this post was submitted on 29 Aug 2024
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Eh, apples to oranges.
A 60$ game today is so unlike a 60$ two or three decades ago.
No physical medium. Much larger market and (potential at least) sales volume.
Proliferation of game engines; games don't need to 'reinvent the wheel' each time, or write machine code anymore.
On top of that, there's many other revenue streams. Not that I think this model is 'fair and good', but look at the mobile market, where a sale cost of $0 is king.
Something to be said about 'lower cost incentivizing bad practices' (as the article discusses), and yeah, some games could raise their price. But it's far fron 1-1, as 'sales volume' trumps 'sale price' in importance.