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$60 for a Game in 2014 Is "Insane," Former Bulletstorm Dev Says

"Lower prices would allow us to stop thinking about filler for our games, and start focusing on making the experience just right," says Adrian Chmielarz.

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The accepted, standard price of $60 for a new video game "is a little insane," according to Adrian Chmielarz, former creative director of Bulletstorm developer People Can Fly. According to him, gamers paying that much expect a great deal in return for their money these days, and by focusing so heavily on $60 AAA games, the industry is leaving money on the table.

"Everybody is smart in retrospect, and looking back I do think that we were possibly among the first victims of this giant shift in gaming, where the middle-class AAA games began to die--not 'middle-class' by quality, but we didn't have ten multiplayer modes and co-op and all of that," Chmielarz said of Bulletstorm in an interview with GamesIndustry International. "The saying in the industry right now is, 'If you want to sell a game for $60, to the player it has to feel like $200.'"

"Bulletstorm was a $60 game for $60," he added. "And these days $60 for a game sounds basically crazy, when there are literally hundreds of high quality games out there for a much smaller price--even on console. In 2014, $60 for a game is a little insane."

Bulletstorm was released by People Can Fly and Epic Games in 2011 and, despite positive reviews, it didn't turn out to be a huge seller. Epic president Mike Capps said of the game in 2012, "I think Bulletstorm was very critically successful, and I think a lot of folks really enjoyed seeing something new. From a sales perspective it was good, but not amazing. I think EA was hoping we'd do better." Epic acquired People Can Fly in 2012 and Chmielarz parted ways with the developer, which would be renamed Epic Games Poland a year later.

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Chmielarz also talked about how publishers often seek to turn franchises into something they are not. He pointed to Dead Space as a series that EA has attempted to turn into a major, Call of Duty-level franchise, rather than being satisfied with sales of 2 or 3 million copies. "That could be a profitable series, but only if you're smart about the budget and the content," he said.

He's not the first to share this sentiment and cite Dead Space as an example. Lamenting the addition of multiplayer modes into games where they don't belong, Gearbox president Randy Pitchford spoke about Dead Space 2's multiplayer in a 2011 interview with Edge, stating "It's ceiling-limited; it'll never do 20 million units. The best imaginable is a peak of four or five million units if everything works perfectly in your favour. So the bean counters go: 'How do I get a higher ceiling?' And they look at games that have multiplayer. They're wrong, of course. What they should do instead is say that they're comfortable with the ceiling, and get as close to the ceiling as possible. Put in whatever investment's required to focus it on what the promise is all about."

Since leaving People Can Fly, Chmielarz cofounded The Astronauts, developer of The Vanishing of Ethan Carter, which he says will shy away from having filler simply to justify a $60 price tag.

"There is a necessity to add filler in AAA games, whether it be collectibles or one more wave of enemies," Chmielarz said. "It's unfortunate, and it's also proof that the world is insane." He points out how players' calls for longer games clash with data suggesting "70 or 80 percent of people never finish the game."

"But I think that's connected to the price, and there we go again. Lower prices would allow us to stop thinking about filler for our games, and start focusing on making the experience just right," he said. "You have to live with the fact that some players will complain no matter what, but I think that when your game is tight, and the story you want to tell is told exactly the way you want, I think the effect is way more powerful than anyone complaining that they didn't get 100 hours of entertainment for their €20."

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yngsten

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At least a digital copy should be cheaper, especially sold directly from the developer/publisher. No third party, no cost of distribution and no cost of printing.

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Caanimal

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Games were $60 back in the '90s, I've seen the ads so stop trying to say they weren't, with inflation games SHOULD be costing $100+... This guy is full of it and is just pandering to who he thinks are the "consumers"...

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spectreSE7EN

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<< LINK REMOVED >> Having purchased many games in the 90's and 80's I can assure you that it was NOT a standard to charge $60 for a game. The standard $60 price came with the launch of the 360 and the PS3.

PS2 original Xbox and PC games at the time $49 was the norm. PS1 games and even the gen before that were going for $29-$39. Most original NES games went for around $20-30 new. It has gone up every couple of generations.

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rolxlosdx

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he also forgot to mention the fact that games were $60 in like 2006/2007. now with rip-off DLC that was made during development for the most part, or takes to seconds to write in like a weapon skin(call of duty), they are easily $120-200 per game. he needs to address that. i don't mind paying $60 for a FULL game with tons of maps weapons story etc that is originally developed. heck maybe even worth $70 or $80. but stop trying to make console games pay to play with every new map you cant access online gaming becomes more and more frustrating.

