I agree so much with this infographic that it actually hurts.
Podtoid listeners are probably tired of hearing me bitch about gamers' unwillingness to spent fifteen bucks on stuff like VVVVVV while gladly shelling out $60 for Assassin's Creed II, but I couldn't pass up an opportunity to link to such a clear and entertaining summary of why rage over $15 price tags is ridiculous.
In other news, you still don't own Machinarium or A Reckless Disregard for Gravity.
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Now I don't have a PC to play the games on. What the fuck?
when your competition is free, $15 is a lot to ask.
So there.
I am actually listening to you complaining about this on Podtoid right this second, and say that I buy very, very few games at full price, and it is always based on quality. I bought Assassin's Creed on the PC because it was $5, and I would buy any quality indie game for five bucks if I had the money (I don't have a real job, so I don't always have cash). Anything over $5 is when I require real quality.
I want to buy VVVVVV, for example. I loved the demo and I really want to get the full thing, but when you're essentially broke, $15 is a lot more to ask (in terms of appearance) than 5 or 9.99. The instant it adds the second digit, it stops being an impulse buy for me. I will get it eventually though.
Really? You don't see why people would pay 60 dollars for AC2 and and not 1/4 of that amount for a short gimmicky game like VVVVVVV?
What makes the indie market so vibrant is the fact that it is not highly profitable. This forces the developers to keep their production costs low and the level of innovation high.
The indie-market produces niche gems because dev-teams can afford to take risks, because they're primarily collectives of hobbyists who aren't investing others' venture capital into projects. If the market becomes profitable for these teams then you can bet your bottom dollar that you'll be seeing outside investment into the sector, and ultimately the teams will cease to be "indie" at all.
I'm all for rewarding teams of intrepid developers who are bravely fighting the man, but I don't think that advocating we reward a higher price-point is at all the way to do that.
Just my two cents.
But how do you not understand the difference between a several hour, open world venture like AC2 and a short, low-budget indie game? Seriously?
Thats like saying World of Warcraft and Pong have the same gameplay value.
1. I do not like PCs as a gaming platform. I dislike installing games, and I rarely like keyboard and mouse controls. If I can choose to purchase a good version of a game on PC or a crappy version on a console, I will probably buy the console version.
2. I can currently get internet access for free. But in order to purchase indie games, I would need to pay for DSL or broadband.
3. I typically prefer to search for games while browsing real stores, or booths at conventions.
That said, there are a few recent indie games which sound interesting enough that I might be willing to purchase them. For instance, Winter Wolves released The Flower Shop a few days ago, and I eventually want to support their efforts.
Never seen much of Machinarium.
If developer want a $15 game to sell, when people thing indie should always equal very cheap, they need to work out a better way of shipping their product.
Fifteen dollars...isn't...that...much. It's an hour and a half of work. If you only get an hour and a half out of it, then it's worth it.
Atari games cost ~$30-$40 and Nintendo games cost ~$35-$50 back in the 80's...and they were well worth it.
Though I'm proud to say I own Machninarium (granted, during the Steam Holiday Sale)... though I don't own A Reckless Disregard For Gravity... I should work on it.
This isn't the first time I've seen you talk crazy. Is something wrong?
If you want to save up for those indie games, just listen to Destructoid and don't buy games that are shit.
I love that infographic. I the sheer, stupid logic people use for getting out of buying indie games can be absolutely ridiculous. In the end, they could just admit that they're cheap but won't.
Again, it's that, "how far will this $15 take me" mentality. Some people literally base it off graphics and other arbitrary factors, and it's a shame
It's easy... why logically would a person who is a FAN of games like AC2 would also be a fan of quirky 2D flash platformers? I think you are assuming the majority of people care about such a niche genre of game and are just simply blinded by AAA titles that they can't bother to spend $15 on another game. That's wrong to assume. Most people who spend $60 on AC2 are not interested in 2D flash platformers, and are not interested in playing indie games. It's not their market, or their kind of game. Even if it is cheaper.
Now there are people out there who like all games, like yourself and myself. But I'd rather pick up a used copy of AC2 for $20-$30 or so (or wait until it's on sale) than buy VVVVVV. Why? Mostly because I don't find massive enjoyment out of 2D platformers, especially ones that just focus on one gameplay element and work it over for the 3 or so hours the game will last. Not to mention the game is a flash game with nothing in the production department - it's literally a game that focues on the gameplay. Not to say that is bad, but I just didn't find it fun from the demo I played. Interesting, but not fun enough for me to want to give $15.
It also helps that I almost never make impulse purchases no matter how cheap. I don't buy VVVVVV for $15 not because it's "indie and that's too much", but because I don't feel it's worth it for me. Hell when Mass Effect 1 went on sale for $5 I didn't even get that. With all the problem I hear about ME1, I didn't want to bother wasting my time (which I value perhaps more than money) playing it for something that wouldn't feel satsifying.
I do agree though, that for the very few out there that actually DO actively not buy any indie games for $15 simply because "it's indie and should be cheaper" and then are actually willing to spend $60 on a single player "beat once" game like AC2 are retarded.
That's kinda weird, considering I'm sure I've invested far more hours into a game like Audiosurf than a game I bought for sixty and rarely touched again like GoW2.
