(To start with, my apologies for the length of this post--a fair bit was said while I was away from the forum, it seems! ^^; )
Thaumaturge: Speaking of length, for myself it's not as great a factor in determining a reasonable price for a game as I gather that it is for others here;
real.geizterfahr: Length is a factor if a game has absolutely no replay value. I'd pay 20 bucks for any of the Telltale adventures. They're about 10 hours long and offer absolutely no replay value. But 20 bucks for a three hour game? No... I don't think so.
And that's fair enough--I'm not at all inclined to say that you
shouldn't feel so, nor that you
should be willing to pay twenty dollars--or fifteen, or ten, or whatever--for a given game, of any given length. I'm simply arguing against the suggestion that
everyone should value games in the same way, that
no-one--consumer or developer--should be allowed to feel that a game is worth twenty dollars.
If I feel that a three-hour game is worth twenty dollars to me--perhaps it has some gameplay element that I find fascinating; or an intriguing setting that I want to explore; or an excellent, moving story--am I
wrong to feel so?
MichaelPalin: I don't want to be treated as a consumer, I want to be treated as audience of a cultural medium.
That's fair enough, and there is a way to make that work, I believe: change the model of payment between you and the developers. Specifically, instead of the current capitalist model in which you pay once for a single game, switch to a model like patronage, in which you pay the developers over time, they work on their games, and you get to play whatever final products they produce (and perhaps have your name in the credits, too). In order to make this viable (I'm presuming that you're not filthy rich :P), you might want to attract a large group of patrons for a given studio.
Crowdfunding is similar to this--and indeed, some crowdfunding projects to provide their games to backers of a certain tier or above.
Of course, there are others who seem to be happy to stick with the purchasing model, so a hybrid system might be a good idea, in which a developer has a steady income from patrons (who get all games from that developer), and sells their games, perhaps at a reduced price, to non-patrons.
Thaumaturge: Now of course those are somewhat extreme examples; the point is to suggest that the length of an experience is often not the only deteminant of its assigned value.
MichaelPalin: I'm sorry if I expressed myself wrong, I never wanted to put the focus only on the length.
Ah, no, I should apologise, I feel: that was, as I recall, not directed at you specifically, but at others who have, I think, stated that duration is indeed the most important determinant of acceptable price to them. I should perhaps have searched through the thread for a relevant post to quote, but didn't, for which I again apologise. ^^;
MichaelPalin: When I say that they should be modest with the prices it is because I do not believe that they believe those prices to be fair, but that they followed the typical unethical pricing strategy of squeezeing all the money you can from early adopters thanks to the initial public exposition and interest and sweep everyone else through sales later on.
What makes you say that? Specifically, why do you think they the developers don't believe twenty dollars to be a reasonable price? For the sake of clarity, I'm asking this honestly, not simply for rhetorical effect: I have some idea of why you feel twenty dollars to be too much, but I don't know why you think that
they feel the same.
MichaelPalin: I don't see how these developers can believe that $20 is a fair price for their games even taking into account all the subjectivity that may go into that number.
It could simply be that they weigh various issues and advantages differently to you. From what I've gathered, and speaking as a consumer, I feel differently to you: the sorts of issues that you've raised have seemed relatively minor to me.
In all fairness--again, as a potential consumer--I'll probably not buy either Lifeless Planet or Among the Sleep, but my reasons are different to yours (it's mainly a matter of taste in gameplay), and the issues that you've raised have generally seemed fairly minor to me.
In fact, I'm somewhat tempted to get Lifeless Planet; I was so before knowing its length, I think, and reports of it being short don't seem to have changed that.
Lifeless Planet was made mostly by a single guy and it had a Kickstarter project of ~$8,000 (obviously, it cost more in total, but probably no more than, say, $50,000). The result? A very good game with an important lack of unpolish, very basic animations, relatively basic graphics, incoherent level transitions, a few poor gameplay choices. I loved it, but the low budget was showing all over.
This seems to be the point that you're missing in my arguments: based on your posts, you seem to feel that the problems that you cite are inherently or universally important--that is, that those issues are important to everyone, or should be.
Since others have expressed disagreement with that, are you telling us what we should consider important? Because that's the implication--otherwise, if someone else feels that those issues
aren't important, and that Lifeless Planet offers enough value in whatever fashion
they consider important to be worth twenty dollars
to them, why should the developers not be allowed to ask that much of them?