Braveheart
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- Feb 23, 2009
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Remember that Valve only has control of the prices of their own games. Those games make up a fraction of the games on Steam. If you think Fallout 3 is priced to high, it has more to do with Bethesda, than Valve.Originally posted by: zerogear
So, why don't they lower the prices for their games across the board first? After that maybe others will follow instead of bitching about it.
You are taking an irrelevant part of the analogy and basing your argument on it - the issue of the 'real' cost for each corvette.Originally posted by: SMOGZINN
Corvettes and other hard products have a high production cost per unit attached to them. Video games, and especially DD games, have a very low production cost per unit that easily makes volume sales more profitable. Basically if I sell 10 corvettes at $50,000 each, and each cost me $4,000 to make I have made $460,000. If I sell 100 corvettes at $5,000 each with the same cost to produce, I have only made $100,000. Software does not have that problem as the cost to produce each unit is nearly insignificant, so profit is nearly the same if I sell 10 copies at $10, or 100 copies at $1. In this case I want to sell as many copies as I can, so I want to lower my price until I saturate the market.Originally posted by: Craig234
Bad logic.
For one, higher sales at a lower price doesn't prove they're overpriced. 'This weekend, new Corvettes for $5,000. Hey a lot sold, proving autos are overpriced'.
Second, if the prices were slashed, sales wouldn't go up for all games the way they do for the weekend special on one game.
The real result of slashed prices would just be fewer, lower quality games.
As for the 'sale effect' you are probably right you would not see the same upturn in sales, but you would see a upturn in sales. The correct price will probably be somewhere above the sale price, but below the current retail price, but even that might be wrong. Lower inital cost could drive a market shift that allows for many new sales. It is up to the marketing people to determine where the right price mark is, and to do that they will probably need to take some risks with some titles to see the effects.
The argument that Valve is making is that gamers limited by money would buy more than twice as many and drive the revenue up.Originally posted by: BenSkywalkerThis isn't that I wouldn't want to buy more games when they got cheaper, just that I wouldn't have the time to play through them. On the other end of the spectrum you have those limited by money. Yes, if you cut the price of games in half they will very likely buy twice as many- but where does that get the industry? They gain nothing that way while losing out the money they can currently demand by those of us whose time is a larger factor then cash.
You aren't really immune to demand elasticity if you view $50 for four hours a poor value and alter your spending habits accordingly. You're willing to pay well for a "good" game like most of us but take a look at the release schedule through the end of march or so and I suspect you'll be hard pressed to isolate multiple PC games that look like they will be worth $50 to you. For every good game there are dozens of mediocre titles and I think it's reasonable to speculate that lowering prices overall would drive up revenue as a result.Originally posted by: BenSkywalker
The only way I can see a lower pricing model working out really well is if the gaming industry started charging less for lower content material. I won't spend $50 for a game that lasts four hours, but I would gladly for $15.
I'm not sure if you're being serious, but really good FPS games are amazing values through their multiplayer and are probably "worth" far more than single player only type gameplay that lasts 10-12 hours each. In retrospective, UT '99 would have easily been worth $500 to me because of the hundreds of hours I spent playing it.Originally posted by: Braveheart
well yeah! $60.00 for a FPS is crazy!
Plenty of people are willing to pay it for Resistance and Halo and that is not counting the DLC and subscription fees to play multiplayer!Originally posted by: Braveheart
well yeah! $60.00 for a FPS is crazy!
I know, thats why I said 'their' games.:laugh:Originally posted by: Daverino
Remember that Valve only has control of the prices of their own games. Those games make up a fraction of the games on Steam. If you think Fallout 3 is priced to high, it has more to do with Bethesda, than Valve.Originally posted by: zerogear
So, why don't they lower the prices for their games across the board first? After that maybe others will follow instead of bitching about it.
If they are limited by money, where is this extra money going to come from?The argument that Valve is making is that gamers limited by money would buy more than twice as many and drive the revenue up.
