this post was submitted on 29 Aug 2024
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[–] [email protected] 25 points 2 months ago

How is this title allowed to be so misleading?

If anyone reads the article, the guy is arguing for honesty and transparency with video game prices as opposed to the multi-tiered and/or subscription based schemes that are used currently.

"‘I don’t love the artificiality of pricing structures post-retail,’ Douse wrote. ‘Use the inflated base price to upsell a subscription, and use vague content promises to inflate ultimate editions to make the base price look better. It all seems a bit dangerous and disconnected from the community.’

Douse believes games should be priced based on their ‘quality, breadth, and depth’, instead of simply being fitted to established pricing structures."

He's saying the base price should be higher because there should only be one price.

[–] [email protected] 18 points 2 months ago (2 children)

I'd be okay if we downgrade back to 2010 graphics. How much would that save ya?

[–] [email protected] 5 points 2 months ago

The 2010 style graphics would also be cheaper today, as you could get away with less optimisations and tweaks.

[–] [email protected] 8 points 2 months ago

BLUF: Agreed. Games don't need realism to be fun. They need fun to be fun.

Aside from obvious genres like simulators, horror, or other niche games, graphics don't, and shouldn't be, the main focus of a game.

It could just be plain fun. I'd prefer games with a bunch of sandbox niche mechanics than seeing a tree in 4k upscale. Like Noita or Terraria.

Or a deep story. The original Talos Principle was alright on its graphics at the time, but it prioritized the story and puzzles. It was a fundamental game that shaped many of the philosophies I hold still today.

Graphics can be important, but I'd also prefer stylized over realistic any day. That's why some of the older games still hold up today, graphically.

Wind Waker, the old 3d mario games, Bioshock, Oblivion (terrain, not people lol)

All had really really solid art. And it still looks good. Because it didn't try to push the limits on making the game look real.

Back when Modern Warfare 2 released on the 360, I saw little dust clouds, and thought that it was the greatest game for realism ever at the time. The graphics were so good. Going back? Dogwater.

[–] [email protected] 22 points 2 months ago* (last edited 2 months ago) (1 children)

Wrong premises lead to wrong conclusions. Games are expensive because publishers that add absolutely no value to the product take a big cut of the revenue. The solution is not to raise prices and continue feeding the parasites, it's to cut costs. Otherwise, the price increase will simply lead to less people buying the products and even lower profits.

[–] [email protected] 5 points 2 months ago (2 children)

Publishers are kinda useless tbh.

[–] [email protected] 6 points 2 months ago (1 children)

I think there are some exceptions. Like Kitfox publishing Dwarf Fortress. Taking weird little indies and giving them an art / usability budget to become more accessible and, in turn, make the OG devs a bunch of money. Nobody loses.

[–] [email protected] 1 points 2 months ago

As much as I hate Epic, they gave Remedy a lot of money through the publishing deal like likely made Alan Wake 2 possible.

[–] [email protected] 4 points 2 months ago

They provide upfront funding and marketing to projects that otherwise wouldn't be viable

[–] [email protected] 18 points 2 months ago

Have they tried cutting down on avocado toast?

[–] [email protected] 9 points 2 months ago (1 children)

The sticker price of games is what it is. Micro transactions, subscription models, DLC, and such have all been flawed attempts at remedying this. If they increase the sticker price of games they'll be subjecting themselves to more critical consumers, more risk averse buyers, and less movable players.

The question they have to ask is, do they feel safe rolling those dice, if their survival might otherwise depend on decreasing a game budget?

[–] [email protected] 10 points 2 months ago (1 children)

How are they not rolling in the dough by now? So much of the market has rolled over to digital, which means no secondary market.

Before you could pay $50 for a game, play it and sell it later for 10-$25 (depending on how quick you are), effectively making the price 25-$40.

[–] [email protected] 9 points 2 months ago

The destruction of ownership rights has been profitable, but there isn't an amount labeled "enough"

[–] [email protected] 5 points 2 months ago

So sandbox games become almost free and big blockbuster games with 5 million lines of dialogue and AAA graphics cost 3k?

