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Why do people in general don't expect to pay more for games when the dev costs go up?

I never asked them to mismanage their studios and waste money. If they want to screw up their industry then that's on them. It shouldn't have an impact on my wallet. I don't magically make more money just because games cost so much more to make.
 
60$ is, in my opinion and quite clearly in the opinion of those who price games, the limit of reasonable prices. They just can't go up anymore. And that's pretty much why they try to nickel-and-dime the rest with DLC.
 
Itt: financial wizards

Something is only worth what someone is willing to pay for it. It doesn't matter how much it costs to make. Nobody's going to pay $100 for a crap game just because it cost $60 million to make.

It's not really financial wizardry. It's just how things work.
 
I don't know how anyone can look at games that offer 50+ hours base of entertainment not counting replaying or multiplayer and say that 60 dollars is too expensive for it.

Yeah its fair game with stuff like 10 hour games maybe but with stuff like Witcher 3 or RPGs, I got 150 hours out of my Witcher 3 play through, thats like 50 cents per hour of entertainment, compare that to say a 12 dollar movie ticket thats 6 bucks per hour.
 
I don't know how anyone can look at games that offer 50+ hours base of entertainment not counting replaying or multiplayer and say that 60 dollars is too expensive for it.

Yeah its fair game with stuff like 10 hour games maybe but with stuff like Witcher 3 or RPGs, I got 150 hours out of my Witcher 3 play through, thats like 50 cents per hour of entertainment, compare that to say a 12 dollar movie ticket thats 6 bucks per hour.

Compare that to a board game with infinite replay ability which costs $15. Additionally, indie games that cost sub $20 can have more hours of gameplay than a $60 title. Amount of hours is not a good metric.
 
The market cap for boxed games seems to be $60. It's not the consumers fault game publishers can't budget game development to make a profit at what their consumer base is willing to pay. Stop spending two to three times your development budget on marketing.
 
You can't ask average consumers to give a shit about production intricacies. They just give a shit about what it's going to cost them at checkout.
 
Costs and barriers to entry have gone down, in general. It's only AAA console titles that absolutely must get X amount of sales in that first golden month that are having troubles with cost.

As an example: If AC sales are going down and the costs of feeding the Ubisoft machine are going up, maybe you should rethink your business model or make better games. It's not on consumers to cover for you and pay more.
 
People like myself would argue that the cost should not be increasing if the amount of people playing is also not increasing. The standard game years ago was expected to sell like, half a million maybe, and nowadays something not selling 5 million seems to often be a failure. Basically, if the amount of people playing isn't increasing than companies need to halt increase in budgets or at least increase them minimally.
 
the solution is obvious
STOP MAKING FUCKING AAA GAMES
you dont need every voice actor movie star in the universe in your game either

Stop making AAA games makes no sense at all though. So we should just stop making games like Witcher 3, MGSV, Uncharted 4, Zelda U etc? These are games that will most likely be voted the best games of their years and we should just stop making them?

AAA doesn't just consist entirely of Call of Duty and Ubisoft games.
 
I guess it comes down to how much consumers generally expect certain kinds of products to cost, and them not caring how the sausage is made. There's also the fact that wages have stagnated for much of the developed world. I am fortunate right now in that $60 is nothing to me, just a bit over an hour's work, but I try to place myself back in the mindset when I was making average wages and I can understand: $60 is a lot to ask of a person on a budget as it is, heaping more on top of that just won't fly with many because it cannot - they can't afford it.

But it's not something that's universal. For years many people have been happy to pay $60 for a MMO, $10-$15 a month in subscription fees, and $40 for expansions. Similarly, many FPS players cheerfully plop down $100+ dollars for a game and some kind of season pass.

There's also the rising indie scene that is helping to reorient consumer expectations. And this is something development studios are at fault for. The consumer only demands that games keep having these escalating increases in quality and presentation because major studios keep pushing the needle and moving the goal posts. I was just as happy with my 8-ish hours of inFAMOUS: Second Son as I was with my 80 hours of Witcher 3. But when games keep getting larger and larger budgets and releasing less frequently consumers are going to react to that.
 
Stop making AAA games makes no sense at all though. So we should just stop making games like Witcher 3, MGSV, Uncharted 4, Zelda U etc? These are games that will most likely be voted the best games of their years and we should just stop making them?

what i meant to say was stop making shitty AAA games with super expensive voice actors
also one of those is from Poland and the other 3 dont exist yet
 
Because "dev costs" really means marketing, voice over talent and other misc bullshit.

