• ampersandrew@lemmy.world
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    6 months ago

    Fortunately there are enough people who value them more than you, because most games, even moderately budgeted ones, wouldn’t be able to sustain themselves at that price.

    • abbotsbury@lemmy.world
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      6 months ago

      “Moderately budgeted” compared to what? Modern AAA game budgets have absolutely exploded and are not sustainable, turning game dev cycles into 5+ year marathons and giving it Hollywood Syndrome where every game needs to be a blockbuster to be considered a success and no risks are able to be taken because of the massive investment each project requires. Do you think that’s sustainable? Or do you think that perhaps things have gone out of control when a $90 price point is being floated, even in conjunction with money printing anti-consumer features like lootboxes?

      • ampersandrew@lemmy.world
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        6 months ago

        Let’s say that including benefits, a developer’s salary is about $100k. Maybe a small team of 8 people worked on a game like The Thaumaturge for 3 years. Before you even factor in contract work like voice acting, that would put the development budget at $2.4M. If the game cost $20, they’d have to sell about 120k copies to break even on that investment, which is far from guaranteed. By pricing the game at $35, their break even point is nearly half of that. This is a moderately budgeted game, not a AAA game with microtransactions.

        Even an experienced team like Mimimi games, who made smart development choices by iterating on what they built before to keep costs down, releasing critical successes several times in a row, ended up closing down because the money coming in was too tight. Their games ranged from $30-$50 and had every sale, bundle, giveaway, and promotional opportunity you could think of.

        • Don_alForno@feddit.de
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          6 months ago

          If the game cost $20, they’d have to sell about 120k copies to break even on that Investment,

          Far more actually. You have to deduct taxes, steam’s cut etc. from those 20$.

        • abbotsbury@lemmy.world
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          6 months ago

          8 full time 100k salaried employees is quite a bit more than “small team.” Doom was 6 people. That many people are simply not required to make the games that are being produced; they can choose to size down any time they want. If they want to go “all in” on making a “AAAA” game, then they need to deal with that reality and make a game that is actually worth $60.

          Their games ranged from $30-$50 and had every sale, bundle, giveaway, and promotional opportunity you could think of.

          Perhaps that’s part of the problem? Maybe they should have priced their works more fairly from the start and not rely on bundles and givaways which surely aren’t going to make them more money.

          My point is, the “average” game is absolutely not worth $30. Most games should flop because they’re overproduced trash, and we should return to smaller, more artistic-focused development with a smaller scale, more consumer friendly pricing, and where the (few) devs get more slices of their pie.

          • ampersandrew@lemmy.world
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            6 months ago

            I’m sorry that you don’t enjoy video games enough to pay $30 for most of the good ones, but I hope one day you can sit down with a calculator and realize why it must be that way.

            • abbotsbury@lemmy.world
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              6 months ago

              I’d gladly pay $30 if they are worth it, most games are simply not worth it. Recently I’ve put over 75 hours into Atom RPG the last two weeks, and it’s $15 full price, and the developers have released a spinoff and announced a new project, so they seem to be doing fine.

              Hopefully you can sit down with a calculator and figure out that things can be better.

              • ampersandrew@lemmy.world
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                6 months ago

                The value that I get out of games isn’t measured only in hours, especially since it’s easy to inflate a game’s length.

                • abbotsbury@lemmy.world
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                  6 months ago

                  That’s true, I’m using hours per dollar as a shorthand for value, but on the flip side if video games are going to be a couple hours of one-time fun, they gotta expect to have a price point similar to movie theaters which have a similar experience, which is like $10-$15

                  • ampersandrew@lemmy.world
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                    6 months ago

                    Video games are often afraid to be only a couple of hours these days, often to their detriment, but if you multiplied a movie’s runtime by 2-3x for some extra production value in your game, you end up at that $35 price point easily for a game that’s 5-10 hours long. Even for a direct comparison to Atom RPG, I’d rather pay 2-3x as much for a Wasteland game to get what I’m looking for, and Wasteland games aren’t exactly short. Neither is V Rising.