Scampir

Be the Choster you wanna read

  • He/Him + They/Them

One Canuck built the #ttrpg tag and the #mecha tag. And that was me.

Cohost Cultural Institution: @Making-up-Mech-Pilots
Priv: @Scampriv


MOOMANiBE
@MOOMANiBE

so at TGS the head of capcom gave a statement that he feels like AAA needs to raise their prices, noting that game prices haven't kept up with development costs, salary increases etc (In fact they haven't even kept up with inflation).

I'm so torn on this, because there are a bunch of intersecting colliding facts that are all true here:

  1. AAA gamedev is unsustainably expensive
  2. Buy-once has faded in favour of inserting F2P elements into "premium" games because gambling pays the bills and unit purchases at current prices do not
  3. AAA has massively consolidated into way fewer games a year and midtier studios died out because betting the farm on every release in terms of volume sales only works if every game is a megahit

So obviously something needs to change there. But also, he then adds... “Just because there’s a recession doesn’t mean you won’t go to the movie theater or go to your favorite artist’s concert. High-quality games will continue to sell,”

But here's the thing. Can AAA actually go back to 90s-tier game pricing, or higher, and survive? The 90s was an economic boom period - the 90s was a period in which game companies had far less price competition. Right now, if you release a $150 AAA game, you're making a really aggressive bet that people won't just play the hundreds of games on game pass or playstation plus or whatever they bought on deep-discount on steam instead. How far can hype get you? I genuinely suspect the outcome of a decision like this would actually be further industry consolidation until we only have a few AAA games releasing a year, because the fact is that people have limited income and a LOT of options, and they WILL buy fewer games if they get really expensive.

This is all to say: IDK. I continue to strongly feel that AAA needs to bring DOWN dev costs, not bring UP prices, if it wants to be sustainable, no matter how much it upsets platform holders and gamers trained on photorealism. Otherwise AAA games are pretty much destined to become even more of a luxury than they already are. Or maybe just go extinct.


jen-and-aster
@jen-and-aster

And even as we talk about larger upfront sticker prices, there's a number of other factors at work that are making gaming increasingly unaffordable this very minute:

-We're three years into the current console cycle, and hardware prices have not dropped like they used to. In fact, they've gone up: aside from the Nintendo Switch, which has maintained its price, both Xbox and PlayStation raised the prices of their consoles everywhere but North America, but it feels like it's only a matter of time before that also happens here.

-You rarely, if ever, see permanent price decreases for games anymore. Oh, sure, there's sales! Companies like Capcom and Ubisoft have massive sales almost every month. But when's the last time you saw a 1-2 year old game receive the Greatest Hits treatment? A permanent price drop, or markdown from a retailer? They practically don't exist.

-Every single console charges monthly/annual subscription fees for playing online today, and some games simply won't start unless you have that subscription. And the prices are increasing! Microsoft raised theirs by a few dollars, and starting this month, Sony's charging a whopping $80 USD for their most basic online package. $80!!! It's criminal.

At the rate things are going, we'll either see an industry that scales down to work at a more affordable, sustainable pace, or they'll squeeze out most of the audience they have entirely until their studios can't afford to keep running anymore. The worst part? We're almost certain it'll take the latter before they realize that they need the former.


You must log in to comment.

in reply to @MOOMANiBE's post:

(This is absolutely a "yes, and") The problem with bringing down dev costs is that we've been doing that pretty well, except the games keep getting bigger! I optimize UI workflows left and right, but the expectations and demands only keep growing. On the UI side, we now have to deliver screens that scale to any resolution (aspect ratio be damned), every screen should work right-to-left as well as left-to-right, the player can tweak font sizes, and text-to-speech (and speech-to-text) is mandatory if you want to release a game in the US that has chat functionality. On top of that, we now have to deliver more screens than ever, with shop screens on top of battlepass screens inside other shop screens.

I keep wondering if a lot of the stuff you're describing would be standardized in a less-secretive industry, tho, haha. I think about how open source tools in tech etc often serve this role rather than recreating every time.

That's a very good point, yeah. We're actually using a lot of tech from webdev now, but I would love to release what we have as an open-source framework just so I don't have to invent it again for the next project. 😭

mr hands mentioned this in his comment but i also feel that this could be a pretty strong argument for just making AAA games smaller again, which would presumably lower development prices and subsequently make things more profitable, as well as make studios less susceptible to totally financially tanking should a game not sell as well as they'd hoped. granted i also don't really think AAA games are going to shrink in size any time soon (if anything it seems like there are just more larger indies like the games published by devolver that are filling that role), so maybe that's just hopeful thinking

for sure agree that AAA games getting more expensive will ABSOLUTELY start pricing people out though 😬 $70 for totk was already enough to more or less push me out of purchasing it at full price (thank you costco)--if AAA games cost more than they currently do on the reg it definitely would push me into the "buying one maybe once a year or just not at all" territory

It's weird that.. volume of sales seemingly isn't being factored in here at all? (On Tsujimoto's part I mean). Or at least balking points and equilibrium pricing isn't.
Like, the fact is, games (like basically every commodity on the planet) are already priced to maximize profit. Every single publisher releasing at $70 is already making the bet that $70 is what gets them the best per-sale-profit/sales-volume ratio.
My best guess is that this is a discursive attempt at actively moving people's balking points, if it isn't just a dude saying some bullshit he didn't think through