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/articles/CamelsandRubberDuckies.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?
I think that if the ratios become too big a lot of people will just start delaying their game purchases ... the players will see the cheap version of the game as a castrated version of the game. Which for the single player game is probably is probably an accurate view of how it usually happens.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.
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...
Also, the platform holder would charge you twice, once for each component. You're better off shipping one DVD, then differentiating via DLC.
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.
Books have already gone that way to the extreme. Most publishers are owned by one of the behemoth companies like Random House. That's also the case with movies is it not? Wikipedia lists the Big Six with the few spot players. Is there more than a half-dozen music publishers at the core of the music industry? Digital content has opened up the msuic space, such that anyone can host and sell their own content, but they'll make it big without financial support unless they're damned lucky. Similarly with gaming DLC, indies can make a title with little backing, but it's decidedly hit-and-miss. Without the financial security of a big publisher who'll pay your wages whether you product sells or not, it's a significant gamble to spend time creating a game.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.
Books have already gone that way to the extreme. Most publishers are owned by one of the behemoth companies like Random House. That's also the case with movies is it not? Wikipedia lists the Big Six with the few spot players. Is there more than a half-dozen music publishers at the core of the music industry? Digital content has opened up the msuic space, such that anyone can host and sell their own content, but they'll make it big without financial support unless they're damned lucky. Similarly with gaming DLC, indies can make a title with little backing, but it's decidedly hit-and-miss. Without the financial security of a big publisher who'll pay your wages whether you product sells or not, it's a significant gamble to spend time creating a game.
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.
It's hard to do that when big studios and publishers have consistently gone out of business.
I really dont trust these profit figures. There are lots of ways to hide your profit, as to avoid taxation (which is a good thing to do). Nobody would be making games it the chances to loosing money would by 70%.
I was reading this thread and I was thinking there must be something wrong here, I mean companies like EA, Microsoft, Sony etc losing money and continue to do the same what are they game lovers? doing it for the fun?
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 advertising 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.
Long-term plans, a means to promote other product and services, and used to keep the corporate name in the public strong.
it is not a matter of inefficiency. It is the fact that companies are falling in the trap created by the same growth and industry evolution THEY caused to get more money from
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.
Well how can a small company compete Sony or MS or some other big company that have more liquidity? Their investments cant compete and therefore their projects. Unless they find some way to differentiate successfully theirselves like Nintendo. Competing like for like doesnt seem like a good plan, does it?So you'd think that's what making it so hard for the small guys to compete? Big companies with other agendas spend huge ammounts of money maybe not expecting to make a proffit out of that product but from something else?
Assets get more expensive and there is always a cost associated with them that is unrelated with tool efficiency, and although today's tools can produce last generations games easier and cheaper, the standards of today's games increase.Regarding the costs of today's games there's also one thing that puzzles me, forgive my ignorace but I am under the impression that development tools are more effecient today than they for example on the last generation of consoles aren't they? Speeding up development time and reducing costs would seem logical, are games really that more complex now days that even with better development tools the costs are higher? It surely wouldn't seem that way at least to a consumer such as myself.
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.