I'm glad to hear that some people get upset when a guy asks for $40 for a game it took him 12+ years to finish because I thought such retards exist only in Poland. I'm relieved.
People here raged at the price of Grimoire which was the same and took Cleve about 20 years to finish....so it's nothing new.
Just a natural result of AAA devs selling their stuff for 20-30 dollars on release or soon after and at the other end mobile shit and shovelware being 'free' or almost free. What in the 90's as a 'shareware' would have been 10-40 dollars(back then), is actually sold for less in absolute and relative terms than in those times, yet it still looks 'overpriced' in comparison to other things.
The market has grown exponentially since the 90s and it costs nothing to create more copies of a digital product.
If we want to compare to prices paid in the 90s while keeping this in mind, video games are massively overpriced.
I don't really agree with that as it's the labour of creation that defines the value of the product, not the packaging itself. Even 20+ years ago they were still making copies of the same product, only that they would be forced to physically distribute it. Just because you don't need to burn games onto disks or CD's and package them with manuals, that saving on paper and plastic is offset by wage growth and inflation over the last 20 years.
PS. I'm not saying that every RPG maker shit should be valued at 40 dollars here, but the developer should not be pilloried for trying to price their product at a level they feel justifies the result. If they miscalculate then it's their problem and their loss.
It was still distributed in a digital format 20 years ago, the difference I'm pointing out is that the
market size has grown exponentially. For each copy a comparable game sold in 2000, a 2021 title is selling anywhere between 5-30 copies. Baldur's Gate 2 sold just under 200,000 copies in 2000(about 4 months on the market.) It was a smash hit at the time. All sources I can find point towards it having a development cost of $5 million.
Coincidentally, Divinity: Original Sin 2 -- by all means a high budget
indie game -- released near the same calendar date in 2017. It sold 700,000 copies in the first month. It hit a million by November, and likely saw a nice holiday boom(but I can't find any stats to back that up.) It has a very, very long tail and is still selling well across multiple platforms now. Divinity: Original Sin (the original, not 2) cost 4.5 million euros to make. DOS2 definitely cost more, but probably not that much -- I can't find any definitive statements though. It probably wouldn't be unfair to say when adjusted for inflation, they(DOS2, BG2)
had a similar development cost, with DOS2 probably costing more to develop. DOS2 also took a good deal longer to create than BG2 did, FYI.
Baldur's Gate 2 cost $49.99 at release, or about $71 2017 dollars.
Now I must ask: do you think it is unfair that Divinity: Original Sin 2 sold for $44.99 in 2017 dollars? That, despite their game likely costing a bit more to develop and taking longer to develop, it sold for nearly half as much per unit? Was Larian being wronged here?
A product that you can create an infinite amount of copies of for nothing --
infinite supply -- will not be priced like a regular, physical good that has a finite supply. This is interesting because it's the inverse of an actual physical good:
there can never be too much demand for a digital product. Inelastic supply, highly elastic demand.
From this, we can deduce that there are two major parts in pricing a video game:
The value of the product potential buyers place on it and
The original cost of producing the product that is completely detached from demand as it costs nothing to create copies of it.
A larger market size lets you distribute the cost of developing the product over more sales, meaning the
optimal price will trend towards its actual value as the market size increases. The value consumers place on a product will decrease with competition. Following this, we -- perhaps counterintuitively -- get cheaper video games in 2021 than in 2000, but developers end up making more profit.
When developers complain that there is too much competition, they are overlooking that it also comes with increased market sizes.
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The people saying the game costs too much are trying to get the developer
more overall profit. We are not insulting him or trying to take money away from him. He can price his product however he wishes, we're merely pointing out that we don't believe it is a good reflection of the value potential buyers would place on it.
[edit]
and yes, infinitron, this is directly related to the topic at hand before you split us into a separate thread. We're discussing our viewpoints on the game's price.