I'm a gamer, not a platform bigot- there are loads of games coming out in Q1 that I find worth the money they are asking, more then what I have time to play for certain.You're willing to pay well for a "good" game like most of us but take a look at the release schedule through the end of march or so and I suspect you'll be hard pressed to isolate multiple PC games that look like they will be worth $50 to you.
My question is where is this money going to come from? You have stated that Valve's assertion is that people that don't have the money are going to be the ones spending it which is fairly, errr, interesting logicFor every good game there are dozens of mediocre titles and I think it's reasonable to speculate that lowering prices overall would drive up revenue as a result.
I thought it was understood that the entire argument is predicated on the fact that not just sales but revenue increased when they dropped the price. That is a clear indication that the price was too high. You are arguing that all we were seeing was the 'sale effect' and I'm arguing that I think that the revenue increases were too high for that to be the only explanation. I think that they were tapping into a currently underserved market, namely the secondary market and maybe even some of the pirate market. Which is pretty much the conclusion that Valve come to as well.Originally posted by: Craig234
You are taking an irrelevant part of the analogy and basing your argument on it - the issue of the 'real' cost for each corvette.Originally posted by: SMOGZINN
Corvettes and other hard products have a high production cost per unit attached to them. Video games, and especially DD games, have a very low production cost per unit that easily makes volume sales more profitable. Basically if I sell 10 corvettes at $50,000 each, and each cost me $4,000 to make I have made $460,000. If I sell 100 corvettes at $5,000 each with the same cost to produce, I have only made $100,000. Software does not have that problem as the cost to produce each unit is nearly insignificant, so profit is nearly the same if I sell 10 copies at $10, or 100 copies at $1. In this case I want to sell as many copies as I can, so I want to lower my price until I saturate the market.Originally posted by: Craig234
Bad logic.
For one, higher sales at a lower price doesn't prove they're overpriced. 'This weekend, new Corvettes for $5,000. Hey a lot sold, proving autos are overpriced'.
Second, if the prices were slashed, sales wouldn't go up for all games the way they do for the weekend special on one game.
The real result of slashed prices would just be fewer, lower quality games.
As for the 'sale effect' you are probably right you would not see the same upturn in sales, but you would see a upturn in sales. The correct price will probably be somewhere above the sale price, but below the current retail price, but even that might be wrong. Lower inital cost could drive a market shift that allows for many new sales. It is up to the marketing people to determine where the right price mark is, and to do that they will probably need to take some risks with some titles to see the effects.
I could as easily take "books" or "movies".
Say instead of the complete series "The Wire" costing from $80-$200, price it at 10 bucks, and when it sells a lot say it proves "movies cost too much".
If it sold for ten bucks, it wouldn't have the production budget - fewer series would be made, and they'd be of lower quality.
Your argument can be applied ad infinitum almost to zero. Once it's ten bucks - lower it to one buck and have even higher sales prove it was still overpriced. Then try two cents.
The PC gaming industry already has many - I've heard most - games lose money, as makers try to make one of the few 'hits'. We're lucky to get the selection we have now.
Gut the budgets further, and I don't think you're cuttng fat, but bone.
I'm in favor of the PC gaming industry - I view it as 'the art form for our times' and want to see more money in it leading to more products of higher quality and more innovation.
There are already market pressures keeping the prices balanced. The argument that selling one for far less 'proves' they're overpriced is wrong.
Think about it. When you lower the price, you pick up some revenue from those who weren't willing ot pay the higher price and will pay the lower, but you also lose all the price difference from the group who was willing to pay the higher price. This is why you see new games come out at a higher price (the strongest fans pay the early adopter cost) and weeks later the price goes down to get the secondary market.Originally posted by: SMOGZINN
I thought it was understood that the entire argument is predicated on the fact that not just sales but revenue increased when they dropped the price.
If by sale effect, you mean that discounting one of many competing products can give it artifically high sales, while discounting all products would harm the industry, then yes.That is a clear indication that the price was too high. You are arguing that all we were seeing was the 'sale effect' and I'm arguing that I think that the revenue increases were too high for that to be the only explanation.
