This thread makes me cry.
You people don't deserve games!!
Edit:
After some thought it occurred to me that most of you don't know how anything in this world is priced. Here are some reminders of factors that figure into the price of everything that has ever been sold on this earth.
- What was the cost of production?
- How many units do we expect to sell, and over what time?
- What is the perceived value of our product to the consumer?
- How will our price affect the perceived value?
So, for example...
Games like Clash of Clans are made by what is now hundreds of people, and yet are dirt cheap because of a) in app purchases and b) they expect a massive ass volume of small purchases.
Guacamelee! was made by ~15 people, and retailed for 15 bucks.
Now let's rewind the clock.
How many people did it take to make Final Fantasy IV? And what did it cost?
14 people. That's how many. The game cost 60 bucks as I remember it.
TLDR: the logic which equals the price of a game is nigh indecipherable. End of the day all that matters is what they think you will pay for it, not what it is "worth".
@chaser324: I know what you mean but isn't that impossible by definition? The value proposition to you can never be the same to me. Imagine you and I both buy Skyrim. What is the value proposition? If I hate the main quest, get bored, and quit, how does that compare to someone who loved it? And then the person who hated the main quest but loved the sidequests? And then the person who hated all of that but modded the game? How can you measure Value Proposition when it is impossible to know how much fun anyone will have with any 1 minute of your game. And again if you look at what I wrote about Production Costs, there are so many ways to cover it:
Say I make a game by myself. It costs me 10,000 to make.
There are so many ways I can recoup that, it all just depends on what I think people will pay for it, and how many people, at that price.
So in order to make back my 10 Gs I either need to
A) sell 100 copies at $100 bucks each
B) sell 1000 copies at $10 bucks each
C) sell 10000 copies at $1 buck each
Is there really, from these 3 options, an objectively right one? Does it matter at all what content is in the game? Especially since content to fun ratio is literally impossible to measure, who can tell me what to price the game at?
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