If indie developers want to get the price of their games up and still have the game sell it's as simple as proving to consumers that there is more work involved in the game then is currently understood by the masses. But that will be a tough sell right now because indie studios already fucked up by selling games at that 10 dollar price point. They've set that bar for themselves by being willing to drop to that point and that serves to prove to consumers that the 10 dollar price is enough for indie devs to make money. Capitalism ingrains us to believe that no one sells a product at a loss and therefore we all believe the indie studios are making money at 10 bucks. That extra 5 dollars would just be gravy that the consumer has no interest in providing.
In fact, most gaming consumers with an extra 5 gaming dollars will be looking for another 5 dollar game to add to their purchase instead of giving that extra 5 for the first game.
Transactions are no longer pre-defined exchanges but negotiations between consumer and business, and if a business refuses to charge less than fifteen dollars and is hurt by that... That's their problem.
http://notalwaysright.com/
Just browse it for a while and learn how wrong you are.
There is not real, tangible logic behind "quality," "length" and price. It is worth what the creators decide.
I bought Trajectile and Dark Void Zero for $5 each this month, they're worth a bit more than that in my book, but I'm not going to argue with Nintendo, Q-Games and Gapcom on the matter.
Think of it this way. His game is 15$. If his game was 10$, he'd have to sell 150% of his present sales. 2-D platformers, especially difficult ones, are a niche market. Sure, there's a bunch of you, even perhaps enough to satisfy the 150%, who say "It's too expensive, we don't want to pay 15$ that guy's a bastard!" but...if it were 10$ I'd bet 75% of you would say, "Oh, it's 10$, for that piece of shit game? It looks like ass, and I hate 2-D platformers!". If it were 5$, you might, *might* buy it instead of pirating/ignoring it, but...there aren't enough of you to make it financially viable for him to make games and not program databases.*
Also, @those people who say that this price increase thing is exactly like with "retail" releases, you are either too young or too forgetful to remember that SNES games (little old SNES games you could beat in 20 minutes, or 1/15th the amount of time it took me to beat VVVVVV) cost significantly over 60$. It's not a curve so much as an upside down bell curve.
*Jeff Vogel of Spiderweb Software wrote a great article on this a year ago, that I don't feel like finding.
REALLY REALLY good beer.
@KorJax
This is not a matter of tastes. If you don't have interest in any game, then there's nothing anyone can do about it. Its a matter of people being too stubborn to spend an extra five dollars on a game.
You make the major assumption that the same people who complain about the price of VVVVVV are the same people who buy games like AC2 at launch. Even if we take this assumption as fact there are many reasons why people would prefer to buy Assassin's Creed II (a game I haven't bought yet as I am waiting for the price to go down) over something like VVVVVV. For one, the latter takes 2 hours or so to beat while AC2 takes fifteen hours. From a technical standpoint AC2 is much more visually impressive and a lot more time and money was clearly put into it. I know that you will say that quality is more important than either length or the visuals/cost of production, which I would agree with, but with no objective measure of quality gamers pften rely on those other factors to decide if a game is worth their money.
Another reason is that with a retail game like AC2 you're getting a tangible physical product in a box with a manual and all that jazz. It's often a point of complaints with Steam or games on the Playstation store for the PSPGo or even just iTunes that downloads shouldn't cost the same as the physical equivalent of the same product as they cost less for the seller. Why should indie games be left out of this argument?
Having a physical copy also gives you the option to resell the game when your finished or even if you just don't like it. Someone may buy AC2, Army of Tutu or the Saboteur for $60 at launch but once they're done they can trade it in making the net cost of the game more like $20-30.
Also, at $15 VVVVVV goes past the psychological $10 price point barrier where people consider purchases to be inconsequential. Sure $5 isn't that much more but it seems like it is. When we still have things priced at $XX.95 or £XX.99 because of their psychological price point does it surprise you that people complain about an extra $5?
Out of the three indie games mentioned in the infographic that I own I would say that Braid was the only one worth the price I paid (£9.99). World of Goo at £16.99 was a great game that I finally gave in and bought on Steam after playing the demo and holding out for ages for the price to drop. Ultimately, I don't think it was worth that price and it was especially annoying when I found out that the Wiiware version was 1500 points. I didn't really consider VVVVVV to be worth its cost (£10.60) before I bought it but I had already played through the demo three times and because it wasn't on Steam or any other distribution platform I doubt the price was going to drop anytime soon and I didn't feel like holding out for a year for the possibility of a birthday sale. Also, I was in a generous mood and wanted to support an indie developer but frankly there are a tonne of great free flash games out there that I've put almost as much time into.
The only game I've bought at close to full price this generation was an import of Demon's Souls at £40. I buy all my games new and my recent purchases include Space Invaders Extreme 2 (£8), Ratchet and Clank: A Crack in Time (£17.95), Wipeout HD (£16.98), GoW Chains of Olympus & Daxter (£7.50 each) and Disgaea 3 (14.95) and that doesn't even include the games I bought in the Steam sales. So I think am well justified in my complaint of the cost of games like VVVVVV when I buy games that offer more and cost more to make for approximately the same price.
if it was $5 I would go buy it now
but with no plans of DLC
or any extras is sort of hard to just blow some of my gas money for the week
now if it came with the sound track that would be a different deal
I couldn't agree with you more, Anthony. :)
I pay for ideas, not technological advancement.
Between Dark Void and Dark Void Zero, which is the real game and who got the real bargain there?
I can have $60 dollars lass toward gas money or just five dollars less and get a full tank. I can play this little game allllllll day, but I'm going back to Trajectile and Persona 4 now.