I wish we had metrics available on price points vs. sales for new games. The problem is that Gamestop throws a monkey wrench into the equation because of the fact that the average consumer is essentially guaranteed to be able to walk into a Gamestop three months after game X came out and get a used copy. Back in the day when it was smaller shops you were less likely to be able to find a particular game, so that was more of an avenue for bargain hunting than primary purchases.Flake wrote:The clouds part, the lame walk, the lepers are renewed and I agree with Hatta.Hatta wrote:And then you pirate the other two.MrPopo wrote: It DOESN'T. If you only have $60 discretionary budget you buy one game, not three used games.
Miracles. Also, how do magnets work?
The only way to combat piracy is to price your product in line with what the consumer is willing / able to pay.
Articles against self-entitlement of videogame consumers
Re: Articles against self-entitlement of videogame consumers
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
Re: Articles against self-entitlement of videogame consumers
If the games were cheaper, more people would buy them new. I know that I would contribute to the current gen if the prices were reasonable. I'd rather have it new than potentially scratched and unplayable or missing a manual.MrPopo wrote:I wish we had metrics available on price points vs. sales for new games. The problem is that Gamestop throws a monkey wrench into the equation because of the fact that the average consumer is essentially guaranteed to be able to walk into a Gamestop three months after game X came out and get a used copy. Back in the day when it was smaller shops you were less likely to be able to find a particular game, so that was more of an avenue for bargain hunting than primary purchases.
Re: Articles against self-entitlement of videogame consumers
The only way to fight gamestop is to undercut them. If a publisher can lower their price to that sweet spot where they maximize on the demand for their product, they would kill the shit out of gamestop. Every discounted, used game that Gamestop sells has to pay for each employee, each store, each minute the lights are on, and every dollar of every new pre-order that is not paid in full. Gamestop only seems invincible because publishers price themselves out of their own market by providing such a huge margin for Gamestop to undersell them.MrPopo wrote:I wish we had metrics available on price points vs. sales for new games. The problem is that Gamestop throws a monkey wrench into the equation because of the fact that the average consumer is essentially guaranteed to be able to walk into a Gamestop three months after game X came out and get a used copy. Back in the day when it was smaller shops you were less likely to be able to find a particular game, so that was more of an avenue for bargain hunting than primary purchases.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
- noiseredux
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Re: Articles against self-entitlement of videogame consumers
this part I'm with. My sweet spot is about $40 for a new game. So titles like No More Heroes and Earth Defense Force I jumped on right away for instance.o.pwuaioc wrote: If the games were cheaper, more people would buy them new. I know that I would contribute to the current gen if the prices were reasonable. I'd rather have it new than potentially scratched and unplayable or missing a manual.
Re: Articles against self-entitlement of videogame consumers
Yes, but if you don't get enough of a sales bump you lose money by reducing the price. Let's say that the cost of manufacturing + licensing on a new game is $10. Currently you get $50 for every game sold. Let's say the game sells 100,000 copies. If you dropped the price to $40 you're only making $30 for each sale. So in order to stay even you now need to sell 167,000 copies. That's a 66% increase in sales needed to make up for your 33% decrease in price. Hence the need for metrics.o.pwuaioc wrote:If the games were cheaper, more people would buy them new. I know that I would contribute to the current gen if the prices were reasonable. I'd rather have it new than potentially scratched and unplayable or missing a manual.MrPopo wrote:I wish we had metrics available on price points vs. sales for new games. The problem is that Gamestop throws a monkey wrench into the equation because of the fact that the average consumer is essentially guaranteed to be able to walk into a Gamestop three months after game X came out and get a used copy. Back in the day when it was smaller shops you were less likely to be able to find a particular game, so that was more of an avenue for bargain hunting than primary purchases.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
Re: Articles against self-entitlement of videogame consumers
Hence the need for actually studying the demand for your game and pricing it accordingly.MrPopo wrote:Yes, but if you don't get enough of a sales bump you lose money by reducing the price. Let's say that the cost of manufacturing + licensing on a new game is $10. Currently you get $50 for every game sold. Let's say the game sells 100,000 copies. If you dropped the price to $40 you're only making $30 for each sale. So in order to stay even you now need to sell 167,000 copies. That's a 66% increase in sales needed to make up for your 33% decrease in price. Hence the need for metrics.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
Re: Articles against self-entitlement of videogame consumers
Didn't I say something like that?Flake wrote:Hence the need for actually studying the demand for your game and pricing it accordingly.MrPopo wrote:Yes, but if you don't get enough of a sales bump you lose money by reducing the price. Let's say that the cost of manufacturing + licensing on a new game is $10. Currently you get $50 for every game sold. Let's say the game sells 100,000 copies. If you dropped the price to $40 you're only making $30 for each sale. So in order to stay even you now need to sell 167,000 copies. That's a 66% increase in sales needed to make up for your 33% decrease in price. Hence the need for metrics.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
Re: Articles against self-entitlement of videogame consumers
I thought I did. We both did? I need to stop drinking.MrPopo wrote:Didn't I say something like that?Flake wrote:Hence the need for actually studying the demand for your game and pricing it accordingly.MrPopo wrote:Yes, but if you don't get enough of a sales bump you lose money by reducing the price. Let's say that the cost of manufacturing + licensing on a new game is $10. Currently you get $50 for every game sold. Let's say the game sells 100,000 copies. If you dropped the price to $40 you're only making $30 for each sale. So in order to stay even you now need to sell 167,000 copies. That's a 66% increase in sales needed to make up for your 33% decrease in price. Hence the need for metrics.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
- s1mplehumar
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Re: Articles against self-entitlement of videogame consumers
More champagne?Flake wrote: I need to stop drinking.
Nintendo ID, PSN, XBL: Eronnicus * Steam ID: s1mplehumar * Switch Friend Code: SW-3270-7921-5525
Re: Articles against self-entitlement of videogame consumers
Merlot tonight. Funny. The bottle was full when I started. Oh well.s1mplehumar wrote:More champagne?Flake wrote: I need to stop drinking.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
