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How are game prices determined?

This is not really a question, so much as a discussion about pricing. So don't think I am hoping or wanting any of you to come up with the perfect answer ... it's impossible in any case, by my reckoning. So here's what I think, and I certainly welcome the comments of others, especially if I have overlooked something.

There are many factors and a lot of random involved.

Once of course a DEV/PUB have developed a game, the overall cost of making that game is mostly known. Of course there is also a cost to then provide it, and I doubt that is so easy to determine.

The first random element, comes before the game is complete, and as we know games can end up costing more than projected, and the desired outlay being more than was really desirable and that would of course have a flow on financial effect (interest etc). So recouping the loss due to outlay is the initial concern, and then of course they need profits to make the whole exercise worthwhile.

The next random element is the expected or projected number of sales. So with that as the basis, no doubt likely profits are determined at specific price points, and no doubt it can vary from country to country, and overall profit is likely the key thing.

So now comes the elephant in the room ... Regional Pricing.

Before we start, we need to acknowledge that games for the most part are a luxury item, though of course many have an educational aspect, and some are totally educational. This will likely have a tax impact, and different countries have different policies in place. So no doubt it isn't possible to avoid some aspects of regional pricing.

Generally and certainly in principle I am against regional pricing, tax considerations excepted. That said, a fair argument can be mounted, if not totally accepted for those living in poor or third world countries. I personally take some exception to that notion, because it is based on country and not people ... every country has poor people. Logic also needs to play a part, about all aspects of gaming cost.

So price is often tied to cost of living. It is also often tied I believe, to number of likely customers in an area, such as in bulk discount sales. The USA for instance has a large customer base, so often they get big discounts, and the rest of the world has to pay more. Once again, the focus is on overall profit and every dollar can count, as we are dealing with a non perishable digital product, that does not incur most of the costs or losses of a physical product.

Price is also tied to what most people in a given region would be prepared to pay, and of course to a desire for the product. So you can have scenarios where the cost in a poor country is low, and the wealthy there benefit greatly, and then have the opposite in a wealthy country, where the willingness of the wealthy to spend, sets the price, and the poor in that country are penalized.

We all likely know someone who bought something they couldn't really afford, because for a variety of reasons they felt they needed to. For instance, take the Harry Potter books ... each time one was released fans just had to have it immediately, even if it meant being broke or going into debt to do so ... due to fear of the story being spoiled by first readers comments or reveals etc etc.

Most of us are aware, that a game when first released can be very expensive, and then something like a year later be dirt cheap, though not always. A game's success is usually determined by its early sales, even though it may continue to gain good profits at much lower prices year after year.

Some have been known to buck the usual trend and reap the rewards for doing so. It is probably not a luxury many DEVs can afford, but surely based on faith in your product and due diligence with development and likely freedom from too much monetary restraint, perhaps because a longer view is taken.

As incomplete as the above is, I think I have said enough personally for now, so please add your bits etc ... discuss, argue, agree, add, illuminate, etc.
I only know that compared to the 90-00s the tools, the cross-platformity, the hardware, the competition and publishing only in digital should all have made making computer games significantly cheaper. SHOULD HAVE.
publishers have sales department and those girls set the prices based on nothing other than what they have seen other girls in similar position sets them
at least for larger corps :P

or do they make some market research and apply economic calculations ? hardly
Post edited January 22, 2021 by Orkhepaj
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osm: I only know that compared to the 90-00s the tools, the cross-platformity, the hardware, the competition and publishing only in digital should all have made making computer games significantly cheaper. SHOULD HAVE.
I don't know about prices in Russia, but here - compared to when I started gaming - prices for new games are considerably less than back then, and they also in general drop in price way faster after release.

For instance in the early 90's I bought Battle Isle at release for 120 DM, that equals about 100€ nowadays. A big AAA game like Cyberpunk 2077 or Doom Eternal is about 60€ at release. And it won't be too long until they appear in sales. I've seen some AAA games drop to half the price after less than a year.