What people would pay more for is "quality" and as budgets have increased, the quality goes down.

I don't give a shit how much it costs to make, dragon age origins is a $60+ game. Inquisition, with all its bigger costs should cost $1.50 at most.
 
Why should any consumer care what it costs a company to make a game? If a film studio decides to use a trillion dollar budget on a movie and it bombs because people weren't willing to pay more to see it, would you blame moviegoers for the failure?
 
It should be pointed out that games in this price range are a minority. And if you want ya cutscenes, voice overs and Patrick Stewart that's where ya monies are going.

It's painfully obvious that most aren't spending the budget on polish. Only Nintendo, valve and Sony can afford that.
 
The only limitation on the industry is how much money people are willing to spend. The industry should be reorienting itself to make games that are profitable with that limitation. If people aren't willing to pay up for that AAA experience, than eventually those games just won't be made. I dislike how some people might have unrealistic expectations, but games that cost half a billion dollars aren't a necessity or requirement. It's not like consumers are forcing developers to make them and the latter group has to scramble and find ways to not go under. They exist solely because they are profitable. If we get to a point where they no longer are, those people asking for them just aren't going to get what they want, which is perfectly fine.
 
I guess the question then becomes. Why bother developing for the consoles if you want to keep the costs down and not take advantage of their tech?

Because if a developer releases a game for the PS4/XBone you can bet there will be plenty of people scrutinizing their graphics top to bottom for flaws and if it doesn't "look like a next-gen game".

I mean how many times did we listen to people complain about the Wii U's graphics not being "next gen"?
 
The cost of games is increasing. It's just through price discrimination.

What do you think season passes, DLC, and microtransactions are all about?

Greed, basically.

It's not true that the cost of games has dramatically increased. Unless you are trying to achieve photorealistic graphics, then yes I'd agree. However indie devs show the industry that it's not all about visuals. For instance Binding of Isaac: Rebirth is one of my most played games right now and it probably didn't cost millions to make. It has more content than a lot of other games too, for free (PS+).

The problem is how most publishers 1) won't take risks and 2) treat the console releases as mobile by trying to use the same F2P/pay-to-win scenarios.

Publishers are not interested to sell you a great game. They're only interested to sell you a game you will buy 2-3 times through DLC, season passes, etc. Because gamers have shown them they are willing to buy incomplete games (or broken even) day one.
 
But that is exactly what separates video games from other industries: they do not.

Take cinema, for example:

Movie hits theaters, almost always turns back a profit in this venue alone.

Movie hits home video, all sales are now profit.

Movie is sold to network for broadcast and syndication, profit on top of profit.

As opposed to video games, where you have one item that you can sell one time and then can no longer exploit for further income. This is why GOTY editions and Remasters happen. This is why DLC is an industry standard. Because video games do not have a robust, repeatable industry like movies.



Some studios make one bad game and go bankrupt. Why are you so contemptuous of the businesses and artists who are providing you with your entertainment? Why are you more entitled to your entertainment than they are the reward for its manufacturing?




If you want huge games like GTA and Last of Us you have to be willing to pay for them. People like to act as if they don't care about games on this size of a budget, but you wouldn't be buying PS4s if you didn't.

I'm not saying games should be $100, but people should be willing to pay more than $20 for a new game. This isn't some kind of absolute rule, but a general mindset, you know?

Well articulated!
 
Greed, basically.

It's not true that the cost of games has dramatically increased. Unless you are trying to achieve photorealistic graphics, then yes I'd agree. However indie devs show the industry that it's not all about visuals. For instance Binding of Isaac: Rebirth is one of my most played games right now and it probably didn't cost millions to make. It has more content than a lot of other games too, for free (PS+).

The problem is how most publishers 1) won't take risks and 2) treat the console releases as mobile by trying to use the same F2P/pay-to-win scenarios.

Publishers are not interested to sell you a great game. They're only interested to sell you a game you will buy 2-3 times through DLC, season passes, etc. Because gamers have shown them they are willing to buy incomplete games (or broken even) day one.

You say that here and now but you didn't sink $400+ into a PS4 to play games like Binding of Isaac for the next 5-10 years. Indie games are cheap to make and are sold on the cheap as well. If you want the relative cost of game development to be reflected in the final price of the game, then what do you expect to pay for a GTAV? $200? $300? Nope. You basically want a game with the development budget of a GTAV and have them sell it for $20.00.
 
