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What is the reasonable price of a modern game offering honest play time of about 20 hours?
Nothing, games should be for free, there are microtransactions even in paid titles nowadays anyway 0%  0%  [ 0 ]
2€ maximum 0%  0%  [ 0 ]
5€ maximum 0%  0%  [ 0 ]
10€ maximum 100%  100%  [ 2 ]
20€ maximum 0%  0%  [ 0 ]
30€ maximum 0%  0%  [ 0 ]
60€ maximum 0%  0%  [ 0 ]
more than 60€ 0%  0%  [ 0 ]
Total votes : 2
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PostPosted: November 14th, 2017, 5:58 am 
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It interests me what is your people say upon prices of games. If any of the poll options responds to your opinion, check it, if you want to make any other point, write in this thread. The currency employed is Euro [€]. By "honest play time" I mean how much time you spend on the gameplay constantly making progress at a steady pace, going straight to the goal without digital tourism, mining, ideas trying or any other activity that could easily boost the play time without pushing the story forward. I talk about singleplayer games. Multiplayer games, especially the multiplayer only games, should probably count at least three times the amount of honest play time hours the singleplayer ones do have to match up. Perhaps also we need to know what caliber of a game we talk about. Hard to tell, as the question really regards how much are you willing to pay for given time of entertainment suited for yourself, instead of what is in particular the technical appeal of a release. Some people want retro stuff, some want shiny new stuff, some just want to have a lot of matches online.


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PostPosted: November 14th, 2017, 7:49 am 
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I say ten Euro, meaning I pay one Euro for two hours honest playtime of singleplayer experience. I could be bargained to one and a half Euro for two hours honest playtime if extra meritoric quality is promised, which would make it fifteen Euro, even though that does feel like the game should provide something better. Ultimately twelve, thirteen Euro is that. That is my standard of expectations.

What about singleplayer and multiplayer compromised games, should they cost more, as they deliver more gameplay options? First of all, should I pay for something I order not? That is the problem with multiplayer. Developers waste time doing it, charge customers for it, then it is empty and ends up being just that, a waste of effort, a cost maker and a ballast to the final result.


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PostPosted: November 14th, 2017, 8:00 am 
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One time cost or monthly cost?

One time Cost Games I prefer: 25 cents an hour max in cost :)

I look for the following:

Open world
Action
Decent Story
Lots of Content

This is the reason I've always stuck to the Elder Scrolls/Fallout series type games and Action MMOs.

$30 each for Morrowind/Fallout 2 gave me 100+ hours
$40 each for Oblivion/fallout 3 gave me 100+
$60 For skyrim/Fallout NV gave me 100+ hours

I also played these games on the most difficult settings to utilize the game's mechanics to the fullest (potions, food, gear swap) etc.

Considering the time I spent on these games you could say I was paying at a rate of about 3-6 cents an hour and thoroughly enjoyed it.

In comparison you can look at games like God of War which cost 30-60 dollars and you only get 10-20 hours out of it. To me that isn't worth the release cost: You beat it once then set it aside for good.

Monthly cost games:

Considering I enjoy player driven economy and war games.

What I look for in monthly cost games are:

Sandbox (Everything player driven)
Content
Politics
Lots of Player vs Player

This is why I played EVE for about 10 years and Planetside for 6 years . Market Manipulation and lots of fighting.

For monthly cost games. Price isn't an issue if the content is good and with most sandbox games monthly cost can be paid with ingame currency.

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PostPosted: November 14th, 2017, 8:59 am 
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I talk about onetime cost, to be understood, meaning absolute time spent on the game on part of the player can eventually be a lot bigger than the estimation predicts, just like one could read a book more than once, despite already knowing what is it about. This is honest playtime versus absolute playtime, which the latter one is very variable, limited only with mental endurance of a player.

I am convinced it is unacceptable to charge player for potential absolute playtime one can get from the game. Each storydriven game has core contents, by which the game is primarily evaluated and this is what I mean. If there is extra stuff or some little tweaks that can be applied to slightly change the path, leading anyway to the same end, it counts not. If there are multiple endings but the same path leading to them, the path is counted only once but extra time for passing of each ending counted as a separate section can be included. Simple, honest.