Of course there are other factors like copious amounts of DLC, season passes, MTX and stuff like that which in turn "compensate" for lower base-prices of games.
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osm: I only know that compared to the 90-00s the tools, the cross-platformity, the hardware, the competition and publishing only in digital should all have made making computer games significantly cheaper. SHOULD HAVE.
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toxicTom: I don't know about prices in Russia, but here - compared to when I started gaming - prices for new games are considerably less than back then, and they also in general drop in price way faster after release.

For instance in the early 90's I bought Battle Isle at release for 120 DM, that equals about 100€ nowadays. A big AAA game like Cyberpunk 2077 or Doom Eternal is about 60€ at release. And it won't be too long until they appear in sales. I've seen some AAA games drop to half the price after less than a year.

Of course there are other factors like copious amounts of DLC, season passes, MTX and stuff like that which in turn "compensate" for lower base-prices of games.
and a factor people do not add in to it - inflation. Those 120 marks in early 90's is not the same as today. If I understnad it correctly, the German inflation between 1995 and today is 42%. A game that cost £20 in 1995, should damd well cost £20 toaday!
Post edited January 22, 2021 by amok
A handful of darts are handed to the publishers, who spin in chairs and throw at a cylindrical map. Each dart is colour coded to a price.

Where the dart lands, the price lands too.
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osm: I only know that compared to the 90-00s the tools, the cross-platformity, the hardware, the competition and publishing only in digital should all have made making computer games significantly cheaper. SHOULD HAVE.
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toxicTom: I don't know about prices in Russia, but here - compared to when I started gaming - prices for new games are considerably less than back then, and they also in general drop in price way faster after release.

For instance in the early 90's I bought Battle Isle at release for 120 DM, that equals about 100€ nowadays. A big AAA game like Cyberpunk 2077 or Doom Eternal is about 60€ at release. And it won't be too long until they appear in sales. I've seen some AAA games drop to half the price after less than a year.

Of course there are other factors like copious amounts of DLC, season passes, MTX and stuff like that which in turn "compensate" for lower base-prices of games.
I'm not talking about regional pricing, actually the opposite - the "world" prices on AAA games are as high if not higher then back then. The same 50+ greenbacks, for a fucking bunch of bytes, not even a beautiful box and a nice fat manual (or even a cloth map or something!).
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toxicTom: I don't know about prices in Russia, but here - compared to when I started gaming - prices for new games are considerably less than back then, and they also in general drop in price way faster after release.

For instance in the early 90's I bought Battle Isle at release for 120 DM, that equals about 100€ nowadays. A big AAA game like Cyberpunk 2077 or Doom Eternal is about 60€ at release. And it won't be too long until they appear in sales. I've seen some AAA games drop to half the price after less than a year.

Of course there are other factors like copious amounts of DLC, season passes, MTX and stuff like that which in turn "compensate" for lower base-prices of games.
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amok: and a factor people do not add in to it - inflation. Those 120 marks in early 90's is not the same as today. If I understnad it correctly, the German inflation between 1995 and today is 42%. A game that cost £20 in 1995, should damd well cost £20 toaday!
Considering how the tools, hardware and cross-platform development all have evolved (not to mention the saturated market) the production/distribution costs have to fall as well. But hey, they've got Keanu Reeves now! So it can't be cheap, can it)
Post edited January 22, 2021 by osm
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toxicTom: I don't know about prices in Russia, but here - compared to when I started gaming - prices for new games are considerably less than back then, and they also in general drop in price way faster after release.

For instance in the early 90's I bought Battle Isle at release for 120 DM, that equals about 100€ nowadays. A big AAA game like Cyberpunk 2077 or Doom Eternal is about 60€ at release. And it won't be too long until they appear in sales. I've seen some AAA games drop to half the price after less than a year.