I don't get the op. Games have gone way up. We didn't not have the DLC / plastic figures / 100++ dollar collectors editions/season passes / PSN+ / vanity items / preorder and pay early / pay to get into a beta in the past.

How much is it costing to play destiny today in comparison to early Halo games? Games have been increasing in cost by adding small things that cost a lot. In the past some of those things we got for free or was modded in.
 
Because the new standard of $74.99 + around 14% taxes up here in Canada just isn't worth it in 99% of cases

Yeah our game prices have gotten so much higher with our stupid dollar. I don't know how you Australians and similarly priced countries even buy a single game at your awful prices. If it's a game I really want to buy, then I will pay that price. But as it stands, there are way too many games on the market right now to justify to me paying full price for all of them.

I'd buy more games at full price if there wasn't that standard $60 price tag slapped onto a majority of them. Like there's no way I will be buying Yoshi's Woolly World for $70 when I can buy The Witcher 3 for the same price.
 
Stop making AAA games makes no sense at all though. So we should just stop making games like Witcher 3, MGSV, Uncharted 4, Zelda U etc? These are games that will most likely be voted the best games of their years and we should just stop making them?
The Witcher 3's budget was much smaller than is typical for AAA titles. I mean, $67 million is a lot, but it still attracted attention for being noticeably less than what's spent on making and marketing its competitors.

But I think a lot of people here are saying, well, yes, they should stop making AAA games. I think the Witcher 3 looks cool, visually, but I can have just about as much fun from an indie roguelike (and I've probably sunk way more time into those.) Those are what AAA games are competing with. And, well, they're losing. That's not the fault of the consumers, that's a sign that the AAA business model is not sustainable.

I can enjoy a pretty game, but honestly, if the entire AAA model collapsed tomorrow and nothing like the games you listed was ever made again? I wouldn't be that sad.

Especially not the advertising budget. That can just go die in a fire. The fact that spending money on an AAA game means supporting those horrible yammering advertisements is actually unpleasant to me.

firelogic said:
You say that here and now but you didn't sink $400+ into a PS4 to play games like Binding of Isaac for the next 5-10 years. Indie games are cheap to make and are sold on the cheap as well. If you want the relative cost of game development to be reflected in the final price of the game, then what do you expect to pay for a GTAV? $200? $300? Nope. You basically want a game with the development budget of a GTAV and have them sell it for $20.00.
I certainly wouldn't mind it if someone offered it to me! But here's what I think you're missing.

For the most part, the people who are not willing to pay more than $20 for GTAV? Do not value GTAV that highly. I would happily buy a GTA at $20, sure, but if they can't produce a decent GTA that I can eventually buy for $20? I would be perfectly happy never seeing another new GTA again in my life.

Other people might value it a bit higher, but it's pretty clear $60 is a ceiling for almost everyone -- that is, almost everyone is saying "yeah, if they can't produce a GTA I can buy for $60, I'm fine with never getting another GTA ever again." You're talking as if people ought to value it higher because it will go away if they don't, but what you're missing is that I think most of the people who set $60 as the absolute limit for what they'll pay for a game are totally fine with that. If they can't produce a GTA (or a game like it) and sell it for $60, then GTA can just drop dead and it wouldn't really bother me that much in the long run, not at all.

Would I miss it? Sure. I'd like to keep GTA. I'd also like free chocolate and money raining from the sky. Sometimes things just don't work out. If making and marketing a GTA costs that much, then they either need to revise how they make and market it, reconsider exactly what a GTA game should be, or give up and make something cheaper. Some things just weren't meant to be, you know? But I'm confident that if GTA dropped dead, something new would fill the void. It might not look or feel quite the same -- it might be smaller, or use cheaper music and graphics and voice actors, or it might just have less marketing (thank god) -- but I don't think the videogame industry is going to suddenly turn into a vast wasteland. It's just going to change.

Basically it feels like you're upset that you value these games more than other people (and, therefore, the prospect that the games might actually stop being made bothers you more, so you're asking people to pay more for them.) But the people who refuse to pay more than $60 for a game are making a pretty clear statement that, no, they really don't mind if these kinds of AAA titles stop being made.
 
I don't care what the budget of the game is. A game like Watch Dogs or Assassin's Creed probably cost a lot to make, but the games fucking blew. If games cost too much, then maybe devs shouldn't make games with such bloated budgets. Bloated budgets don't make a game good.

They can up the retail price of the games to $100 if they want. I just won't buy them.
 
$60 is a lot to ask as is. If games increased to $70 or $80 then sales would be hurt overall since most people would wait for a sale, not buy the game, or perhaps even resort to pirating it.

