[HN Gopher] Video Game Pricing [video]
       ___________________________________________________________________
        
       Video Game Pricing [video]
        
       Author : PascLeRasc
       Score  : 75 points
       Date   : 2021-08-16 17:07 UTC (5 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | my_usernam3 wrote:
       | As a gamer who rarely finishes games, I love the DLC model. $60
       | back in the early 2000s was always too expensive for me, so I
       | only ever had used games. If I were a kid today, $60 isn't too
       | bad. And if love the game enough, $10 DLC packs is an easy pill
       | to swallow.
       | 
       | Wish dunkey did a little more focus on that, but theres tons of
       | other videos that go more into the economy of DLC and micro-
       | transactions.
        
       | spywaregorilla wrote:
       | I'm not sure how insightful this is. It's largely predicated on
       | his personal beliefs of what games are good and what you're
       | looking for in a game. I think Pikmin is a great game. I'm not
       | sure I would call it close to being the best RTS game, or even
       | worth $60.
       | 
       | If anything I would say some of the takeaway should be reversed:
       | 
       | * Games are significantly cheaper than ever before
       | 
       | * Games are generally longer and have more content than ever
       | before. A year of multiplayer life is pretty good for $60.
       | 
       | * Free to play games aren't successful as an adverse reaction to
       | monetized non-free games. Free to play games are more monetized
       | than most.
       | 
       | * Old games are great. Go play them. But don't expect a fungible
       | experience with new games. There is no classic game equivalent
       | for Resident Evil 8. I would say, there isn't even something
       | particularly equivalent for Hollow Knight, which is a direct
       | evolution off of old school metroidvania.
       | 
       | But definitely try to look past marketing. We can of course agree
       | on that.
        
         | stevenwoo wrote:
         | I worked in the industry a while back when those prices were
         | set, and he does not even mention several factors 1.) games
         | sold in stores required a concrete date for shelf space with an
         | agreement with large retailers for shelf placement and kiosks,
         | better cost the publisher more concessions IIRC, the game
         | publisher sold the game for half the retail price to retailers
         | so they were making say $30 out of the $60, ballpark estimates
         | of sales were used to set budgets and almost everyone tried to
         | time release for optimum sales period of Christmas shopping,
         | setting the date - often years in advance, so that's why the
         | time crunch problem was/is an issue, most games sold an
         | extremely high percentage within a month of release often > 90%
         | at least at full retail price (I can't remember if the
         | publisher had a penalty for those that didn't sell after a
         | while) 2.) many console games required a contracted number of
         | actual physical media burned at a certain date so the publisher
         | had to predict sales, a popular console might have limited
         | timeslots for production to sell to game publishers and
         | overshooting the mark on physical media is a loss and
         | undershooting means lost sales at retail price so this makes
         | console more high stakes than PC games in a way for publisher
         | (Nintendo being console maker and publisher changes this
         | somewhat for them alone), also the surcharge the console makers
         | charged publishers was $10 per physical media produced in
         | PS3/360 days, this had not changed from Game Boy days when we
         | looked into making a new cartridge game when those games sold
         | for $30-$40. Obviously the situation has changed and I don't
         | know what the numbers are now, and some of these are
         | alleviated/changed by the availability of digital only versions
         | of games.
        
         | lapetitejort wrote:
         | > Old games are great. Go play them. But don't expect a
         | fungible experience with new games. There is no classic game
         | equivalent for Resident Evil 8.
         | 
         | Similarly, there is no modern equivalent to Katamari Damacy.
         | Some games are just too perfect to be recreated.
        
           | spywaregorilla wrote:
           | Potentially unpopular opinion, but I think a large part of
           | Katamari Damacy's appeal was it's oddball aesthetic, with a
           | feeling it was kind of intentionally shitty, but executed
           | really well. I think this hasn't aged as well as it deserved
           | because so many indie games ham up the "low quality" aspect
           | of their game now. Whereas KD did it artistically, indie
           | games do it as an excuse for not being better. And for
           | keeping that company, I find KD hasn't aged well.
           | 
           | Good theme song though.
        
       | OmarIsmail wrote:
       | At this point I literally only play games on Xbox Game Pass and
       | I'm playing more now than ever before. It's truly unreal how good
       | of a value Game Pass is.
        
       | yuy910616 wrote:
       | It reminds me of something I think someone from Netflix once said
       | (paraphrasing): We're not competing with Hulu or Disney Plus,
       | we're competing with sleep.
       | 
       | These days games are not the only forms of addictive
       | entertainment - there are games, social media, streaming service,
       | youtube, tiktok, and so much more.
       | 
       | Maybe games are cheaper (in real-term) because entertainment in
       | general are getting cheaper.
        