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pixelstuff

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I'm not in favor of $60 games, but I understand the dilemma.


The problem any publisher has is that they basically have to guess at how successful a game will be before they invest 1 million or 20 million in the development. Then they have to set a price for the initial release hoping it will sell enough copies to make that money back. So if the initial price is at $30, they'll have to sell twice as many copies as a game priced at $60.


All games will have someone buy it within the first initial period. The trick is to hit the sweet spot on price where you get the most first period buyers before the actual price itself dissuades them. As a simplified example, say you created a game. You price it at $30 and get 200 people buy it, making $6,000. If you increased it to $60 would you cause 100 people to loose interest (still making $6,000) or only 50 people loose interest (making you $9,000). Finally you might even consider selling it for $90, but that might disuase 150 people causing you to only sell 50 copies and make only $4,500. At some point the price will cause so many people to pass that you'll make less than you would at even the lowest $30 price.


The trick of course if finding that sweet spot.

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AshxGeist

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<< LINK REMOVED >> If they publisher's and dev's want to hit any kind of sweet spot and ensure their games will sell, they should really focus and put the effort into putting out a game that is worth that $60 in both quality, entertainment, and length. For the most part we get $30 or $40 games, with DLC costs added to the initial $60. Some games have a tacked on multiplayer that is supposed to make up for a lacking campaign mode.

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godslayer61

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come to Canada the games after tax are close to $80, just bought murdered soul suspect on x1 $78 after tax. that is all new games unless I buy digital on ps4 because they don't charge tax like xbox or Nintendo on there digital products.

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AshxGeist

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<< LINK REMOVED >> I thought what you guys earn makes up for the cost of living and expenses?

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deactivated-5d9e7b16c132a

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<< LINK REMOVED >><< LINK REMOVED >> Meh not so much. Our taxes are high that's all. But we do get a lot of social benefits in return. It's so easy to go to school. The only thing that could stop you is if you don't want to. Or unless you're in a situation where you just don't have time, if you have 2 jobs and kids per instance. If you study full time, you barely get taxed at all at the end of the year.


Most AAA games go for 69.99$ +taxes=80$. Only games I buy at the store are 3DS, the rest is Steam.

I actually have 3 games in my Steam Cart right now xD:

Bro Force + Civ5 complete edition + Metro: LL complete edition = 39.92$


I can wait, I'm not paying full price for a game, unless it's a special game.

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fastcrime

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@lilflipp @ashxgeist @godslayer61 Moreover, in Russia and other CIS countries(for example, Ukraine, Belarus, Kazakhstan) it is about 80$ for a new console game whereas the life quality and purchasing power are way lower than in Canada, USA or EU. However, PC games cost less – 35$ at most(usually 25-30$ for a new game, check steam if you don't believe).

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moldyspud

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Just sell the crap multiplayer for 20$ and sell the single player/co-op campagin for 20$... stop ripping us off for 60$ when we only want 20$ worth of a game.

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Banyek

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<< LINK REMOVED >> That is actually a good idea, I would never play multiplayer, so why pay for it? Hell, some of the games I own for the xbox360 (for example RAGE ) even has a completely different disc for the multiplayer, Wich is completely useless for me, but someone would definitely enjoy it without the single player campaign.

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moldyspud

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There's way too many collectible nonsense in games that I skip... Infamous is one of the worst culprits. Literally hundreds and hundreds of collectibles. But that wouldn't be so bad...

MAYBE they should just stop making sequels. You know? The yearly updates royally suck. Why don't you focus on some original games and give us the endings instead of tacking on DLC ripoffs.

I have felt cheated out of my money for a lot of games, Ghost Recon 2, Splinter Cell Blacklist, Watch Dogs, (never again Ubisoft...) Dragon age 2, Mass Effect sequels, Fallout sequels... These games are never worth 60$ and there are no refunds. Games are the only thing they can release poorly and we're unable to get refunds for the horrible let downs. That's pretty criminal if you ask me, it's a wonder nobody wants to pay for these things.


Thankfully we have Steam and we can wait for them to drop under 20$

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pretty_odddd

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@moldyspud For me, collectibles need to be worthwhile to collect but I have to disagree with you on the inFAMOUS subject.

inFAMOUS series' collectibles are actually one of the best. For collecting Blast Shards, you'll get new Battery Cores to use more power. It may be a tedious task but you don't need to really collect them all as the first chunk of Blast Shards are pretty easy to find and gives you enough Battery Cores to clear the game but if you collect them all, you'll get stronger. Now that's worth collecting.