However, I don't understand why every new game has to be $60. If the industry wants to charge more than $60 for AAA titles then we need some variable prices for other games in the $20-$40 range perhaps.
 
I don't care much about the more expensive elements in games, so I don't care about development costs increasing. Publishers can spend more and charge more, I'll just wait longer for sales.
 
For many generations now the costs of creating and developing games have pretty much skyrocketed. Yet the costs of the actual products themselves have seemingly remained stagnant at $50-$60 or so.

And from the dialogue I've seen overall. Gamers are quite loathe to spend more than $60 on a game. In fact there are many who don't want to spend more than $20 and there's a vast audience that only "waits until the Steam Sale" before purchasing.

I guess what I'm wondering is how can such a relationship be healthy for the industry when development costs and risks have exponentially increased yet the rewards have not?

There's also another group in gaming that continues to push devs to create more and better quality "tech" and "art" and make everything HD (next target is likely 4K), which of course continues to increase the costs as well. This is even more complicated to address since I dunno how such gamers can expect many developers to be able to accommodate this when the prices of games doesn't change accordingly.

How can the game industry cope with this in the long term? It doesn't seem like a sustainable relationship to me. Demanding more and more games which costs more to make while prices remain "fixed".

1. The customer base for games has also skyrocketed along. So it should even out.

2. Steam sales are good for game developers because the developers actually make money on Steam sales rather than when they're used at Gamestop. It's a big reason why devs have a hard-on for PC gaming. So if anything, you should make used physical games sound like the villain here.
 
I generally buy games at a cheaper price than I used to...but I also buy many, many more games than I used to. I own more games on Steam than I've owned on every other platform I've ever had combined.
 
Here, look, these are the games on Steam with the most people playing them at the moment, ordered by players online:

Dota 2
Counter-Strike: Global Offensive
Terraria
Team Fortress 2
ARK: Survival Evolved
Clicker Heroes
Grand Theft Auto V
Garry's Mod
Sid Meier's Civilization V
The Elder Scrolls V: Skyrim

Of those:

Four are cheap indie games.

Another three are basically updates or remakes of classic free mods.

Of the remaining three -- the only "true" AAA titles on the list -- two are pretty old by now. The only recent AAA title on the list, in fact, is GTA V (which probably explains why it's the "example" AAA title that keeps coming up above.)

People aren't willing to pay more for AAA titles because, for the most part, they genuinely do not want them. They are luxury goods spending more and more on marketing to chase a steadily-diminishing market. A few AAA titles manage to break through, yes, but those are exceptions, and even then -- GTA V is, in fact, below Terraria, a much older game. It's below ARK: Survival Evolved, an indie game with less than a hundredth of its budget. It's below Clicker Heroes.

It's a nice game. Is it $70 nice? No. That's what people are saying. If it cost them so much to make and market it that they have to charge $70 for it, then they spent too much on it. If they feel they cannot make GTA V for less... oh well. See what I said above. Sometimes things just don't work out; but it's pretty clear that there are plenty of people out there capable of making games as popular as GTA V at a fraction of the budget. (Look at ARK: Survival Evolved's screenshots. If that's the future in a post-AAA world, well... it's not exactly a boot stomping a human face forever, is it?)
 
If you want huge games like GTA and Last of Us you have to be willing to pay for them. People like to act as if they don't care about games on this size of a budget, but you wouldn't be buying PS4s if you didn't.

I'm not saying games should be $100, but people should be willing to pay more than $20 for a new game. This isn't some kind of absolute rule, but a general mindset, you know?
If GTA VI or the Last of Us 2 comes out at 100$, people will buy them if they feel the price is worth it. If they don't, who the fuck are you to tell them otherwise? It's their money.

Capitalism is not a charity. Consumers are not just bags of money to support businessmen.
 
Because developers spend fortunes on stuff I don't care about (voice acting, open worlds, super fancy graphics). PC is a godsend because I can buy games at launch for much cheaper - that being said, I largely don't play AAA bloatware.
 
If a dev makes a game that is worth $60 and any DLC that comes with it, I'll gladly pay $100 or more altogether on a game.

The burden is on the dev to make a game worth it though.

Right now, similar to the feature film crisis, too many big game makers are resorting to 'formula' games, that all to often don't warrant the $60 they charge for it.
 
Forgive me if this is a dumb comment, but does anyone have a link or something that explains how the money is broken down to make a AAA game? Like I thought I heard somewhere that a good chunk of money goes to pay salaries, but not 100% sure.
 
