell for US$40, he may still buy it because maybe he can sell it back to a second hand game store to get his US$20 back.
If its creative enough it can fit in any senario. The only problem with a coke add is if its ripped strait from tv spots. But if they made it look like a product hat could exist in world of warcraft I wouldn't have a problem with it. Just like if i was playing a fallout 3 game i wouldn't mind seeing coke instead of nuka cola. But the ad would have to look out of the 20s. But movies have been doing those since ET . Th equesiton is what other adveritsments could they force on us. Its a give and take . I remember when everyone was pissed off at comercials before the previews at thearters but they fixed the format a little bit and they now give previews for tv shows , movies and other things with adds between.Of course there are those "ad in games" idea implemented in some games. Some are probably fitting (such as sports games with real sponsor ads) others are not as fitting (such as the "Coke-Cola" campaign in World of Warcraft, I was surprised to see a "Coke-Cola prize NPC" in front of the bank in Stormwine ).
I think the developer/publisher should give consumers more choice. Trying to restrict second hand game market by using one-time code is not a very good idea IMHO because it does not increase the perceived value of a game, especially when the one-time code is tied to something essential to the game.
That's also why I brought up the Starcraft 2 example. If you intend to make a short game and you're very concered about the second hand market issue, you should go for renting model or episode game model. You can still sell "collector's edition" or full game for people who want to keep their games. This way, you don't have to worry about second hand market (because rent the game for a month is much cheaper than any possible second hand price, also the buyers are less likely to sell their games).
There are still problems with people who don't want to deal with internet game servers, but they can always buy full version.
What is funny:
now that publisher learn the hard way that they cannot win against piracy...they turn around and start to bite those people who pay for games - nice!
The problem with discussing this argument though is no data. It's only hypothetical, and we don't know how first-sales are affected by opportunity for 2nd hand sales, nor how many times a game can change hands, nor the difference between what makes a quickly sold title and what makes a keeper. Without data, both sides present their point with no means of evaluation, and we hit a logical stalemate.
What do you sugest putting the code on a part of the game that few care about ? For them to make moeny off it , they have to put the code on something valuble.
Starcraft 2 is the biggest rip off of our time and no oneis complaining. They took what was once a $50 game and have split it into 3 $60 games. Then they tied online to battlenet which will stop you from selling the games.
That doesn't tell them if adding codes will increase or decrease revenue though, which is the only thing they care about.I'd say that its big enough so that game publishers are risking being ridiculed by proposing these one-time code schemes.
Used gamers don't pay the publishers for their games so why would the publishers care ?
That doesn't tell them if adding codes will increase or decrease revenue though, which is the only thing they care about.
Yes, compromise would be the best solution for everyone.If I were EA, I would work with Gamespot to sell packaged codes with their used goods so that the consumers can still buy used Madden like they do today with online play out the box. The underlying distribution of revenue would be different but the consumer experience would be practically the same except for a code input like new buyers do currently.
Another advocate of the price-per-hour metric! Here's an example for you to consider - ICO. It was a seven-ish hour game IIRC. Personally I wouldn't have bought it had I known how short it was, because I'm kinda cheap that way, BUT it was an incredible experience (marred by the stupid Japanese ending where you're forced to play for an hour and a half when you just want to go to bed. Dang, the Japanese make some moronic game design decisions!) and lots of players definitely regard it as worth the money and will argue aplenty that you can't put such a prosaic value as playable hours on such an atmospheric creation. If priced per hour, this game should have been released for £10 compared to other games with massive replayability worth hundreds of hours of play. Would the game be worth the asking price if it was filled with tens of hours of padding, maybe level grinding? does quality of experience not count for much?This in my opinion is the only FAIR way for developers to request money from the secondary market even though I personally find it offensive for them to do so. Developers should not be rewarded for making games that nobody wants to keep after only 1 week or 1 month!!
The problem with discussing this argument though is no data. It's only hypothetical, and we don't know how first-sales are affected by opportunity for 2nd hand sales, nor how many times a game can change hands, nor the difference between what makes a quickly sold title and what makes a keeper. Without data, both sides present their point with no means of evaluation, and we hit a logical stalemate.
Another advocate of the price-per-hour metric! Here's an example for you to consider - ICO. It was a seven-ish hour game IIRC. Personally I wouldn't have bought it had I known how short it was, because I'm kinda cheap that way, BUT it was an incredible experience (marred by the stupid Japanese ending where you're forced to play for an hour and a half when you just want to go to bed. Dang, the Japanese make some moronic game design decisions!) and lots of players definitely regard it as worth the money and will argue aplenty that you can't put such a prosaic value as playable hours on such an atmospheric creation. If priced per hour, this game should have been released for £10 compared to other games with massive replayability worth hundreds of hours of play. Would the game be worth the asking price if it was filled with tens of hours of padding, maybe level grinding? does quality of experience not count for much?