Or the Batman Arkham series' collectibles. They give you artworks, character bios, etc. and actually provided some sort of challenges to get these collectibles so it's fun to collect.

But the first Assassin's Creed's collectibles are flags and these flags are worthless. They didn't give you anything at all. You just collect them and done. Fortunately, they improved this with the sequels which at least give you something in return but still pretty useless.

Collectibles are good to have but they must have a reason to be collected and don't force you to collect them either.

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ElfenSky

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<< LINK REMOVED >> Actually, while infamous has a lot of collectibles (and I did em all twice) (talking about Second Son), they, unlike a lot of other games, at no point felt tedious (unlike, for example, Thief). I think this is, in part, because they're not just useless paintings but actual stuff that gives you power ups.

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Dieknochenblume

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I always wait for sales, discounts, used games, friend lending, whatever. Late adopter of almost everything, and damn glad to be one. This is just my way of being a gamer in a customer-unfriendly, greedy industry.

Developers should pay more attention to middle/late product cycle sales instead of just aiming for preorders and day-one sales. That way you know the whole worth of your content instead of just the effectiveness of your marketing department.

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valknight

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How about instead of crying that gamers want more from their games we focus on the quality of the game and what we are really offering. If you are offering a reiteration of the exact same crap then don't serve it on a gold platter and say its high quality.. call of exact same game over and over with a new story for 5 years for example..


If you say "oh well we didn't have as much content but our games are just as good" then you are a tool who hasn't seen the likes of games like fallout and oblivion, final fantasies up till x, If you are offering a solid gameplay and a hell of a fun time and perhaps some open ended-ness then your games would feel like they are worth more. Instead you give a mediocre experience of linearity and mundaneness..

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Snyper22

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<< LINK REMOVED >> Ah those were the good old days, where Gameplay trumped Graphics. Oblivion was tons of fun and the only game that hit those two traits right on the money for the past 10 years. Hell it even had REAL DLC like Shivering Isles.

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yngsten

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Digital distribution is way less expensive than printing, packaging and shipping games. Now why is the digital copy the same price as a physical one? And why do we accept it? A digital copy should be $35 at the most when new. Soon the Disc is pretty much obselete, will we still accept these prices bought directly from the digital store? That is the real madness in game pricing.

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Banyek

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Its funny how game prices are actually higher in less developed countries, (like here in Hungary) than in the US. I just saw the new nextgen console gameprices of the biggest retailer in my country (576.hu) and it was mindblowing!! 19990 HUF for a game . thats about 95$. (in a country , where minimum wage is 250$). So from a minimal wage income, you get to buy about 3 (actually less than 3) games / month. Now, thats how you get pirates!!! When a game retailer gives you no choice to buy the game from honest work, people are left with 2 other choices: 1., dont play videogames at all, since theres no money for that. 2., Get that console hacked, and give the middle finger to your difficulties... Its not like people dont want to buy the games, they cant! And these are hard working people with 9 to 5 jobs (actually 8 to 4) the very people who would need a little "downtime" or getaway from they daily routines... Its just sad really...

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FAoOHxSniperFox

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Honestly, I feel they should be focusing on creating the best games they can *anyway*. MSRP should not be in their list of worries.

What needs to change is the fact that gamers ( And a lot of critics ), for whatever reason, view games as a dollar per hour purchase. You aren't buying gasoline or a box of cereal here people. You're buying an entertainment product - not much different from a BluRay movie, or album.

You don't pay $10 - $11 for a movie ticket because you're going to get a 3 hour movie - you buy it because you're going to see something that you hope you enjoy. Same for a CD - you don't pay $15 because it has 30 minutes worth of music. You pay it because you like the music that's on the disc and will listen to it over and over.

Yeah, it sucks to pay full price for a game you didn't enjoy. It also sucks to pay $40 - $50 to take your family to a movie, and the movie sucks. It's called Buyer's Remorse - and it's why things like Gamefly or Redbox exist. You have an option there, that'll allow you to rent a game for a small fee - so you can play it and decide if you like it.

Gaming is about having fun. Games are cheaper in this era than they've ever been. Did we forget they used to cost a LOT more back in the day - and had far, FAR less content than they do now? Yet we complain about a $60 price tag on a game that's "only 10 hours long".


