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FlashMobOfOne, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"
@FlashMobOfOne@lemmy.world avatar

My rule is I’m only willing to pay a dollar for every expected hour of play, so you can imagine I buy few things at full price.

The last two games I paid full price for were Elden Ring and Mandragora. I am far more likely to pay full price for an indie title that I’m excited about than anything else, because as an artist myself, I fully understand the impact of a pre-purchase on an indie studio.

Rekorse,

I like some of the early access development styles used in things like Enshrouded and Satisfactory, so mostly ive been spending on games like that. I like the idea of collaborating with a player base to create a game together I think.

FlashMobOfOne,
@FlashMobOfOne@lemmy.world avatar

Oh definitely. I’ve enjoyed the experience of helping devs mold a title into something better in exchange for a lower price.

Rekorse,

I like your dollar an hour rule though, I might use that in the future. Its funny though, my most played game was free and I have 2000+ hours in it!

Edit: I forgot rocket league was 30$ originally! Still a good deal!

FlashMobOfOne,
@FlashMobOfOne@lemmy.world avatar

Yeah, the games I’ve spent very little on I’ve put a ton of time into, like Vampire Survivors, Noita, and Dungeon Defenders.

Korhaka,

I would also generally consider £1/hour of gameplay to be pretty terrible value tbh. Truly good games are more like £0.10/hour or less

FlashMobOfOne,
@FlashMobOfOne@lemmy.world avatar

That’s fine. I don’t agree with you.

Jambalaya,

If you only look at $/hr, there are some 70 hr games which milk your time and should have been shorter, like Assassin’s Creed, and then there are short, story rich games, like Outer Wilds, which are absolutely worth it even at more than a dollar an hour.

Korhaka,

Prefer games like Factorio or Rimworld that you can get many 100s of hours from.

prole,

People spend like $20 to watch a 2 hour movie, $1/hr isn’t that unreasonable

Agent_Karyo,

Not to mention that not all gaming hours are equally fungible.

There can be shorter narrative games where a given hour is worth more (to me), so the higher per hour cost is justified.

prole,

Agree 100%. Played Dispatch last week and had a blast. Very short, but worth the money imo

Korhaka,

To you perhaps. Cinema is less than half that cost here and even then I go less than once a year because I don’t really feel like most films that come out are worth bothering to see given the combined effort and cost.

Lfrith,

2 hour movies are also competing with streaming services like Netflix where people can see many more hours of TV shows and movies for less. Some just stick to youtube which requires no money and has some free movies there too.

Its like how people can drop hundreds and thousands of hours on f2p games without spending any money. $/hr valuation is outdated.

To be convinced to spend, consumer has to be convinced what a game is offering is unique to other cheaper and sometimes free alternatives. $/hr is something they will have a hard time competing with.

sugar_in_your_tea,

It all depends on what you’re looking for. I’ve put hundreds of hours into games and gotten way less than $1/hr, and I’ve also had a great experience paying significantly more.

So I don’t see games in terms of $/hr, especially these days when I’m more limited by time than money. Instead, I look for unique experiences with cost being a much lower factor. Generally speaking, I spend much less than $1/hr since I buy a lot of older games, but I’ve spent far more ($5-10/hr) on particularly interesting games.

But yeah, generally speaking, I’m willing to pay more for indies than AAA titles because indie games are more likely to offer that unique experience.

2FortGaming,

I’m totally ok paying $30 for a ten hr game, I appreciate shorter games. But if it’s boring or unfun for a whole hour in, I’m getting a refund.

KingGimpicus, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"

What’s that? Capitalism fixing problems?

Checkmate atheists.

MotoAsh,

Capitalism isn’t fixing anything here. In fact, it’s showing that the companies mindlessly following market inflation to keep profits up are doing worse.

KingGimpicus,

Why buy AAA slop when indie gold cheaper?

Checkmate juden.

mlg, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"
@mlg@lemmy.world avatar
Aceticon, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"

Almost all of the “Top 10 most replayable games” I have are Indie games, especially in the last 10 years.

They’re games like Factorio or Project Zomboid which I keep getting back to a year or two after I last played so much of it that I got fed up.

Glitzy AAA open-world-ish games have beautiful visuals but their replayability is near zero, worse so for games which seem open-world but are in fact linear.

Mind you, some older AAA jewels in that style (such as Oblivion) do get me to come back eventually, but it takes something like 5+ or more as I basically have to forget most of the story before it’s interesting to play such a game again.

If Price matched “Hours of Fun”, almost all of the AAA stuff would be way cheaper whilst many Indie games would be far more expensive.

Truscape,

Fallout New Vegas still hooks me in.

BurgerBaron,
@BurgerBaron@piefed.social avatar

The developer of Barony is insane like the Stardew Valley guy, and just. never. stops. updating. I’ll play the game forever at this point.

Treczoks, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"

Always compare value and price.

More often than not, AA games seem to come with a AAA price tag.

jaschen306, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"

Piracy is free. If you’re charging 70usd for a game, then I’d rather just spend the time and pirate it. If it’s 10 bucks, Im just lazy to do a Google search and pay you for it.

MangoPenguin,

That plus so many games that are genuinely good and I have lots of hours into are in the $5-20 range.

Randelung,

Plus those 70$ games invest so much of that $ in fucking you with DRM.

jaschen306,

Oh fuuuuuck the DRM. I purchased CIV5 for my phone and it requires an active internet connection or it boots you out. I only play on an airplane. So I ended up downloading the pirated version so I can play the game I purchased.

Phegan, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"

If you sell me a good game at a reasonable price. I will buy it. Otherwise, fuck off.

