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Is the pricing of RPG holding the genre back?


3 réponses à ce sujet

#1
Scouse

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Something i am a little curious about is if people are willing to pay £50-60 standard edition for these (albeit some are good) games that have a 20-30 hour competition time or multiplayer based games released every year, maybe a new pricing for a truly epically scoped RPG looking at the the ones we put 100's of hours into game could set us back £100 standard edition if it was allowed proper development (like 5 years including concepts obviously)

 

I can easily say i play bioware games (bar DAII which i only had about 60hrs) well over double or triple the amount that i play multiplayer games such as fifa,bf etc that are quick releases so it would justify the cost, which to EA might justify the added funding, as at the end of the day making a great game that sells millions and an epic game that sells millions that bring in roughly the same profit but one has 1-2 years development the other 3+ years, as a business which would you choose?

 

Forgot to add.... Inquisition is looking like a BioWare game of old in terms of quality, this post was about trying to maintain that kind of quality!


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#2
Allan Schumacher

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A game that costs $45 is either an attempt to price gouge the consumer if the budge is really low, or a game that needs to sell substantially close to last gen AAA numbers to earn profit. 

 

Eh, I'm always a believer of a developer should be free to sell their game at what they feel is comfortable and if people are willing to buy it, then it's a reasonable price and transaction.

 

I wouldn't be too hard on Larian for selling the game at that cost if it's getting them results that they need to exist.


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#3
Allan Schumacher

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But with Steam there is only demand, supply is umlimited

 

You've inadvertently stated that I have an infinite amount of video game content to provide you at any given time.  Supply accounts for more than just "does the product exist on a store shelf."



#4
Allan Schumacher

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Supply is very straightforward in being the quantity of a product someone is willing to sell at a given price. In case of steam at full retail I doubt a developer would set a limit to how many units he wants to sell.

 

The amount of the product is dependent on our ability to make the product.  If game creators could make 1000000 hours of content in 15 minutes, the price of games would either go down, or they'd get muuuuch longer.

 

All content creators want to sell a maximum amount of their product, but if supply was truly infinite, games would be free (the supply curve would be pushed infinitely to the right and would intersect at the asymptote of the demand curve, which would set the price at $0.00)

 

 

Could you explain for us novices? (I realise it must include things like amount of gameplay?)

 

When discussing supply and demand, you cannot simply take creative content, put it on a digital medium (improving accessibility) and then state that the supply is now infinite.

 

Sure, we're not competing for shelf space which helps with an aspect of supply, but the content isn't limitless.  Even if you replay it over and over, it still lends itself the chance of being less interesting over time.  The supply of game content, however, is strongly affected by the ability to create content.

 

 

Infinite supply of video games would be a situation where there's an infinite amount of unique content to consume.  Then the price would be driven down because the supply of content would be so high.


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