There's no happy medium. People are going to complain no matter what. Look at Ground Zeroes. People found out that 1 mission out of the 6-7 available was 2 hours long - and started to freak about the price. The game ranges from $20 - $40, depending on console and format. That's $20 - $40 for a game that offers, at minimum, 5-6 hours of playtime - not including replayability.

But it's too much.

People complain that a 30+ hour campaign is too short in a game like GTAV.

15+ hours is too short for a game like South Park: The Stick of Truth.

8+ hours is too short for a game like Metal Gear RISING.


We need to get rid of the entire "dollar per hour" mentality. If you enjoyed your purchase, then it was worth the price of admission. It shouldn't matter that it was a 3 hour road-trip, or a 100+ hour extended leave so long as you got the enjoyment you expected out of it.


You could start selling your games for $10 - $15 a piece..and people would STILL complain. Lowering the price on games won't have much of an effect.


Now - a place where a price change might actually do some good is on the DLC side of things. It seems to still be the Wild West when it comes to that - we need a standardized price set for that content.

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rob19ny

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And I'm still wondering why last gen console games(PS3/360) still cost $60 when the next gen consoles(PS4/X1) are out and the games cost $60. They should be dropped to $50.

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patrickborush

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<< LINK REMOVED >> there will really be no "next gen" games for the new game consoles till they release yet again the next gen hardware. So basically by time ps5 is about to role out they will actually be making games to fully utilize the hardware in the ps4.... Most of the so called next gen titles now are nothing more then ps3 titles with a line or two of extra code to use more resources not actual games designed for said system per say...

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roman4545

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<< LINK REMOVED >> Could have been worst for next gen... instead of $60 should be $70 because of ''next-gen''

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beutlich99

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Here's a solution I would love to see. Some players want MP only (mainly). Some SP only. Some both. If a company produced a game and said, "You can purchase just the SP campaign for $30, or the MP for $30, or both for $55" I would give a new game purchase serious thought. I like SP way more than MP, so paying $60 for a game that I'm likely to only use half of is nuts. I hate paying for content that I know I'm not going to use. It's the main reason why I buy used. It's also the reason that many of my game purchases of late have been XBLA games.

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BigCat2K20

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@beutlich99 There are games like Uncharted & Gears Of War series that gives people more bang of their buck (single player, co-op & online MP modes that are done right). I see your point on paying content most people won't use. It's nothing more than an waste of space to have an tacked on mode (depending on which game is. Single player or multiplayer driven game).

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TacticaI

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<< LINK REMOVED >> Screw that, I've heard very similar ideas expressed before, and the problem is resources are being expelled to deliver a sub par multiplayer experience. The problem is if your game doesn't have MP, it's anti-social and goes against everything huge publishers like EA believe sell these games, regardless of how solid your single player is. Like Pitchford is quoted stating above, the bean counters go "How can we raise that ceiling?" For no good reason, and we then have to pay for it, seemingly proving these clowns right. Mass Effect is the perfect example, fan of the multiplayer or not, of a game that did not NEED a MP whatsoever to reach the level of success it had.

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Yomigaeru

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Every time the argument of current game prices come up, I have to wonder: what was the reason for the same prices back in the days of the SNES and Genesis? Depending on where you went, a new release could be anywhere from $50 to $70. There also seemed to be some sort of hierarchy, as you could kinda guess which games would be $50 based on the developer (there was a similar phenomenon on DS, where Nintendo and SE games used to sell at a premium of $35 while most other releases were $30).

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Zelda187

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Forget the games


I wanna know why the hell controllers are so damn expensive. No reason a new controller should cost more than $20-25.

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Yomigaeru

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<< LINK REMOVED >> Good point. i believe they went for $35 during the PS2/Xbox/GC generation, and that was a bit pricey. Then they jumped to $55 for PS3/360 first-party controllers. I'd be lying if I said I wasn't I didn't put off buying peripherals for that very reason.

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FAoOHxSniperFox

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<< LINK REMOVED >><< LINK REMOVED >> Purely because of the newer technology within them. They aren't the same as they used to be. Things like motion sensors and bluetooth for wireless communication drive the cost up.

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TriggerManX97

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<< LINK REMOVED >><< LINK REMOVED >><< LINK REMOVED >> So useless crap we didn't want in the first place is making controllers more expensive, sounds about right.


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FAoOHxSniperFox

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<< LINK REMOVED >><< LINK REMOVED >><< LINK REMOVED >><< LINK REMOVED >> If you consider wireless controllers useless.


