Skyrim and Fallout 4 designer warns raising game prices beyond $70 could backfire

I'm also fairly confident in saying the 30% steam cut is comparable to the cost of printing copies, shipping to stores, the store's cut, and the cost of leftover inventory.
You would be wrong ;) . That cost for physical boxes was (when all is taking into account, but the inventory risk and destruction cost) way, WAY higher than that. It was closer than the opposite, the publisher was getting a net of 30% or less of the shelf price.
 
You would be wrong ;) . That cost for physical boxes was (when all is taking into account, but the inventory risk and destruction cost) way, WAY higher than that. It was closer than the opposite, the publisher was getting a net of 30% or less of the shelf price.
Actually box retailers only took 10-15% and fees for game discs, boxes and shipping are basically 0 due to the volume. You’re talking maybe $12 total costs which is than the current cut plus you also don’t have to pay for returns, the retailer dealt with that
 
But suckers are not only ready to throw the money on Day 1 of release, but they are even PRE-PURCHASING! A trend that is very popular nowadays, no matter how stupid that is.
 
Actually box retailers only took 10-15% and fees for game discs, boxes and shipping are basically 0 due to the volume. You’re talking maybe $12 total costs which is than the current cut plus you also don’t have to pay for returns, the retailer dealt with that
That's very far from the facts.

Retailers took a significant %, having to pay for location, brick&mortar, presentation, local maintenance, and staff.

And you forgot a large number of costs and steps. A publisher would have to pay for the disc manufacturing, which often meant a different disc by localization area. They have to be tested. These discs have to be covered/printed over, again in a localized way. Then put into boxes, which absolutely need localization. All that process need insurance. Then, you have to store all of that. Before selling and shipping it to a distributor, who also has to pay for inventory, insurances, shipping, and various costs which aren't small when dealing with international borders. And the distributor have to sell and ship to a wholesaler, again with its own costs, cargo, insurance. Potentially a few more intermediaries, before the last one has to sell and ship to individual retailers (or their central or regional buying department, for bigger chains), again with costs in cargo, shipping, insurance. Every single one of these steps had to be managed by people, whom someone had to pay.

Manufacturing and shipping (plus similar costs) absolutely do NOT cost zero. In fact, once you moved into serious numbers, that cost is pretty much linear with volume. Making and shipping 10000 pallets cost literally ten times making and shipping a 1000 ones.

Yes, in some limited best cases, when a US giant is making a big US game in the US for the US while having a very large catalog they can use to bludgeon retailers into impossibly low margins, one SKU can get reasonably low. But the average for publishers, over the world, is far from a single best case.

The 30% (in reality for big publishers and big games more like 20, or even less than that) cut of Steam or other platforms with a single capital expenditure at worse of $100 would have been a wet dream compared to their current business at the time. In fact based upon several conversations I had (when I worked in the industry, or a few years after I left) it was a wet dream for them.

And let's not forget the cost cratering down weren't just the manufacturing and selling ones. Advertisement and PR costs were also taking a huge dive down, very fast.

And of course all of that ignore the fact that the market size exploded up, meaning way more unit sold. And that productivity also exploded up while costs (for things like engine and middle ware) went way down. Budgets are high because it's a business choice by big publishers, they all want to be the next GTA, Roblox, or Fortnite. Not because it's a necessity, as Devolver, or even Nintendo, clearly demonstrated.

Around the time we're talking about, I bought the week of their release and without any special sale or anything, a Street Fighter game for 23€ (boxed, with free shipping). And a couple of years before that, same conditions, a KOTOR game for 40€. And those prices included VAT, around 18% of it. That was the price of big buster PC games at release, and 40 was already an increase over the previous common 30.
 
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"..raising game prices beyond $70 could backfire"
And the prize for The BIGGEST Understatement of the Century goes to.....

Isn't it easier these days to code games than 20 years ago?? (IMHO) Lots of hand-written code these days is replaced modules, functions and better programming languages that didn't exist before, saving developers time, and by extension money.

On the other hand, they had fewer and better games then....
 
Just make a good game and people will pay no questions asked. GTA will do well even at 100 or beyond. (Unless they do something terribly wrong like going super woke).

But let's face it, the big studios are releasing fail after fail because the game aren't fun. It's because they insert too many monetary systems. If you're not already a hit no one is asking for a life service game filled with micro transactions, high up front costs and a battle pass. When your games target is so obviously making money rather than providing entertainment you deserve to fail.
If you're GTA and your target audience likes violence, doing criminal jobs, crude humour and dumping hookers don't go giving them a wealth of pronoun options and trying to school them on doing things the right way.

Know your audience, ensure its a large one and give them a fun game. Target everyone and you'll please no-one. Have upper management decide the game based on profit projections and hire expensive people without passion for the game in Florida or some place and you set yourself up fail. Especially if it comes with the typical corp layers of HR and cultural experts and what not, all added costs at no benefit.