       | supperburg wrote:
       | This is absolutely unacceptable. When HN started allowing videos,
       | I was weary because it was a step in the wrong direction. But
       | obviously the majority of users didn't care. Now we have this. A
       | popular culture YouTuber featured on the front page... of hacker
       | news. A YouTube video that is listed on trending on YouTube is
       | also on the front page of hacker news.
       | 
       | This is a blatant violation of the guidelines. This video,
       | besides not even being the best quality in Dunks library or the
       | most interesting, is vapid popular culture content and is in no
       | way, by any stretch of the imagination, intellectually
       | interesting. And that's just the threshold for entry! It doesn't
       | even come close to being as intellectually stimulating as the
       | long-time HN user has become accustomed to.
       | 
       | This is the day that I know beyond any doubt that this is not a
       | noob-illusion (a decade old noob), HN is allowing itself to
       | degrade. For the love of god this is the only place left on the
       | internet that I know of where a person can have an intelligent
       | conversation. The last place where I can expect that the curation
       | of links will please and surprise me. Please don't let this
       | special place die. Ban YouTube links and ban garbage like this
       | from appearing here.
        
       | Leftium wrote:
       | Related: https://youtu.be/VhWGQCzAtl8
       | 
       | This 6 min video explains from game dev perspective why (AAA)
       | games have been pegged at $60 on release, even though they should
       | be priced higher to be sustainable ($85-$90 in 2018).
       | 
       | So game developers tried various ideas to make up for this gap:
       | DLC, perpetual experiences (map packs & expansions), loot boxes,
       | microtransactions...
        
         | Leftium wrote:
         | One additional major revenue stream not mentioned is
         | merchandise.
         | 
         | Pokemon's merch revenue completely dwarfs game revenue:
         | https://youtube.com/clip/UgxvU_ygdejMiTGyChN4AaABCQ
         | 
         | Merch is great because it allows "whales" to spend as much as
         | they want without the questionable gambling aspect of loot
         | boxes/gacha.
        
         | Hamuko wrote:
         | > _So game developers tried various ideas to make up for this
         | gap: DLC, perpetual experiences (map packs & expansions), loot
         | boxes, microtransactions... _
         | 
         | There's also "ultimate" editions, which bridge the gap at sales
         | time.
         | 
         | Sure, you could buy Forza Horizon 5 for $60, but you could also
         | buy the Deluxe Edition for $80 to get some extra cars or the
         | Premium Edition for $100 to get the same extra cars + the DLC
         | when it comes out and some extra goodies.
        
           | Leftium wrote:
           | Many players complain when DLC is released at the same as the
           | main game because they feel it should just be part of the
           | main game.
           | 
           | Framing this DLC as an "ultimate" edition seems like a great
           | idea!
        
             | foxfluff wrote:
             | To what extent does it backfire though?
             | 
             | "Would you like the ripoff edition or the inferior
             | edition?"
             | 
             | Actually, I don't want to buy the game anymore.
        
               | Leftium wrote:
               | The difference a tiny change in framing can make is
               | amazing:
               | https://www.psychologyofgames.com/2010/03/framing-and-
               | world-...
               | 
               | > In World of Warcraft what they did when they first
               | designed the game was they had an experience system that
               | would, over time, lower the amount of experience you got
               | because [Blizzard] wanted to encourage people to play for
               | like two hours at a time instead of twelve hours at a
               | time. So the longer you played you'd get this experience
               | degradation and then it would bottom out and at that
               | point it would be a fixed rate of experience. And people
               | just hated it.
               | 
               | > And so they went back and [Blizzard's Rob Pardo] was
               | like all right, basically what we did was we made
               | everything in the game take twice as much experience to
               | achieve as before and then we flipped it. So actually
               | what happens is you start getting 200% experience and
               | eventually it goes back down to 100%. So that effectively
               | now how they spin it is that if you log out for a while
               | you get this 200% boost when you log back in! And then
               | over time it goes away and you just get regular 100%
               | experience. It's EXACTLY the same as it was before,
               | except NOW everyone is like "Fuck yeah, Blizzard, this is
               | exactly what I want!"
        
         | gopher_space wrote:
         | A lot of your examples are also attractive because you'd
         | already have the framework set up to deliver them.
        
