[QUOTE="RobertBowen"]
[QUOTE="SemperFi10"]
I know the point you are trying to make regarding supply and demand, and the potential to increase prices for products in short supply, but I respectfully disagree that costs have nothing to do with the equation.
The overall production cost (and I'm including company overheads) is one of the factors that must be taken into consideration to set a minimum price, because if you price the game too low in relation to projected sales targets, you will not claw back those costs and you will make a loss. Knowing the size and expectation of your market is crucial in this regard, especially for niche titles. If you are a large publishing house able to absorb losses in the short term, you may still be able to break even or turn a profit in the longer term by increasing the longevity of that title's shelf life, but that too will incur costs, such as marketing drives and sweeteners to retailers.
This is one of the issues that has plagued the game industry for more than a decade. Publishers have frequently overestimated the market potential for a particular game, and either projected sales targets were not realised, or the price point was set too low in relation to market size, and they made a loss because they could not sell enough units to recoup the development costs.
If you are talking about the maximum price that the market will endure, then of course that is reliant on supply and demand, and some clever marketing, hence the reason why EA sometimes spends twice as much to market some games than they cost to develop. Of course high profile AAA titles can maintain a higher price point for longer, particularly if they are good quality and/or part of a franchise, because the market is willing to sustain that. But raising the price point beyond market expectation, especially during economic recession, could lead to a drop in sales unless you handle the marketing correctly.
SemperFi10
I realize that you have an opinion that development costs effect the end price on a product. But you're wrong. If cost of production set a price on the final product, you'd be following principles of the Classical school of economics, which was completely destroyed by Carl Menger's school of Marginalism in a book titled "The Principles of Economics". This was written in 1871 and explained why costs of production can have absolutely no effect on the pricing of goods. It destroyed "The Wealth of Nations," which was the written by Adam Smith a century earlier.
The issue with saying that production has an effect on the price of goods is that it leads into an error called the "infinite regression of value."
For example, if I was to try to explain the price of Torchlight, a $20 game, using factors of production, we can ask a series of questions:
Who set the value of including a main town in Torchlight? What is it's price?
Who set the value of including a shared storage box in the main town? Where did the price come from for this?
Who set the price on the inclusion of randomized dungeons? Where does this come from?
etc.
... we can go further here, suggest that the price of each feature is set by each developer's wages...
Who set the animator's wages? (labor price)
Where does the 3D modeler's wage come from? (labor price)
Where did the programmers wage come from? (labor price)
etc.
... lets say that the wage (price) of developers comes from their education costs...
Who set the price of education?
etc.
This goes on and on and on. Forever. Thus, an "infinite regression of value." This leads us to conclude that all prices come from the price decided on the final product, and all prices up the structure of production are set from there.
You have to remember that not all products are successful in the market. And believe it or not, even if the product is not able to make more than it cost to develop it, the publishers will still continue to lower the price until it sells. Publishers would much rather make SOME of the money back than NONE of the money back.
It is not sufficient to say that low supply or high demand can automatically increase prices, or that high supply will lead to a drop in prices. Market sustainability and expectations, ie, what customers are willing to pay, must still factor into that equation, especially for 'non-essential leisure' products such as games.
RobertBowen
Actually "what customers are willing to pay" IS the demand curve. The demand curve is defined as a set of maximum buying points for the consumer.
Supply and demand set the prices. The only way that cost of production has any effect on the price of a good is indirectly, through shifts on the supply side of the market. For example, if the publisher does not have enough money to make large quantities, the price may go up. There are millions of factors that adjust the supply and demand curves. Demand curves are adjusted by available substitutes, available complementary goods, the values of the buyers, the number of buyers, etc. Supply curves are adjusted by number of sellers, values of sellers, available taxes and subsidiaries, etc.
Sorry to break it for you, but nothing has "destroyed" Adam Smith's theories, so far.
Economists build on those theories, they don't destroy them. Any theory that can be taken seriously and is vastly accepted is one that builds upon the principles elaborated at that time, not those that destroy it.
Comparative advantage doesn't destroy absolute advantage, it improves on it.
Heckscher-Ohlin builds on comparative advantage, it explains why there's a difference between nations in labor productivity, which is the basis of the said comparative advantage.
Again, I dont want to break it for you, but your school of marginalism is (no pun intended) marginal.
I would'nt base my reasoning, if I were you, on something that people will surely not even quote anymore in 30 years, and that not many people even quote at all today.
Just saying it "destroyed" it invalids your whole reasoning. Quoting some theories is something anyone can do. Quoting theories that actually have some echo for most economists is another. Marginalism is not one of those.
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