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Triton announces preorders for the digital distribution of Prey are now being accepted and preloads of Human Head's first-person shooter will begin shortly so it will be immediately available upon the game's release date of July 11:

Pre-ordering is now available through the Triton Player for $49.95 by clicking the "Preload Prey" box. By pre-ordering you will be able to start playing Prey within minutes of the release at 12:01 a.m. on 7/11/2006. In a little over a week you will be able to start pre-loading Prey so that there will be no wait once the clock strikes midnight.

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172. Re: Sham Jul 7, 2006, 10:49 Riley Pizt
As always this is true because Riley says so! You seriously need a reality check.
You seriously need to learn how to read and think.

People spend dozens of hours with a game because they ENJOY it, not because it cost them $40, $50, or even $60. If I buy a game for $60 and am not having fun, I dont feel compelled to play it over and over because I spent $60. I simply dont play it, and I may sell or give it away to a friend that does want it. Likewise Im not going to only play a $10 for 2 hours just because I got it for cheap.
You totally missed my point. My point was not that people won't necessarily spend many hours on games they didn't pay much for or that they don't enjoy playing long games. My point was that the notion that people won't buy more games than they currently do because they don't have enough free time to spend dozens of hours on each one is ridiculous. Most people who buy games would buy more of them if they could get multiple titles for the same money they currently spend on one. The time factor is a trivial concern because they are already willing to spend that much money on games.

If I buy a game for $60 and am not having fun, I dont feel compelled to play it over and over because I spent $60.
You are the exception then not the rule. I remember once at E3 I attended a forum where some of the presenters were discussing the PC game market, and Robert Garriot said that one difference between the Korean game consumer and the American was that Americans would usually stick with a game longer even if they had some problems with it if they had invested a significant amount of money in it upfront. That is a major reason why it was important for NCSoft to sell its MMO games at retail in the U.S. whereas in Korea, its retail sales are relatively miniscule because Korean consumers find paying the equivalent of $50 upfront for a subscription game absurd and would rather download the client and pay as they play.

This comment was edited on Jul 7, 12:02.
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