         | dkersten wrote:
         | > sustainable
         | 
         | The popular AAA games have been making record breaking amounts
         | of profit in recent years before you even include the
         | microtransactions they've been adding. The market is bigger
         | than ever. This is from the earning reports. This is just an
         | excuse to try milk more money out of consumers.
        
           | Wowfunhappy wrote:
           | Which ones?
           | 
           | The big yearly franchises rake in tons of cash, just as
           | superheroes do at the movie theatre. But if you go a bit
           | deeper, the situation is more mixed. Bioshock Infinite just
           | about bankrupted Irrational Games, for instance, despite
           | being very well-received.
        
             | lostmsu wrote:
             | Sounds like they should have put $80 price tag on the game.
             | It was worth it.
        
           | pcwalton wrote:
           | Anecdotes are one thing, but the picture is clear when you
           | look at inflation-adjusted trends:
           | https://venturebeat.com/2018/01/23/the-cost-of-games/ The
           | development cost for games, especially AAA titles, has in
           | fact risen significantly.
           | 
           | Given the sacrifices that developers and especially artists
           | have to undergo to work in the industry, I have absolutely no
           | problem with saying that video games should monetize as much
           | as they can, to ensure that the crew can continue to make a
           | decent living.
        
         | mister_tee wrote:
         | in response to the video's message - I get that $60 in 2006
         | inflated to $80 today. And that development costs have gone up
         | rapidly (so have sales IIRC but I know that's not evenly-
         | distributed).
         | 
         | Might the move to digital distribution, even if not complete
         | yet, already be giving publishers substantially increased
         | profits per unit sold?
         | 
         | A decade ago, an article suggested publishers made $27 on a $60
         | physical game, and the platform holder a $7 royalty[1]. With
         | digital, retailers lose out and no longer get a cut, cost of
         | goods is reduced, and returns go away.
         | 
         | With a $60 digital game, don't Sony/Microsoft/Nintendo/Steam
         | all charge a 30% platform fee for infrastructure/store costs
         | and their profit? They'd take $18 (+157%) and leave $42 for the
         | publisher (+55%) (edit:math). Is that the extent of the pie or
         | is it divided more?
         | 
         | Multiplayer still requires a $60/year fee on console systems
         | too, correct? And all the extra and ongoing costs mentioned in
         | the parent post are unlikely to go away with increased base
         | price, right? I don't mean to be skeptical but feel we're going
         | to see some price increases (beyond gaming too) just because
         | businesses can.
         | 
         | [1]
         | https://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/...
        
           | muststopmyths wrote:
           | Most of what used to go to the retailer apparently goes to
           | the console maker now ($7/60 vs $18/60), so the studio hasn't
           | really gotten much of a benefit from digital.
           | 
           | Multiplayer fee does not go to the game maker either.
           | 
           | And costs are astronomically higher. A mid-market AA game
           | with a studio of 80-100 people will cost in the order of
           | 15-20 million USD a year to produce. Art is enormously
           | expensive in 3D, even outsourced. My numbers are a few years
           | old, so it's probably worse now.
           | 
           | It's ludicrous to assume that in the cut-throat gaming market
           | (unless it's the 1000th iteration of a franchise) game
           | developers are looking to increase the price "just because
           | they can". They actually _can 't_ because gamers have shown
           | themselves to be incredibly hostile to price increases.
           | 
           | The main reason there are no more mid-market games (i.e.
           | between AAA franchises and indie small-scales) is that it is
           | absolutely not profitable or sustainable. You can put all
           | your money and energy into a game, but unless it's a huge
           | hit, you will never recover the cost. It is just not worth it
           | to most of us these days to even try.
        
         | chriswalz wrote:
         | I found it weird how the video doesn't account for the massive
         | economies of scale that AAA companies have access to. The
         | audiences & market size are way bigger now than they were back
         | in the day.
        
           | gambiting wrote:
           | Our own marketing department made a good summary of this( I
           | work for a AAA games company) - according to them as little
           | as 10 years ago there was maybe a dozen big, AAA, 50h+ long
           | releases each year. Now there's 100+ a year and increasing.
           | Yes your markets are bigger, but there's more competition and
           | fundamentally it's still winner takes all - big names sell
           | 20/30/40 million units, while if the game isn't either a big
           | well known franchise or an absolute 10/10 hit it struggles to
           | pay for its own development cost.
           | 
           | And the length of games plays big part too - my wife took
           | 100h to complete Assassin's Creed Valhalla and there's still
           | tonnes to do, it just meant that she wasn't ready to buy
           | another big AAA game for like 3-4 months.
        