And for the crowd funded ones, set deliverable targets in at least 4 years or you end up like ashes of creation.
 
I usually wait for the sales, and pay < £20 - there's no way I'm paying > £40 for a game, especially as most games these days rarely merit a play through more than once
Yep, I'm one of a million reasons why Destiny 2 is going under. . . I wait and buy last year's dlc.
 
I'm not paying $70+ for a game that I can't hold in my hand, ever. The gaming industry is an empty shell of it's former self. Really very sad.
 
Yep, I'm one of a million reasons why Destiny 2 is going under. . . I wait and buy last year's dlc.
Destiny 2 itself makes up for most of those millions of reasons. It's a YAGMOS (Yet Another Generic Multiplayer Only Shooter) - most of which are ultimately doomed
 
They've been above 70 for a long *** time, the price is just stretched out over dlc, addons, different editions, releases on multiple gens of systems(gta.....), dont even get me going on gatcha, f2p schemes whatever.

companies can charge whatever they please as long as they dont attach a "concrete" price, that scares people away and makes em angry, the trick is to just nickel & dime gamers constantly cause they arent bright enough to realize they're being slowly robbed that way.

a five or ten here or there....endlessly? perfectly fine.

whole complete, multi hour, graphics intense game for 80? someones getting slapped! gotta chop it up and sell it for 60 with a season pass for 20 and a special edition with some pictures or sumthin for another 10, no complaints then.
 
If GTA6 comes out at $60 then I will definitely buy it at launch. If GTA6 comes out at $70 then I might buy it at launch. If it comes out at more than that, I will almost certainly not. There are a lot of games that I have enjoyed way more than GTA games. I don't want it that bad.
 
That's very far from the facts.

Retailers took a significant %, having to pay for location, brick&mortar, presentation, local maintenance, and staff.
10-15% remember downloads didn’t exist
And you forgot a large number of costs and steps. A publisher would have to pay for the disc manufacturing, which often meant a different disc by localization area. They have to be tested. These discs have to be covered/printed over, again in a localized way. Then put into boxes, which absolutely need localization. All that process need insurance. Then, you have to store all of that. Before selling and shipping it to a distributor, who also has to pay for inventory, insurances, shipping, and various costs which aren't small when dealing with international borders. And the distributor have to sell and ship to a wholesaler, again with its own costs, cargo, insurance. Potentially a few more intermediaries, before the last one has to sell and ship to individual retailers (or their central or regional buying department, for bigger chains), again with costs in cargo, shipping, insurance. Every single one of these steps had to be managed by people, whom someone had to pay.

Manufacturing and shipping (plus similar costs) absolutely do NOT cost zero. In fact, once you moved into serious numbers, that cost is pretty much linear with volume. Making and shipping 10000 pallets cost literally ten times making and shipping a 1000 ones.
That’s not how economies of scale work? Even then say you want to ship one iso container which currently costs about 25K and you can fit about 200,000 copies of the game in there that works out to about 0.13 a title which is less than 1% of the sale. At most retailer and shipping will cost you 20% which is lower than the 30% charges currently.
Yes, in some limited best cases, when a US giant is making a big US game in the US for the US while having a very large catalog they can use to bludgeon retailers into impossibly low margins, one SKU can get reasonably low. But the average for publishers, over the world, is far from a single best case.

The 30% (in reality for big publishers and big games more like 20, or even less than that) cut of Steam or other platforms with a single capital expenditure at worse of $100 would have been a wet dream compared to their current business at the time. In fact based upon several conversations I had (when I worked in the industry, or a few years after I left) it was a wet dream for them.
Not really as they take less margin, ideally they’d have the lowered costs and higher margins of a physical release with micro transactions of digital releases.
And let's not forget the cost cratering down weren't just the manufacturing and selling ones. Advertisement and PR costs were also taking a huge dive down, very fast.

And of course all of that ignore the fact that the market size exploded up, meaning way more unit sold. And that productivity also exploded up while costs (for things like engine and middle ware) went way down. Budgets are high because it's a business choice by big publishers, they all want to be the next GTA, Roblox, or Fortnite. Not because it's a necessity, as Devolver, or even Nintendo, clearly demonstrated.
It’s a necessity to compete, especially in certain genres like racing.
Around the time we're talking about, I bought the week of their release and without any special sale or anything, a Street Fighter game for 23€ (boxed, with free shipping). And a couple of years before that, same conditions, a KOTOR game for 40€. And those prices included VAT, around 18% of it. That was the price of big buster PC games at release, and 40 was already an increase over the previous common 30.
How can you buy a game from 1994 with a currency that didn’t exist until 1999?
 
How can you buy a game from 1994 with a currency that didn’t exist until 1999?
Uh? I didn't. I bought SF4 in 2009 when it released, and KOTOR 2 in 2005 again when it was released. Like I said, around the time discussed (15 years ago), and another one a little bit earlier.
 
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