dougaiton: ]But that's just it: if you are not willing to spend $50 on three fantastic strategy games, you are not a potential customer, just like if your not willing to spend $50 on 3 fantastic RPGs like Spiderweb put together, you're not a potential customer for them, either.
For example, I would be a potential customer at Michelin-star restaurants if they were a third of the price they are now, or drink Chateauneuf-de-Pape, or wear top of the range hiking boots. However, Michelin-star restaurants and fine wine producers, quite rightly, argue that huge discounts to increase customer numbers 1) wouldn't make up for the loss of profit and 2) would degrade the value of the product. They say 'yes, we know more people would buy the 7-course tasting menu if it was �10, but that is not an economically viable nor desirable position for our product'. It is not meant for those who want a quick fix of cheap goodness.
Solium Inferium / AI War / Geneforge / War in the Pacific / AGEOD games etc. are not games to be picked up for 10mins and then dropped when COD goes on sale at Steam. These are games to plug hours, days into, dealing with a steep learning curve and eventually mastering what are cerebral experiences as much as adrenaline ones.
If you don't want to pay $50 for them, great. Everyone totally understands. However, that is their value, and if you don't agree with that, you are not a potential customer, no more than I am a potential customer of top-of-the-range hiking books.
Read the blogs of Vic Davis and Jeff Vogel, guys who do this for a living. They know that the diminishing returns on Steam sales are so small that they would threaten a business that actually makes (some) money.
Your example is wrong as the value of food in comparasion to other food does not degrade over time (would you buy a GOG if it was still 50USD), i.e. you do not say dam my favourite resturant has been open for ages, I might go to this newer resturant as it'll have newer techniques and better technology, that may provide me with a better experience. Where as with games most people do (well those that I know of), thus there is discounts. Also you forgot that alot of businesses even resturants have certain deals on opening or throughout the year to draw in customers.
Also you arguement would mean that these developers would never had made this package and would never have a discount, as they feel all potential customers lie at certain price point and those outside it could never be customers, this is wrong. (you obviously have never done marketing) Everyone is a potential customer at a certain price point or stimulus, this connection just needs to be made.
This is were my arguement combines, these games have been out for a while, thus maybe aging in graphics and game mechanics compared to newer games and maybe worth less than $50USD, which is the value of new retail game. Oblivously the developers feel these games have degraded in value, thus the price drop which is good, but it is still $50USD for three random indie games most have never heard of. Therefore when a customer compares the avaliable infomation most would go for 'insert new game' release. At a lower price point they would make more sales, as it is cheaper than a new release, providing incentives for the customer to buy it and save money over that of a new release.
It was not my arguement that this price point is not the price that generates the highest short term profits. My arguement was most customers will balence this price VS. a full retail release and determine due to factors like branding, marketing, proir experience, incomplete knowledge, etc that the retail release is better for them and not purcahse this bundle. This is cutting off a large portion of potential customers.
Also there are other added benefits of selling low in the short-term, allowing advertising of the brand, more complete knowledge for the customer (Hey indie games can be fun, etc), on selling sequels as they played the first, etc, this can provide higher long-term profitability.