I absolutely expect to pay more for games. The problem is, I choose not to. So I do online renting for £15 a month so I can (sometimes) keep up with new games, PS+ for my little surprises, and I choose to wait a year-plus for GOTY editions or at least wait a bit til the games are discounted later on. Plus I've stopped buying collector's editions, which I feel just mask the high cost with a few cheap trinkets or in-game content that should probably be included in there anyway.

I'm all for developers trying to recoup losses or make money. I just can't afford to pitch in as often. :(
 
People HAVE been paying more for games or did we forget how games were regularly $40 on PSX, went up to $50 on PS2 and now are $60 on PS3 and PS4. Games are broken up with tons of DLC everywhere.
 
I'm an example of the "won't pay over $20 for a game" guy. Unless it's a game from one of my favorite series or a Nintendo game (their prices hardly dip) I'm more than fine with waiting a year (or even way before that now) for the game to hit $20 or even lower. I don't mind at all catching up on older games. My PS3 is still getting the most usage at my house.
 
***EDIT TLDR*** Figured out a better way to explain: People pay for what they enjoy / value, not the cost to produce, same as anything else. I don't care if you spend $100 billion to create Pong. If there are fun alternatives (competition = indie, last years game, etc) for low $$...well that sets the value.

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Details....It isn't all that different than movies, books, music. Each is very similar to games, with movies having an even more similar cost growth for "AAA" titles.

My theory is that because for each of these areas of entertainment, there are many examples of products which are low development costs that still sell in decent volumes. This creates a downward pressure on the expected media cost because people can buy a significant variety of alternatives from producers that still make profits even with low to moderate sales. As Aquillion pointed out above - about half the top titles are small budget.

Finally the point of games and movie AAA releases with increasing budgets - each represents a risk/reward tradeoff where the potential to create a hit which stands above the rest to create a huge sales volume / max profit.

There are still many (more than ever) indie and lower budgets in movies and games where Netflix and steam respectively mean gains can be had and will prevent a total collapse from ever happening.

What is interesting is how few big publishers have been able to create smaller budget, efficient projects which align with sales potential. There needs to be more mid tier which are more or less polished expanded indie type titles from the big guys.
 
People HAVE been paying more for games or did we forget how games were regularly $40 on PSX, went up to $50 on PS2 and now are $60 on PS3 and PS4. Games are broken up with tons of DLC everywhere.
Of course people forgot. Otherwise we wouldn't be able to have this thread every month.
 
Expansions used to actually be very lengthy and worthwhile compared to much of the DLC out now. We've been paying more since developers simply give us less content than before and make us get the remaining content via DLC. If you want the 'complete' experience, you could end up paying upwards of $90 for a game after paying for all of these different packs.
 
The problem is the microtransaction, dlc cut out of the game, preorder crap genie will never ever get back in the bottle no matter how much they increase the prices of games .... soo for the majority i honestly don't care they made their bed.
Also much bigger audience than in the past and games actually got more expensive.
If this was a discussion before all that dlc and other crap stuff went down i would probably say something different since i am a fan of variable pricing in AA and AAA games.
Of course there are exceptions for example i would pay two times as much for witcher 3 than i would for most other games.
 
How well were cartridge games priced back in the day?I remember snes/genesis tiles being in the 60 dollar plus range, but I know cartridges cost a bit to make so I'm not sure on the markup.
 
60 bucks is pretty steep, which is why people don't really want to play more. Since dev costs have increased, they have found other ways to milk money out of their costumers. Micro-transactions in full priced games, DLC, Season Passes, etc etc.
 
They're selling drastically more copies.

Yes, for its time, Sonic was expensive on Genesis, but CoD on PS4 sold a metric shit ton more copies.
 
I don't buy a game if it's over £40, and most I won't buy until it's sub-£30

It's just as simple as that.

The developer costs have no bearing on me, the consumer, because I am buying the end product, not funding the development.

Developers are entitled to get paid, but I can't justify spending more on games. The price of games going up doesn't mean I'll keep buying them, it means I'll wait until they're priced as above. Video games are a luxury item and they're worth whatever consumers deem an acceptable price and while they are cheaper now than they have ever, really, been, I'm still not comfortable with investing that much in software.
 
If the equation is out of balance, it's not on me to fix that, because I'm not the one that has anything at stake. I will find entertainment at a good value no matter what. If it's not games, it'll be something else. For publishers, though, they're out of business if they don't sort this out.
 
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