             | gruez wrote:
             | >according to them as little as 10 years ago there was
             | maybe a dozen big, AAA, 50h+ long releases each year. Now
             | there's 100+ a year and increasing.
             | 
             | What's the criteria for "AAA"? 100+ AAA releases per year
             | seems a bit on the high side.
        
           | Leftium wrote:
           | There's a bit of handwaving and the the video admits $90 is
           | just a gut estimate.
           | 
           | However, I think they did try to account for things like
           | that: they started with an estimate games should cost
           | $225-$300 before accounting for larger audience size.
           | 
           | Larger market size and efficiencies like reusable game
           | engines are balanced by increased productions costs. The
           | first versions of Final Fantasy just had text captions in 2D.
           | Now they are in full 3D with fully acted voice actors.
           | 
           | Starts here: https://youtu.be/VhWGQCzAtl8?t=96
        
       | vlunkr wrote:
       | This is entertaining and informative, but it needs some sort of
       | thesis statement to be worth discussing.
        
         | idle_zealot wrote:
         | It came sort-of in the middle, and a bit more at the end, but
         | my reading is that the thesis of the video is that games are a
         | rip-off; emulate the classics and you'll have a better
         | experience than chasing the newest wave of hype (and will save
         | hundreds of dollars).
        
           | spywaregorilla wrote:
           | I don't think that's right. He made it pretty clear he thinks
           | Super Mario Odyssey is a game worth $60 or more. I enjoy
           | retro games, but I wouldn't enjoy playing through an entire
           | catalogue of old games before I wanted something that had a
           | more modern design sense.
        
           | wsinks wrote:
           | Completely agree.
           | 
           | Dunkey uses the tried and true method of SaaS selling in this
           | video too. Start with the pain, then move to the solution
           | that you definitely didn't start your pitch with.
        
         | sleibrock wrote:
         | There's a lot of ideas to too wild for one thesis to draw up,
         | but I think there's a lot of good talking points.
         | 
         | * Triple-A games are often-times yearly releases of a series
         | priced at $60 (Battlefield, Call of Duty, FIFA), but are hardly
         | ever new games with new technologies. Most times they last
         | about a year before they're effectively EOL'd.
         | 
         | * Indie games are much lower in comparison and receive more
         | love from their developers
         | 
         | * Nintendo are renowned for their titles and IPs, but their
         | games are far from innovative at times, and their prices are
         | not competitive in the slightest.
         | 
         | * Pricing of modern video games makes players turn to free-to-
         | play games which receive more updates on a regular basis.
         | 
         | * The only way to play classic games reliably is emulation.
         | Getting modern versions of old games from devs/pubs is very
         | unreliable currently (Silent Hill collection, Super Mario 3D
         | Allstars, etc)
        
           | vlunkr wrote:
           | I still think getting into one of these topics in-depth would
           | be more interesting. Like this one:
           | 
           | > Nintendo are renowned for their titles and IPs, but their
           | games are far from innovative at times, and their prices are
           | not competitive in the slightest.
           | 
           | They aren't priced competitively, yet they are incredibly
           | successful (depending on the decade). Could other companies,
           | especially indie devs, price their products similarly? I'm no
           | game dev, but I assume it doesn't feel great to sell your
           | game for $0.99 on Steam.
        
           | detaro wrote:
           | "too wild"? That seems like fairly generic gaming opinions.
           | 
           | (Well, the F2P one seems a bit weird, given the wide range of
           | options of getting games cheap-ish if you don't insist on
           | only playing the newest AAA titles)
        
           | AnIdiotOnTheNet wrote:
           | Honestly emulation is so good now, and games so easy to
           | acquire via torrent communities, that it is kind of difficult
           | for me to justify (to myself) collecting retro hardware.
           | Especially since I end up using Everdrives and ODEs anyway.
           | 
           | I've been seriously considering selling off my collection,
           | but I'm too lazy to do it piecemeal.
        
             | bitwize wrote:
             | No, it's never the same. There will always be glitches.
             | 
             | KiwiFarms murdered the person who could bring emulation
             | within spitting distance of real hardware. So yeah, now
             | there's even more reason to collect gaming hardware.
        
