Posted April 07, 2022
I know, this is a sensitive subject.
Game pricing is a science in itself. Everyone is struggling with it: publishers, developers, but also 'customers'.
"5 bucks" used to be 'a thing' on GOG, re-releasing old titles, moving them out of their 'abandonware' status and cleaning them out from 20-year old still running fan website's download sections.
The price of 'old games' is not based on costs. It is set by somebody trying to factor in different aspects, including the 'value' of such a game compared to other games (and other forms of entertainment!). And that 'value' is highly subjective.
"How many units can we sell?" - at a certain price point, is always the question. Discounts are the next level of 'how many units can we sell at THAT price level?"
What has increasingly happened on GOG is that those '5 bucks' games have turned into '10 bucks' games a while ago. This is something each publisher on GOG does - this is not a GOG decision. They just host the games. They don't make the prices.
Is it the current oil price? The rising costs of living? The rising inflation? The supply-chain shortage?
What makes publishers decide to ask for the amount they ask for, for games that nobody but the publisher (license holder) is getting paid for? Those developers from 20-30 years ago are not going to see a dime from it. So, how do you decide on 'how can we make a profit?' in such cases, when no work has to be done - besides the bit of "we 'restored' it, so it runs great on Windows 10" week(?) work and finding good looking unrelated fan-art to put on the GOG Store.
It is not about "this game is 'worth' such and such". It is also not the sole question of 'value-per-hour' (compared to other games or movies or reading books). It is about acknowledging 'Good Old Games' as what they are: not a money-making cow (which they can no longer be), but something to be sold to 'as many people as possible', to have them enjoy the classics at a price 'as low as possible'? Spread these classic games wide, around the world. Including, countries with low income, to kids with no income?
Is that not as good a goal as to make like '5 bucks' more from the 'usual GOG buyer' at launch and have those kids having to wait until they can afford the game (if ever)?
Just wondering ...
Game pricing is a science in itself. Everyone is struggling with it: publishers, developers, but also 'customers'.
"5 bucks" used to be 'a thing' on GOG, re-releasing old titles, moving them out of their 'abandonware' status and cleaning them out from 20-year old still running fan website's download sections.
The price of 'old games' is not based on costs. It is set by somebody trying to factor in different aspects, including the 'value' of such a game compared to other games (and other forms of entertainment!). And that 'value' is highly subjective.
"How many units can we sell?" - at a certain price point, is always the question. Discounts are the next level of 'how many units can we sell at THAT price level?"
What has increasingly happened on GOG is that those '5 bucks' games have turned into '10 bucks' games a while ago. This is something each publisher on GOG does - this is not a GOG decision. They just host the games. They don't make the prices.
Is it the current oil price? The rising costs of living? The rising inflation? The supply-chain shortage?
What makes publishers decide to ask for the amount they ask for, for games that nobody but the publisher (license holder) is getting paid for? Those developers from 20-30 years ago are not going to see a dime from it. So, how do you decide on 'how can we make a profit?' in such cases, when no work has to be done - besides the bit of "we 'restored' it, so it runs great on Windows 10" week(?) work and finding good looking unrelated fan-art to put on the GOG Store.
It is not about "this game is 'worth' such and such". It is also not the sole question of 'value-per-hour' (compared to other games or movies or reading books). It is about acknowledging 'Good Old Games' as what they are: not a money-making cow (which they can no longer be), but something to be sold to 'as many people as possible', to have them enjoy the classics at a price 'as low as possible'? Spread these classic games wide, around the world. Including, countries with low income, to kids with no income?
Is that not as good a goal as to make like '5 bucks' more from the 'usual GOG buyer' at launch and have those kids having to wait until they can afford the game (if ever)?
Just wondering ...