Motion sensing adds a bit to the price ( Why it's slightly more expensive than the 360 controller ), and sure - it's not needed - but it's the inclusion of the wireless technology that makes controllers more expensive today.


Not only that, rechargeable batteries are more expensive than regular batteries ( Not in the long run, but in the beginning. ) - old controllers didn't need them because they were powered by the console.


So, yeah - the new technology that's in the controllers makes them cost more - but other than the motion sensing function of the DualShock 3, there's nothing "useless" about it.

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Unfallen_Satan

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I think his point is great, but either he is bitter about something or the article makes him sound that way. Games should just be made and then priced appropriately, but arbitrarily lowering the price point is just as wrong as the arbitrary $60. I found $60 a steal for Skyrim; no doubt others will say the same for GTA or BF or AC or any number of blockbusters. Sometimes the "fillers" give a game its appeal for its fans.

I don't understand his discussion of Bulletstorm. He specifically said it's a "$60 game for $60," so obviously he doesn't think it should have been cheaper. Does he think other games are too cheap? Too expensive? Too much content? Too little content? In the end, my only take away from the Bulletstorm example is that he's bitter because it wasn't more successful.

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GRAJY

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<< LINK REMOVED >> I think you missed his point about Bulletstorm. He spoke about some games costing $60 and feeling like $200. He said Bulletstorm was a $60 game that cost $60. I think he was actually under selling Bulletstorm. Implying that it was made on the cheap.


I still love Bulletstorm. Had so many awesome ideas, besides a very cheesy storyline. I'd really love to see a Bulletstorm 2 for the new consoles...

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blueboxdoctor

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Yeah but games have always been expensive and have simply adjusted with the times. Plus, most go down to $40 in a month or so. Why not try to get as much money upfront? Yeah, I'd be good with a price cut but if not I'll just wait a few weeks and spend $60 on a game I really want (only did it with a select few games last year, the rest I waited, but I do the same when a movie comes out on DVD, they're always overpriced and go down to normal in a few weeks).

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pixelstuff

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<< LINK REMOVED >> I agree.


The game industry (and movie industry) are designed to prey on people's lack of patience, and there must be a lot of those kind of people or else the business model would have failed. I mean you have to consider, you've lived 20 years (or whatever your age) without seeing the latest Call of Duty game or the newest Star Wars movie. Why not wait another 6 months for the game to drop to $20 or the movie to be release on Blu-ray (or rental).

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pixelstuff

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@blueboxdoctor And just to add...

For those who think watching movies on the big screen is necessary to get the full experience, I say it's all in your imagination. If movies were designed for the big screen format that might make sense, but they are design for the small screen, hence so many close ups on people's eyes/nose/mouth. Maybe there are a few IMAX movies that successfully require a large screen, but mostly the "largeness" comes from the audio, which is pretty easy to do in your home.

Plus, games and movies are just like books. They are actually a solo experience regardless of how many people are in the room with you. There are plenty of group activities that are cheaper than the "group" price of a movie, and they are better at building relationships as well.

That's not to say large screen, large group, movies are ridiculous. Just that they shouldn't be the rule for anyone's entertainment needs.

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Yomigaeru

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<< LINK REMOVED >> I tend to do the same. Sometimes, I follow a game all the way up until release, but for whatever reason, my hype dies after its released (regardless of reviews and such) and I just end up putting off the purchase. Case in point: Lords of Shadow 2. I had been hooked ever since the announcement trailer from E3 2012, but once it was out...I just kinda lost interest.


When it comes to used vs. new, I buy purely based on price. The used price has to be significantly less for me to bite ($10 or more).

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mr_nee

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It really is. I beleive that most of eraly adopters sell their games to seconhand buyers and that's what they count on when they buy them full price. Usually they sell those games in a week only 5-10 eur cheaper, so i have to wait for 4th or 5th hands before those games reach 20 eur price. But once I get those games I don't sell them. So I guess I pay for games more than dude that initially bought it for 60 eur.

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DoomglooM

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<< LINK REMOVED >> plus games had more of their own identity back then....now every game is trying to be something it's not....people bash Nintendo for trying to appeal to a broader audience...please! most of these so called mainstream games are all mutated and sublimely trying to become one another in hopes of earning more cash

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mr_nee

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<< LINK REMOVED >> I never had a feeling that it is the case with any of Sony exclusives. So I guess Japanese consoles FTW

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DoomglooM

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<< LINK REMOVED >><< LINK REMOVED >> the truth is stranger than fiction

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