               | AnIdiotOnTheNet wrote:
               | > No, it's never the same.
               | 
               | You're right, but of course the nature of emulation is
               | that it can actually be better in a lot of ways. More
               | power efficient than original hardware, no cartridges or
               | discs, no composite or NTSC artifacting[0], save states,
               | networked multiplayer, automated translation, etc.
               | 
               | > There will always be glitches.
               | 
               | It is at least theoretically possible to build a perfect
               | emulator. Practically, though, we are already so close
               | that it is more than good enough[1] and fake it for the
               | rest if anyone cares.
               | 
               | > KiwiFarms murdered the person who could bring emulation
               | within spitting distance of real hardware.
               | 
               | Yeah, that was horrible and tragic without even
               | connecting it to emulation and those fuckwits can die and
               | rot in hell.
               | 
               | [0] Ok, that one being better is debatable since the art
               | was designed with that in mind. Of course, there's always
               | shaders.
               | 
               | [1] With the exception of a few systems, like my beloved
               | Saturn.
        
             | bennysomething wrote:
             | I've got nes, snes, megadrive and a N64 everdrive. I don't
             | use them anymore. I've got a pc under my TV that can handle
             | everything up to GameCube. I can't be bothered dragging out
             | hardware and hooking up an ossc.
        
             | lapetitejort wrote:
             | I mainly collect retro hardware for the hardware itself.
             | Emulations can play the games, but nothing can emulate how
             | the Game Boy Color perfectly fits on the curve of the N64
             | (try it), or taking a Dreamcast VMU with you on the go, or
             | the TV tuners that kids like me craved. I love seeing
             | hardware evolve in front of my eyes.
        
       | kevinlou wrote:
       | Never thought I'd see my boy Dunkey on HN, but here we are
        
       | MaXtreeM wrote:
       | I never thought I would see videogamedunkey in top hot posts on
       | HN but here we go. As others have already pointed out, he usually
       | makes silly videos but has been consistent for many years if you
       | like his kind of humour. From time to time he makes a video-essay
       | which are usually great, I would recommend a "Game Critics"[0]
       | and part two if you liked the first one.
       | 
       | [0]: https://www.youtube.com/watch?v=lG2dXobAXLI
        
         | supperburg wrote:
         | I think that this kind of content doesn't belong on HN and I
         | think that it's a violation of the guidelines. It saddens me
         | deeply to see today for the first time ever a blatant Reddit
         | post reach the front page of HN. I've been here a decade.
        
         | supperburg wrote:
         | Once again, I don't think pop culture videos belong on hacker
         | news and I think it's a violation of the guidelines.
        
       | tenaciousDaniel wrote:
       | I've always been curious about video game pricing. The car
       | dealership comparison was perfect, really shows how wild the
       | market is.
        
         | gruez wrote:
         | >really shows how wild the market is.
         | 
         | makes sense when the marginal cost is near-zero.
        
           | moonchild wrote:
           | The majority of consumer products are priced according to
           | what people will pay, not what they cost.
        
             | gruez wrote:
             | >The majority of consumer products are priced according to
             | what people will pay
             | 
             | That'd depend entirely on your purchasing habits. "what
             | people will pay" is an upper bound on the price, and "what
             | they cost" is an lower bound. For high end/luxury products
             | (eg. iPhone 12 pro max 256GB), prices are indeed dictated
             | by "what people will pay", but for low end/commodity
             | products (eg. low to mid range android phone, or everyday
             | staples like food) it's dictated by "what they cost" due to
             | competition.
        
           | yifanl wrote:
           | Its weird, because the quality of the product has fairly low
           | correlation to the production costs associated with the
           | product (including even the marketing budgets!), whether it
           | is distributed as a cartridge or 2 DLLs over Steam.
        
       | esotericsean wrote:
       | I love dunkey. He comes across as a dumb YouTuber making silly
       | videos about video games, but this was really insightful just
       | like the majority of his videos.
       | 
       | As a game developer, it's a crazy world out there.
        
         | lapetitejort wrote:
         | Dunkey makes visual essays only when he comes up with a good
         | one. He doesn't force one out every week. The rest of the time
         | he goofs around or makes a half-hearted review. But even during
         | his goofing around he'll make a good point or slyly highlight
         | out some shady practice. Take for example his review of the
         | recent Ratchet and Clank on the PS5. He shows off these
         | beautiful vistas while reading Sony's claims that this could
         | only be made on the PS5 because of such-and-such technology.
         | Then he pulls the rug and says all those beautiful vistas were
         | actually from the previous Ratchet and Clank game on the PS4.
         | It's not an explicit take-down of Sony, nor does it need to be,
         | but it helps reenforce the idea that marketing claims should
         | always be treated skeptically.
        
         | wsinks wrote:
         | I saw the title of this, and as a dunkey subscriber, I was
         | hoping this was the first time that I'd seen dunkey on HN.
         | 
         | What a wild cross-over day!
        
       ___________________________________________________________________
       (page generated 2021-08-16 23:01 UTC)