EightBitBlood, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"
@EightBitBlood@lemmy.world avatar

As an indie dev, this article is fucking stupid.

Want to know why indie games are priced at $10 to $15? Becaue AAA has been putting everything they’ve made in the last decade on Steam and it’s all going for $20 - $25.

Indies can’t launch at that price point anymore because they’re competing with AAA games from 10 years ago that have been discounted to death.

The Steam winter sale is the best example of this, where most people will buy RDR2 for $19 instead of the new mega hit indie that’s $20. So indies have been lowering their price to actually get sales. That’s why team cherry priced Silk Song at $20.

Basically, AAA is now just competing with the bottom part of the market they spent that last decade flooding.

They’re complaining about people actually choosing where to spend their money wisely because that means they might actually have to make a good product if they want to sell a game for $70.

Wahots,

I think you probably hit the nail on the head here. I’ve been holding off on MGSV because it’s $20, and I’m waiting for that 50% off sale.

Buuut, that didn’t stop my from buying silksong at full price. Or Factorio. :)

EightBitBlood,
@EightBitBlood@lemmy.world avatar

Thanks! 🙂 Appreciate you confirming that. We actually changed the price of our latest game to $10 (from $20) because we launched last December and got buried by AAA selling for $15.

Almost every dev team we talked to this year felt the same about the $20 price. That is, it’s much better to go out at $15 or $10 as a LOT of people see indie games at that price as better than modern AAA. (All while still holding out for classic AAA that go on sale for $20.)

And that being said, I’m totally cool with losing a sale to MGSV or Witcher 3 😁 Just wish the $20 space wasn’t getting so crowded. It’s making it rough for the smaller teams to compete at that price too now.

MetaStatistical,

Terraria has always been $10. Stardew Valley: $15. Undertale: $10. Braid was $15 when it launched, and even then, people were bitching about the price. So, the price tag has always been in that range since the first indie game launched.

I think you’re ignoring the incredible amount of oversaturation in the industry. Games are everywhere. I could throw a thousand sticks into the wilderness and it would smack into a thousand different game studios, all working for years on their big hit that (in their eyes) would make them millions of dollars.

But, people don’t have time to even play their own Steam backlog. On average, people buy more games than they even have time to play, and that’s not even counting the sheer amount of movies, music, TV shows, YouTube videos, whatever that is competing for people’s time. If they are playing video games, then they are not watching or listening to other media.

It’s not just the gaming industry. The entire creative industry is propped up on the backing of a 98% failure rate, or sometimes even a 99.99% failure rate. The lucky few get to spout off their survivorship biases, under the bones of former companies and individuals, crunched under the weight of oversaturation.

EightBitBlood,
@EightBitBlood@lemmy.world avatar

My dude, I’m very familiar with the 14% of videogame players new game devs are vying for. And every one of the games you mentioned launched at that price because they were developed by a single dev (two at most) who could profit off of the $10 - $15 dollar space that was below the smaller studios putting out games like Shadow Complex, or Mercenary Kings, or Shank 1+2 for $20.

Now all of those spaces are being crushed together. Mostly due to economic factors. Thats where the biggest problem really lies, in the fact that people just have less money to spend on all that entertainment. Just pointing out that it’s competitive at all is obvious my dude, but the direction its going in is one in where there’s less anything being made (including games) because not as many people have money to spend on anything but necessities.

That’s why AAA is now scavenging at the bottom of the totem pole, and pricing their older games at $10 or less on sale, it’s because the few people that have money find that price point appealing. So it’s now one that not just the people who made Terraria, Braid, etc compete in. The money those devs made previously in that space is now up for grabs to AAA companies that never had anything to sell at that price before.

Theres a very tried and true formula for any business, including making games, and in the last 2 years it has completely broken apart. Mostly due to the Embracer group merger failing, combined with AI, combined with economic uncertainty, combined with AAA companies stabbing indie creators in the back (Subnautica, Disco Elysium). Your game doesn’t have to be a massive hit to be successful, it just needs to have a big enough audience to be profitable. But that audience has shrunk over the years as economies have tightened, and the companies getting squeezed have been invading markets they never had a presence in before.

So it’s just desperate times more than anything. But that doesn’t mean you can’t make a living off of making games. I know dozens of small teams funded by government grants making small games you’ve never heard of to help kids in hospitals learn about their cancer. Or teach kids in underprivileged schools about resource scarcity. Making games as a business goes far beyond entertainment and the hopes of narcissists. It’s an artistic medium like any other, and as such benefits society by making the toughest parts of it more accessible.

There’s plenty of ways to run a company doing just that - and just because the world economy is in free fall doesn’t mean the entire business of making games is something for the lucky few. It’s just for anyone that wants to learn how to run a game company. Which isn’t easy, but extends far beyond the simplistic view you are portraying.

Crashumbc, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"

Who has money for games?

ZoteTheMighty, do games w The median price of best-selling new games on Steam has dropped in the past 2 years, research finds: "Charging >$25 is getting trickier, as players compare value to the $10-$15 indie titles"

If you asked me to name a major gameplay innovation in the last 5 years, I literally couldn’t. Clair Obscur won a fuck load of awards for doing basically what Final Fantasy did 15 years ago, but not completely losing the plot. Hollow Knight blew everyone’s mind for making a decent Metroidvania game. Balatro made a game where you make a series of combos that people have been making for over 200 years. You don’t need fancy gimmicks anymore to be considered good, you just need to be good. Major publishers waste their time because they don’t know how to put “be good” on a spreadsheet.

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