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| [Apr 18, 2012, 7:21 pm ET] - Share - Viewing Comments |
Thanks nin.
The PA Report - How Valve “devalued” video games, and why that’s great news for developers and players.
Those seem to be wise words, and gamers are increasingly sensitive to the price of the games they play, but when you look at the data you see that Valve has done something magical: The company has found a way to charge less, and earn more. This isn’t a purely selfish move, as developers also praise the pricing structure of these sales. The issue of game pricing is much more complex, and mysterious, than most are willing to admit.
Wired.com - We Don't Need Game Publishers, Hardware Makers or Retailers.
But something critical has changed. While publishers, retailers and hardware makers might still be adding value, they are no longer required. Using the miracle of the internet, game creators can make videogames — good ones! — and sell them to game players without any involvement from traditional publishers, retailers or hardware makers. And when creators don’t have to put their work through the gauntlet of middlemen, with everybody down the line taking their cut of the profits, they can sell those games much more cheaply.
The PA Report - The ugly side of Kickstarter- the risks in backing game dev campaigns are greater than you think.
Of those projects that do manage to ship, some will be good games and some will be awful, with most winding up somewhere in the middle. This is the reality of game development in the real world, and projects funded by Kickstarter are no different. The unfortunate truth is that many backers of game projects are buying the ability to wait 18 months to play a mediocre game.
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Re: Op Ed |
Apr 19, 2012, 04:05 |
killer_roach |
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Wowbagger_TIP wrote on Apr 19, 2012, 03:36: People keep talking about a Kickstarter bubble. I still don't understand how it is a bubble. The two rules of bubbles, as a finance friend explained them to me:
Bubbles are inherently unstable. What goes up must come down. Bubbles are inherently insane. They may go up far more before coming down.
At the scale in which they are occurring at present, I don't think they're yet necessarily unstable, which would make the insane part moot.
If we start seeing Kickstarter projects amount to a non-trivial portion of game spending, say, up to a 5-10% level, then maybe we can talk about their instability.
(Personally, I think these Kickstarter projects, in some ways, are really doing what I've been arguing for in terms of game pricing for a long time, but I'll leave that for another time. Only so much econ nerd stuff for one post, you know.) |
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