Mind the criterium regards games that have fixed beginning and fixed end, which are possible to be measured towards how much does it take on average to beat them casual way, grasping essential contents. Puzzlegames, sandbox games, rougelikes, tools of various kinds which are regarded games for some reason, also subscription play with new contents regular upload, are all different sorts of things, where the criterium of time is very inconsistent. How much would you pay for Minesweeper, taking you have beaten the crap out of this game? The time factor discorresponds with the contents, as well as even if there were levels gradually increasing difficulty, it is very hard to tell how much time would it take the player to think the way out of each puzzle.


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PostPosted: November 14th, 2017, 9:30 am 
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Darkon wrote:
I talk about onetime cost, to be understood, meaning absolute time spent on the game on part of the player can eventually be a lot bigger than the estimation predicts, just like one could read a book more than once, despite already knowing what is it about. This is honest playtime versus absolute playtime, which the latter one is very variable, limited only with mental endurance of a player.

I am convinced it is unacceptable to charge player for potential absolute playtime one can get from the game. Each storydriven game has core contents, by which the game is primarily evaluated and this is what I mean. If there is extra stuff or some little tweaks that can be applied to slightly change the path, leading anyway to the same end, it counts not. If there are multiple endings but the same path leading to them, the path is counted only once but extra time for passing of each ending counted as a separate section can be included. Simple, honest.

Mind the criterium regards games that have fixed beginning and fixed end, which are possible to be measured towards how much does it take on average to beat them casual way, grasping essential contents. Puzzlegames, sandbox games, rougelikes, tools of various kinds which are regarded games for some reason, also subscription play with new contents regular upload, are all different sorts of things, where the criterium of time is very inconsistent. How much would you pay for Minesweeper, taking you have beaten the crap out of this game? The time factor discorresponds with the contents, as well as even if there were levels gradually increasing difficulty, it is very hard to tell how much time would it take the player to think the way out of each puzzle.


I see you love writing. To answer your question though: As I stated before 25 cents an hour is the max id be willing to pay for a base game. Usually this is based off of developer estimated play time, cost and the actual game type.

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PostPosted: November 14th, 2017, 10:01 am 
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Domakus wrote:
I see you love writing. To answer your question though: As I stated before 25 cents an hour is the max id be willing to pay for a base game. Usually this is based off of developer estimated play time, cost and the actual game type.

So you should probably check the second option counting from the top, that is minimum price, but still some price. I have a saying which states all things necessary in life are all approachable, only the quirks are expensive and rare. There are exceptions to this, as mostly to anything practical, but truly, if you just want a playable, nice game, there are a miriad of good games at good prices. Time also plays a role, as prices eventually drop, if you accept to wait. Nonetheless, I have an impression your price standard is based somewhat between honest playtime, absolute playtime - which is you have how much you can eat - and multiplayer time, that in the end, I guess, would fit in the second option of the poll.


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PostPosted: November 14th, 2017, 11:30 am 
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Considering I only play PC games (When i have the time). I will typically wait a year or 2 before playing a game. Allows time for people to fix bugs etc.

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PostPosted: November 14th, 2017, 12:25 pm 
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Domakus wrote:
Considering I only play PC games (When i have the time). I will typically wait a year or 2 before playing a game. Allows time for people to fix bugs etc.

That is another merit of patience.


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PostPosted: December 5th, 2017, 2:02 pm 
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Although I am afraid there is a popular notion of common currency measuring about 1$~1€ ultimate price for 1 hour honest playtime.


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PostPosted: December 6th, 2017, 1:30 am 
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Sometimes I ask myself, is a good idea enough to sell me back my recycled shit for crazy money? I mean, idea is worth money, sure, good advice, inspiration, pointing direction, this is something worth a reward. There are companies providing outsourcing services helping other companies to achieve their stated goals more efficiently, simply looking at things with an unbound, so to say, outsider but willing and substantial perspective. Nonetheless, this is work that is being paid for and work in the Industry means development, time spent on something, energy put. The same as we agreed here, hopefully, that one can be charged only for honest playtime estimated and not the potential playtime one could spend on a title alltogether. That is why when I buy something that is supposed to be ready but is merely a good idea and nothing convincingly more than just a framed idea, while it costs as much as what we could only wish for it to be, I feel cheated.


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PostPosted: December 9th, 2017, 10:18 am 
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Besides, without ability to estimate honest play time, how to reliably evaluate the proper cost of a game? Probably only with development time, but this can be a variable criterium, depending on how many people worked on the project, what are the expectations of income and plentiful other factors.