Of course there are other factors like copious amounts of DLC, season passes, MTX and stuff like that which in turn "compensate" for lower base-prices of games.
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amok: and a factor people do not add in to it - inflation. Those 120 marks in early 90's is not the same as today. If I understnad it correctly, the German inflation between 1995 and today is 42%. A game that cost £20 in 1995, should damd well cost £20 toaday!
what thats dumb
why should an old game nobody wants to buy cost 20 pounds?
They are priced according to an estimate as to what people are willing to pay, like everything else.

If it sells poorly, they will cut the price.
Post edited January 22, 2021 by Aplomado
It would indeed be a interesting query,

I can remember how i longingly eyed the command and conquer box in the local hardware shop when i was younger. The impossible price of one hundred gildens was tagged on top of it. Later on i bought games such as Warcraft 2 and Baldurs Gate for the same price of my hard earned money. The transition to euro's cut the price exactly in half. 50 euro's for a new game. Not a tad later 60 euro's became more and more common. Nowadays you see more often prices between 20 and 30 euro's for fresh developed games.

One should think that the price is made up both out of time and quality of the people included and the predicted profit margin. Though reality showed that the 50 euro price has been abused. Still.... i belief that a decent programmer can set you back as much as 100 euro's a n hour, if that same person spend 2 years on finishing a product...

know what i mean?
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Aplomado: They are priced according to an estimate as to what people are willing to pay, like everything else.

If it sells poorly, they will cut the price.
but they cut the price even if the game only needs few fixes
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amok: and a factor people do not add in to it - inflation. Those 120 marks in early 90's is not the same as today. If I understnad it correctly, the German inflation between 1995 and today is 42%. A game that cost £20 in 1995, should damd well cost £20 toaday!
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Orkhepaj: what thats dumb
why should an old game nobody wants to buy cost 20 pounds?
---> Point
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.
--> Head
Retailers determine prices as well. For my country, GOG is much more expensive than any other storefront out there for the same exact game. It's the same for many other countries around the world as well, just read up the thread on local prices going back a couple of years. If it was up to developers/publishers, there wouldn't be such disparity otherwise.
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osm: I'm not talking about regional pricing, actually the opposite - the "world" prices on AAA games are as high if not higher then back then. The same 50+ greenbacks, for a fucking bunch of bytes, not even a beautiful box and a nice fat manual (or even a cloth map or something!).
No they aren't as I have explained above. That has nothing to do with regional prices. In the times I mentioned games weren't sold in Russia in the Western way. Pirate copies were. I know that, because I had some Russian friends from that scene. And it's the same scene Companies like CD Projekt stem from, who tried to go from there and tried to make things legitimate. You simply can't compare prices from back then, when everything was half-legit (or less) to now. A lot was commercialised piracy (a thing I detest, if you copy, at least share for free). I've been there, games pr0n, RL guns... everything was possible.
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osm: Considering how the tools, hardware and cross-platform development all have evolved (not to mention the saturated market) the production/distribution costs have to fall as well. But hey, they've got Keanu Reeves now! So it can't be cheap, can it)
Tools and frameworks helped indies along a lot. Many AAA companies have their own toolsets. Add to that the tremendous amount of content that needs to be produced nowadays down to the high-res butt of a burnt out cigarette of an ashtray you don't even notice. Production costs have exploded in exponential ways with each hardware revolution - of course the markets have grown too, and production costs for physical media, boxes, manuals... that all went away. It all balances out someway - and in the end, like many people above wrote, it's about what customers are willing to pay.
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toxicTom: Tools and frameworks helped indies along a lot. Many AAA companies have their own toolsets. Add to that the tremendous amount of content that needs to be produced nowadays down to the high-res butt of a burnt out cigarette of an ashtray you don't even notice.
A lot of that is taken care of by 3rd party libraries or automated itself.
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amok: and a factor people do not add in to it - inflation. Those 120 marks in early 90's is not the same as today. If I understnad it correctly, the German inflation between 1995 and today is 42%. A game that cost £20 in 1995, should damd well cost £20 toaday!
It only costs a few pounds now.
Post edited January 24, 2021 by §pectre