• neatchee@lemmy.world
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    1 day ago

    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

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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      4 days ago

      And yet, these days I am finding better games, made by smaller teams, for lower prices (usually between $30-40) from indie devs. The cost ain’t the reason for enshittification, and paying a higher price will not mean we get better games.

      • neatchee@lemmy.world
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        3 days ago

        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.

      • ms.lane@lemmy.world
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        3 days ago

        This is where it’s at now, ‘smaller’ teams that actually care about the thing they’re making.

        We don’t need games made by teams of 19,000 people like AC:Shadows, it’s bloat. Skyrim was made with a team of less than 300.

      • ampersandrew@lemmy.world
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        4 days ago

        If you like bigger games, and plenty do, them charging a higher price for it up front makes it more likely that they’re made sustainably. If a game costs $100M to make, the difference between breaking even on $70 versus $60 is hundreds of thousands of additional customers.

    • ms.lane@lemmy.world
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      3 days ago

      You’re very conveniently and likely deliberately leaving out that more than 1/2 the cost for Mario 64 was manufacturing the cartridge…

      • petrol_sniff_king@lemmy.blahaj.zone
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        3 days ago

        We’re still talking about ~3 mil to ~150 mil. If the software dev costs for Mario 64 were closer to ~1.5 mil, what does that have to do with the argument being made?

    • Zorque@lemmy.world
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      3 days ago

      Now throw in average incomes on the low, medium, and high ends and see if that makes any difference in your criticism of people not wanting to spend so much on a game they might get a hundred or so hours out of.

      Hell, throw in the average housing costs and costs of consumables while we’re at it.

      • neatchee@lemmy.world
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        3 days ago

        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 :/

    • TriflingToad@sh.itjust.works
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      3 days ago

      meh, I don’t think that the reason AAA games are bad is because they cost less. I think it’s just greed and rushing the developers.

      • neatchee@lemmy.world
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        3 days ago

        I never said anything about the quality of the games. I’m speaking specifically to the monetization bullshit.

        As I said elsewhere: budget bloat happens in a lot of places. Greedy executive and publishers is one place. Overambitious design goals that get scrapped is another. There’s also bad tools workflows, mismanagement, and any number of other contributing factors.

        But even indie devs are getting screwed on pricing and making far less than they deserve to be in many cases.

        If people keep buying CoD and Assassins Creed, devs will keep making them. And if they can’t increase retail price to cover the budget they will find other ways to do it.

      • petrol_sniff_king@lemmy.blahaj.zone
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        3 days ago

        You realize that costing more does satiate the greed a little bit, right?

        Like, yeah, we all know that line-goes-up capitalism isn’t sustainable, but there are still other reasons call of duty has loot boxes and battle passes now.

    • massive_bereavement@fedia.io
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      4 days ago

      Cartridge manufacturing and distribution was hella expensive back then and that took a big bite on any sales.

      Digital storefronts do take as well their lion share though, but that’s on sales.

      • neatchee@lemmy.world
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        3 days ago

        While that may be true, the costs and budgets we’re dealing with today are orders of magnitude higher than they were back then. Physical product manufacturing doesn’t even come close to making up the difference when you factor in digital storefront costs.