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There are two sides to the equation - supply and demand. Are there more people buying these games now? Its simple economics.TheScavenger said:they were just examples, but what I feel they should be priced at since development is far more expensive than it used to be. I'll edit the post to clarify that.Robokapp said:please show us the math that produced this number.TheScavenger said:
Expansions for example, like BFA are 50 dollars. But the amount should be more 90-140 dollars for how much work has gone into it.
But in any case, games are still far too cheap
Slapshot1188 said:Here is an actual response from a Kickstarter developer that has raised over $4M in Crowdfunding:
Q: The stated timeline of end of 2017 for FULL RELEASE is not a realistic one. Not even close.
A: Noted. I'm curious, however, what you're basing that on? Is it based on your development experience? Your insider knowledge into what business deals we've been working on? Have you peeked at our Gantt chart? Maybe you feel like using purchased assets from the Unreal Marketplace won't speed up development? Could it be you know that our choice of programming language for the server will slow down development? Anything? You got anything to substantiate your claim?
This game has not even entered Alpha yet and it’s July 2018. Best case is another year and a half to release. People gave money based on his statements and defense of the timeline. Should there be no accountability?
How is not giving information any sort of accountability? Its the opposite of accountability.Slapshot1188 said:As said a few time... don’t list a date.Very well then: what do you propose? If something is unknowable even to the people most directly involved in developing the game, how do you propose to make it known to people with only a casual interest?MadFrenchie said:You can't tell me, for example, CoE's timeline for all that was promised was a sound timeline. But he ardently defended it at the time against criticism. In fact, crowdfunding projects have routinely listed timelines that seem much more marketing than actual plan.The problem isn't that the game developer is hiding information from you. The problem is that the game developer doesn't know when the game will be ready, either. They could stick an arbitrary date on something and declare it a launch, but a pre-alpha game that is nominally launched isn't really what you're looking for.MadFrenchie said:Have you ever celebrated mother's day? Father's day? Had a dinner with your SO for Valentine's Day? Worn deodorant?I have a solution. If you don't like paying for games without knowing when they'll release, then don't.
Then you've fallen prey to the same influences of marketing folks who buy into these EA/Crowdfunding titles have. I've said elsewhere, giving it this reaction is essentially: "I don't feel it affects me directly, so I refuse to give it deeper thought." That's your right, but it makes you poorly qualified to address the issue in general.
The inequity of verifiable and straightforward information between consumers and producer in these instances is an issue.
If you wait until after a game launches before paying for it, there isn't any ambiguity about future release dates. You pay today, and you get to play today, as soon as you're done with the download. If you pay for a game before the promise is that you'll get to play immediately, then you know full well that you don't know when--if ever--the game will really be ready for you.
Backers are only getting the marketing, with no good recourse to evaluate the claims made. That's an issue. More transparency and an independent investigative review of project claims only serves to help consumers make an informed decision.
Sometimes what happens in large programming projects is that you put a bunch of work into developing something, and then you realize that it just doesn't work. In the context of game design, one way this could happen is that you put a bunch of work into creating a game mechanic and then, once you can test it, you discover that it just isn't fun. You then end up having to toss out a bunch of work and redesign some major things on the fly. You don't know where or how often it's going to happen, but it can cause all sorts of problems when it does.