[–] [email protected] 11 points 2 months ago (2 children)

The high base level costs aren't due purely to development, I'd wager. How many admin staff, redundant management, petty meetings, and exorbitant costs go to overhead that could be solved with a 20 minute meeting and less triple expressos for the executive team?

Moreover, chances are we could find several issues with the flow of work around the development of the game itself. Poorly optimized communication, for the win.

[–] [email protected] 3 points 2 months ago

I worked on a DS game back in the day, turns out the marketing budget was twice that of dev + art.

[–] [email protected] -2 points 2 months ago (2 children)

So every company is getting it wrong, including the one who made one of the highest selling games recently?

[–] [email protected] 6 points 2 months ago

Most people here are reacting to the title. The article lays out a different idea, far more nuanced and reasonable.

Apparently we are done giving Larian the benefit of the doubt.

[–] [email protected] 2 points 2 months ago (1 children)

Not sure why heavily leaning to one side or another is so popular nowadays.

Anyway, I don't know how individual companies do what. I don't work for them. I don't have insider knowledge. I do know how companies are typically structured and the traps nearly every company experiences as they grow, both in revenue and often consequently in manpower.

I'm not going to dive into it. This is a pretty easy topic to find on many search engines and Youtube where they'll probably go more in-depth than I can with a limited attention span and two thumbs.

[–] [email protected] 3 points 2 months ago

I have not seen a single post in this thread that implied the poster read the article and understood what the publishing director was trying say.

The post title is ridiculously misleading.

[–] [email protected] 25 points 2 months ago* (last edited 2 months ago) (1 children)

Does he see the shit big publishers have been pumping out for years?

[–] [email protected] 3 points 2 months ago

You would have to pay me to play half the AAA slop that comes out.

[–] [email protected] 15 points 2 months ago (1 children)

Looking forward to paying more for the "base" game, and then a bit more for season passes cos why not, and then maybe they could make the season pass not include all the DLC so I can pay more for that too, and maybe they can fill the "base" game with adverts for the DLC, and maybe they can release the "base" game as a shitty buggy mess 🤞

[–] [email protected] 3 points 2 months ago (1 children)

Read the article. The publisher wants higher base costs so that we can get rid of deceptive pricing like subscriptions, micro transactions, and multi-tiered pricing on release.

In that sort of comparison, I also would choose higher base costs. Noones complaining that BG3 was 60$ are they? They follow this structure of one time purchase and most would argue it was worth it.

[–] [email protected] 3 points 2 months ago (1 children)
[–] [email protected] 2 points 2 months ago

No worries seems like everyone else had the same problem too!

[–] [email protected] 24 points 2 months ago (1 children)

I'm almost never willing to pay current AAA game prices for a game that it's possible I'll be bored with after a few hours. I'd much rather spend the same amount on 3 or 4 well-reviewed indie games as the chances are I'll get at least one game amongst them that I'll enjoy investing my time into.

[–] [email protected] 1 points 2 months ago (1 children)

So you still haven't played bg3 huh?

[–] [email protected] 0 points 2 months ago

Bg3 is not the game to argue didnt live up to its cost, thats for sure.

[–] [email protected] 23 points 2 months ago

Not speaking of BG3, I feel nowadays there are too many cooks in the kitchen with big budget games.

With little research I did BG3 has about 450, but compared to COD which has about 3,000 people working on it. I can’t even grasp how to organize that many people to work on a single idea, and for COD I think it shows they don’t either.

[–] [email protected] 30 points 2 months ago

In my opinion it depends on the game. Games as good as BG3, with no micro-transaction crap and a bit of updates for bugs and some patches? I would pay more for it and gladly. BG3 feels easily worth $120 to me.

The problem is, other studios will see BG3 able to charge that, then go try doing it themselves, riddle it full of micro-transactions, release it half baked, and then gaslight us by telling us we're being unrealistic with our expectations.

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