And the secondary market adjusts to price changes as well. $40 game selling for $25 secondary? Price it at $20 new, you get sales, but then secondry drops to $10.I think that they were tapping into a currently underserved market, namely the secondary market and maybe even some of the pirate market. Which is pretty much the conclusion that Valve come to as well.
First, you're confusing the point I was arguing. I was using the price-lowering analogy of the TV series to disprove the claim that the increased sales from a price drop 'proves' the product was overpriced, just by itself - without needing to, as you try to claim, that 'revenue increases' as well. You added the revenue assumptions, not me.So your example of the TV show would not make sense. If by lowering the price of the series from $80-$200 to $10 actually saw an increase in revenue then it would actually lead to higher production values and more series would be made, and possbily a willingess to take more risks on non-traditional series since the lower price point will drive more exploratory spending on the part of consumers.
Unless you find multiplayer uninteresting* and which case $60 is way over board.Originally posted by: JoshGuru7
I'm not sure if you're being serious, but really good FPS games are amazing values through their multiplayer and are probably "worth" far more than single player only type gameplay that lasts 10-12 hours each. In retrospective, UT '99 would have easily been worth $500 to me because of the hundreds of hours I spent playing it.Originally posted by: Braveheart
well yeah! $60.00 for a FPS is crazy!
I intentionally mention PC games because it's a different audience from the console market, not because I don't own a PS3 and a 360. I'm looking forward to several console games, but whether there are PC games coming out in Q1 that you think will be worth the money is very relevant to this thread regarding PC game pricing.Originally posted by: BenSkywalker
I'm a gamer, not a platform bigot- there are loads of games coming out in Q1 that I find worth the money they are asking, more then what I have time to play for certain.
Think about it some more. Rather than trying to group people into categories of "have money" and "don't have money", consider that what we are actually talking about here is the effect of game pricing on revenue. Because revenue is a product of volume and pricing, what you really need to look at is the mostly inverse relationship between pricing and volume.Originally posted by: BenSkywalker
My question is where is this money going to come from? You have stated that Valve's assertion is that people that don't have the money are going to be the ones spending it which is fairly, errr, interesting logic![]()
Obviously if you don't like a genre you aren't going to find the games a very good value. The FPS genre has a pretty high potential for value, however, due to the upside of a game if it has good multiplayer and is supported by the community (custom maps, mods, etc). They won't all be gems but I'd like the chances of somebody playing a game for 40+ hours a lot more if I knew the genre was one of the multiplayer-heavy options (FPS/RTS/MMO) over say your typical RPG or platformer.Originally posted by: Scooby Doo
Unless you find multiplayer uninteresting* and which case $60 is way over board.
Hell no. They cut costs and raised profits, which is fine for them but that means we get less product.Originally posted by: RiDE
I remember when games used to come in those big boxes with fancy CD cases and fat manuals years ago. Then they said they'll be shrinking the package and will be cutting the price. Yeah right. lol
That's a good point. I'd like to see a Tie Fighter 2 (or maybe XvT2) that updated the graphics a bit and had a good Co-op campaign. I bet it would be reasonably cheap to make and it would sell like gangbusters.Originally posted by: shortylickens
Sorry. I'm one of those guys who remembers the days of Doom and Myst and Tie Fighter. I dont like where the industry has been the last 8 years. They put too much effort into things that have nothing to do with fun, and then piss & moan about everything under the sun when the game doesnt sell enough.
You can let your son install on his pc and he can play so long as you aren't playing on yours.Originally posted by: samduhman
I agree, games on Steam are to expensive considering they are chained to you as soon as you install. I can't even let my son borrow my games and we can't play multiplayer unless we have two copies. I understand keeping a tight grip for online only/single player games but at least let us spawn local LAN play off of one copy.
Considering Steam cuts out the resell option for your purchased games they should cost half the price of MSRP IMHO.
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