Originally posted by: Childs
Instead of $2 make it $30 and you have an interesting proposition. I would bet 3-4x more people would buy at $30 then at $60. They wouldnt lose as much potential revenue to the used game/rental market as well. Once a game is made its actually cheaper to sell more copies than fewer, so they could easily adjust the price to hit their sales goal at launch, as opposed to setting a maximum price at the beginning and hope you hit your goals.
There might be some issues with retail like requiring more inventory to keep up with demand or increasing shelf space. Getting people to buy things in your store is always a good thing, as that hopefully leads to more sales.
Well, there are some issues with that approach - people wont necessarily buy more games because they only have so much time to play. And whether they like it or not, the secondary market does exist, so dropping the price at launch wont necessarily wont in their favor when used games are still going to outprice them.
Its not as if games dont drop in price, and dont forget the players choice games for $30 or less. Basically, they try to capture as many $60 sales at first, and then even new games gradually drop in price. It wouldnt make much sense to price it at $30 from the start because for most good games, theres plenty of people willing to pay $60.
The iphone games/apps are a different story. Its extremely easy for people to buy, and theres no distribution costs involved, so it's much more of a volume game, and games are much much cheaper. Rolando, by far the best game on the iPhone, would easily be a $30 DS/PSP game, but it's only $10, and will probably drop in price even further.