Magnitus: I just saw Hannah the other day for 9$. I almost bought it (liked most of the movie, felt so so about the ending). It's a bit less than a year old.
jefequeso: I didn't think it was humanly possible to enjoy that trainwreck of a movie, to be honest :P.
Fight scenes weren't too bad, though.
I won't derail the thread too much with discussions about that movie.
Suffice to say that I liked the villains (in particular, Cate Blanchet was a slap in the face of the usually very photogenic Hollywood style as she presented herself very attractively at first glance, but a longer look showed a very messed up character, starting with the moment she brushed up her teeth until her gums were a bloody mess) as well as some of the metaphors present in the movie (the main one being a coming of age of sorts as the previously sheltered protagonist is let loose into the world), not to mention the fact that they had the guts to put a teenage girl in a character type normally reserved to adult men.
Magnitus: If you're talking about movies, I just saw Hannah the other day for 9$. I almost bought it (liked most of the movie, felt so so about the ending). It's a bit less than a year old.
StingingVelvet: Are we talking new SRP? I doubt it. GOG is new SRP. Also you said $10 is too much.
SRP? Gimme some context pls :P.
lowyhong: Look at my Quake 3 thread. In Economics, happiness and the value of a commodity is measured in 'utility'. A game may be equivalent to 2 movies, but people would rather spend on those 2 movies than the game, even if the game has longer lasting appeal. This may be so because people derive more satisfaction from being able to watch those 2 movies than the game. There is a multitude of reasons for this - perhaps they don't feel like they get their money's worth from playing Quake 3 an hour a week; the amount they have spent on Quake 3 could be better used in some other form of social investment.
I don't think movies and games fill the same needs.
People watch movies to be entertained by a visual story.
They're happy to take the role of the silent observer and let the character be characters.
Games take a move hands on approach and the gamer wants to interact more directly with the world the game presents and affect it.
I guess a decent analogy for kids would be read a comic book or play with your toys.
AFnord: While I don't think it quite has reached the state where it is unsustainable, if prices stays roughly where they are, and the market grows at the current rate, then I can see a bright future for indie gaming. But if prices goes even lower, then it will probably be an issue. Look at the smartphone app-stores, those are filled with cheap junk, and many developers have pointed out that due to the fact that games are so cheap, and the customer base is not large enough in comparison, it is rarely worth developing more ambitious smartphone apps, like larger, more involved CRPGs and such.
Depends on how you function.
In the good old fashioned business model, you have the investors on top taking their share and then you have the labor.
When things get tough, the labor is where the money gets squeezed out.
When you think about it, most of the need for the game to make crazy money comes from the top.
In a regular studio, the labor might get paid a couple of millions (or tens of millions in a bigger studio), but the top might still consider the game a failure if they don't make several times that amount.
In many areas of the economy, this is unavoidable because you can't get anything done without a big chunk of capital (in pharmaceutical research for example).
In games however, the main cost is not the material, but the labor.
So if you remove the investors from the equation (who might expect to earn several times what the labor is earning) and just factor in the labor, then it's not so bad.
I mean, 2 guys making a game over the course of 3 years expecting a 50k+ yearly wage would need to sell 100k games to make it worth their while if they charge a paltry 3$ for the game.
Sure, you got a strong incentive to minimize the size of the labor to the strict minimum (without a big chunk of initial capital, you don't have a lot of leeway there), but I think it makes for a more efficient procedure anyways.
You can get back to the essentials and ask yourself what you really need to make a good game and what is just fluff.