The trap in reasoning of "how much are you willing to pay" is that you will get your playtime of variable quality - this is what reviews are for to give you the heads up - nonetheless the effort put to providing the best experience will mach what price did you dictate, since workforce producing the title must be financially secured. It is somewhat a reverse mechanism employed here. The developer has two conditions given: the estimated income per unit and the basic length of the playtime expected. Now he must match the production to fit into these categories, with hazard being only how many units will sell.

Resultingly, if you are willing to pay little, even if the game is properly long and enough contentful, you will be able to save on a machine responding properly to system requirements of a release, so to say. But it is like with a car, I believe. If you buy an expensive car and then you need to change some part, prepare for adequate costs to the cost of your car. Even authorised servicing of expensive cars cost more, from what I know. On the other hand, cheaper cars, cheaper parts, cheaper tires - because usually smaller wheels - cheaper everything, maybe saving for fuel.

In this vision you tell what level of involvement as a gamer you represent and how much are you willing to pump the gaming industry up with your money, be it software or hardware. Personally I am for taking concern about playerbase with lower-spec machines, but on the other hand, it is the high-spec fanbase which pays the most every step, while unnecessarily the amount of units sold to lower-spec audience will top the income gained from addressing the release to high-spec one. Very few upper shelf titles though maintain their upper shelf price for long, meaning the drop of worth is a trigger alarming the second wave audience to begin the attack, taking even the new DOOM as an example, with price being half what it was perhaps even less than a year after the release. But games less costly yet continuously attractive to the audience, such as Duskers, maintain their initial price for longer.

Therefore with "how much are you willing to pay" we probably talk about weaker price fluctuations in the time scale.


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PostPosted: December 9th, 2017, 11:55 am 
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Adjusting the game to the demands of lower-spec PC audience increases the potential range of customers that will be interested in purchasing a title, but at the same time decreases the range of high-spec players that will perceive the title as attractive and adequate to their demands - since if they pay for their hardware, they expect to have use of it, correct? Simultaneously, high-spec PC players are the ones who are willing to accept bigger prices of the software, as having a high-end expensive PC, especially one intentionally build for gaming, is also certain declaration and a sign sent to the industry.

Low-spec PC users in gaming industry I would brand as "gamers by accident", meaning if they aimed to be declared players, they would have already saved up for a better machine, agreed? True that some people try to keep "low profile" in terms of expenses with all the costs reduced, but I believe it is a good picture telling what kind of target audience it is. If low-spec players are willing to stick to cheaper laptops or older desktops, their affiliation with the gaming world is to be considered rather loose, meaning they cannot be a reliable target audience. Purely by numbers, though, the potential sales of a release the system requirements of which included this category of low-spec buyers, would rise, if the price was reasonably balanced.

It must be minded that making a game appealing to both the high-spec and low-spec players at the same time is either doing the production job double or compromising the final quality effect, next to possibly creating bad marketing, especially if gameplay footages are recorded in poor settings on compromised efficiency machines. That is why there is bussiness in making the system requirements steep after all.

Returning to the "how much are you willing to pay" case, what I believe could be interesting is something like pledges system, meaning once the price and the basic meritorical background of the game are known, along with the estimated playtime, players would make pledges whether they are willing to buy it or not, resulting in possibility to estimate the amount of units sold to the first wave of customers. Unfortunately, most people are rather inert and willing to become active only when it comes to judging a ready thing, therefore I believe pledges system would fail. Industry is vivid because there are people wanting to produce things, put forth some contents, try new ways, push the limits further. Some of these creators are artistically minded, wanting to have freedom of choice and maneuverability of project trajectories, which could be negatively viewed by the public if such a developer was to keep himself bound to the limits of some expectations or promises. That is why some people will always first do stuff, then tell the bussiness. Artists, though, typically tend to overprice their things.

Anyway, there is this problem with PC gamers that they are divided between these "spec" categories, with high-spec most profitable to address but also most demanding - in fact, demanding a very evolved industry. There is the "low-spec" public, which basically responds only to some independent scene creations if anything at all, since their spendings on games are kept low profile. There are those between, which for the sake of clarity are to be also considered "low-spec" here, because either you can run DOOM or not and most of them cannot, at least in satisfying quality.

It all makes me want to conclude that the best kind of gaming audience is the gaming console audience, where the technical problems are limited to optimization cases and the hardware costs background is about equal to all, leaving only the question of how much one is willing to spend on the games themselves?


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