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SW__Troll

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#1 SW__Troll
Member since 2011 • 1687 Posts

[QUOTE="ChubbyGuy40"]

Downpour should be comming to PC damnit :evil:

SPYDER0416

Even though I'm very pro multiplat for every system, I always kind of feel reluctant on the PC side when people complain.

I feel bad my PC brethren can't experience a great game (like I do when someone with an Xbox and a budget can't play Amnesia), but then I look at the specs of whoever complains and all I can think about is how they don't have any of today's incredibly cheap consoles to play it on when they have such a stellar and pricey rig.

No offense, but its like someone buying a nice sub sandwich and adding all the bacon, cheese and more cheese for $1 each, then complaining they can't get any cheap fries for another $1 because they spent $20 on one sandwich and got 3 sets of the same cheese for $3 for that sandwich.

All that said, I'm sure it will come to PC later if Homecoming is any indication, so I wouldn't be worried.

I can't justify spending $300 + $60 games + DLC + high priced accessories for something that ONLY does gaming. Especially when I only want a handful of titles.

Call me cheap all you want, but my $800 PC was worth every penny. I just don't feel I can say the same about a console at the price point they're still at 6 years into the generation.

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#2 SW__Troll
Member since 2011 • 1687 Posts

[QUOTE="vashkey"]I wonder how much it sold on XBLA. It was the most played XBLA game last week according to majornelson. Personally, I'm not interested in it. I don't think I could play a game that's purely based on tower defense. Seems really boring.ShadowDeathX
Yea me too. If this sold this much and its on top of the XBLA charts, then it must mean something.


There have been upwards of a million people playing CoD this passed week.

50k copies of Dungeon Defenders sold was between multiple platforms (PC obviously excluded).

It'd be pretty amazing if 50k> somehow was a bigger number than a million even for just a nanosecond, but a whole week?

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#3 SW__Troll
Member since 2011 • 1687 Posts

[QUOTE="SW__Troll"]

It's a rental-quality game.

$60 is never worth it for an 8 hour game, but luckily redbox has this game already, so it only cost me $2

CasualMike

Took me two days because I was busy. $4 bucks :p


Redbox is a godsend for games like this.

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#4 SW__Troll
Member since 2011 • 1687 Posts

It's a rental-quality game.

$60 is never worth it for an 8 hour game, but luckily redbox has this game already, so it only cost me $2

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#5 SW__Troll
Member since 2011 • 1687 Posts

I played the Donkey Kong arcade game in Donkey Kong 64 a lot. I can't recall where you come across it in the game though.

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#6 SW__Troll
Member since 2011 • 1687 Posts

ShadowDeathX

Oh, I understand then...

This'll be simple.

Option 1: You sell 5 copies in month one at $100 each, and in month two the price drops to $50, and you sell 10 copies. That's $1000 profit in two months.

Now if you had just started at $50 then you'd be attracting both first and second month buyers.

Option 2: You sell 15 copies in two months at $50 each which gives you a profit of $750 in two months

Option 1 is the best option.

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#7 SW__Troll
Member since 2011 • 1687 Posts

[QUOTE="arto1223"]

That still makes me laugh. That game has sold millions, not to mention all the purchases it has had through Steam that are not tracked, yet they were/are not happy about its sales numbers.

R4gn4r0k

I find it kind of funny too. Someone here in SW has that quote from crytek that PC gamers don't buy games enough to warrant high budget exclusives.

Yet with the profits from crysis crytek was able to open a few new studios and acquire Free Radical.

And they laid off developers after the release of Crysis 2

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#8 SW__Troll
Member since 2011 • 1687 Posts

[QUOTE="SW__Troll"]

Because when developers realize that games DO sell at $60 then of course they're going to try to squeeze every penny out of consumers.

It's just simple supply and demand.

A company knows their game will sell the most at $30, but they also know their game will sell to some people at a price above $30. This developer will decide to release the game at $60 fully understanding that their game will probably require a price drop at around a month into it's sales life. They receive a month's worth of $60-sales-profit, and then begin to sell it at the proper market price it should be.

On the PC it's the same way. Most any big game will come out at $50-$60. The only difference between PC and console is that the pricing model for digital distribution games is so much more dynamic because of all the ways a developer can save money by doing so. They can put it on their own website, or on steam, or they can publish it themselves. On the consoles there are so many costs associated with a retail copy of a game that it only makes sense to try to make the most money possible to ease up on that cost.

ShadowDeathX

I understand this for the super high budget games, but there are a lot of games that, to the majority, aren't worth the $60. Most of the time these are to lower budget games. A smaller price tag would make it more attractive to new buyers seeing as the barrier to entry would be lowered.

That's exactly what I discussed though.

A game that's worth $30 will still be sold at $60 because the developer knows that there are at least some people who will buy at that price.

Once the game reaches $30 after price drops then it'll start selling even more.

Think about Steam sales for example. Game comes out at $50, lots of people buy it, and then 3 months later the game is on sale for 50% off and manages to outsell all 3 months of sales in a day.

The developer gets the benefit of making $25 extra dollars per sale at $50 for 3 months (even if sales are lower than they could be), and then essentially gets normal sales once the price is lowered.

*cough* L4D2 for example *cough*

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#9 SW__Troll
Member since 2011 • 1687 Posts



I do know that shipping & handling costs & retail cuts are rather small compared to what it costs to develop (& market) a game. That is why DD prices aren't cheaper compared to retail.




R4gn4r0k


No

Digitally distributed games are not cheaper than retail because of practices within the industry. Walmart (among other retail chains) will not allow another retailer to sell at a price below them (other than a sale price). If they find that a different retailer has a retail price of $40 for a game that costs $50 at Walmart then Walmart will lower their game price to $40 which will end up costing the developer.

That's the reason places like Steam can't (or rather don't) sell cheaper than retail. You can't sell at $40 on Steam, and $50 at Walmart even if it makes sense with the money you save through digital distribution. You can only sell at $40 on Steam if you also want to sell at $40 at Walmart.

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#10 SW__Troll
Member since 2011 • 1687 Posts

Because when developers realize that games DO sell at $60 then of course they're going to try to squeeze every penny out of consumers.

It's just simple supply and demand.

A company knows their game will sell the most at $30, but they also know their game will sell to some people at a price above $30. This developer will decide to release the game at $60 fully understanding that their game will probably require a price drop at around a month into it's sales life. They receive a month's worth of $60-sales-profit, and then begin to sell it at the proper market price it should be.

On the PC it's the same way. Most any big game will come out at $50-$60. The only difference between PC and console is that the pricing model for digital distribution games is so much more dynamic because of all the ways a developer can save money by doing so. They can put it on their own website, or on steam, or they can publish it themselves. On the consoles there are so many costs associated with a retail copy of a game that it only makes sense to try to make the most money possible to ease up on that cost.