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submitted 2 months ago by neme@lemm.ee to c/games@sh.itjust.works
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[-] BedbugCutlefish@lemmy.world 1 points 2 months ago

Eh, apples to oranges.

A 60$ game today is so unlike a 60$ two or three decades ago.

No physical medium. Much larger market and (potential at least) sales volume.

Proliferation of game engines; games don't need to 'reinvent the wheel' each time, or write machine code anymore.

On top of that, there's many other revenue streams. Not that I think this model is 'fair and good', but look at the mobile market, where a sale cost of $0 is king.

Something to be said about 'lower cost incentivizing bad practices' (as the article discusses), and yeah, some games could raise their price. But it's far fron 1-1, as 'sales volume' trumps 'sale price' in importance.

this post was submitted on 29 Aug 2024
89 points (88.0% liked)

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