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Joined 2 years ago
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Cake day: August 18th, 2023

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  • Oh don’t get me wrong, I’m not saying the capital structure is fair by any means. I understand all the reasons why people - especially right now - are struggling to justify big purchases.

    And I will readily agree that inefficient and improper use of resources is one of the contributing factors to ballooning development budgets

    That said, video games are - and I challenge you to disprove this - easily one of the best investments for entertainment. Dollars-per-hour of fun on a 20hr, $60 game is $3. For a live service game where people spend hundreds of thousands of hours playing it can get below $0.10 per hour.

    EDIT: I also agree that demos need to make a comeback because I’m sick of wasting money. Though people also need to read some reviews before they buy occasionally :/



  • I simply chose two big, well known, and beloved titles for the sake of expediency.

    This problem is not unique to big budget games.

    Indie devs are getting screwed too. You saying that you’ve found great games for $30-40 from indie devs isn’t an argument against more sustainable pricing like you think it is.

    If the dev budget for the indie game was 5% of the AAA game but the price was 50% then you’ve literally just helped prove my point

    The fact is - and I challenge you to prove me wrong here - video games continue to be hands down the best dollar-per-hour investment for entertainment. Even a $60 game that only lasts 20 hrs is still coming in at $3/hr of entertainment, which is very hard to beat. When you look at live service games where people will spend literally thousands of hours after paying anywhere from $60-200 you’re looking at $0.10/hr in some cases.


  • Fun facts incoming!

    Cost of “Mario 64” on release = $59.99

    Development budget for Mario 64 = ~$1.56mil

    Inflation adjusted Mario 64 cost in 2022 = $111.91

    Inflation adjusted Mario 64 budget in 2022 = ~$2.91mil

    Cost of “Elden Ring” on release = $59.99

    Estimated dev. budget for Elden Ring = $100mil-200mil

    Mario 64 units sold = ~12mil

    Elden Ring units sold = ~28mil

    These details are provided without comment. You do the math and decide whether the fact that prices haven’t changed since 1996 might be the reason for some of the enshitification we continue to see.

    And now for the comment:

    Consumers are horrifyingly resistant to price increases for games. It is directly responsible for many of the shitty monetization models we’ve seen. Development budget continue to rise, even on indie games, while consumers pay less and less in “real money value” over time.

    It’s completely unsustainable and the very reason the “business types” get involved, forcing unpopular monetization schemes