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12. Re: Morning Consolidation Jul 5, 2012, 15:04 eunichron
 
Agent.X7 wrote on Jul 5, 2012, 13:47:
Gruntstein wrote on Jul 5, 2012, 13:41:
eunichron wrote on Jul 5, 2012, 13:22:
That's a joke right? The comparison between a $60 console/PC game and a $2 iOS game is... well, there is no way to compare them, they're not even the same target market or audience. That might be the dumbest statement anyone has ever made, even rivaling Pachter.

You took that statement too literally. He's not saying that every game needs to be dirt cheap. He's saying that there meeds to be more flexibility in pricing on the mext gen consoles if they're to compete with Apple at the low end of the market. He also said that the current pricing model ($60 games) isn't sustainable. His assumption that digital distribution will bring prices down is naive, but his observations are fairly sane.

Except that a $2 iPhone game is no issue for almost anyone to download over the airwaves. A $60 PS3 game weighing in at 14GB? It takes forever, and not everyone has the net connection to get it. In the area aroud my store, only the actual town gets high speed internet. All of the surrounding areas get dial-up. It's about half the population of this area. I;m guessing we are not an isolated case, so making games download only seriously undermines your player base.

Not to mention the increased development costs of a multi-platform AAA title. Take for example MW3 (we can argue about the justification for its $60 price tag based on content, but that's not the point), there's a development team nearly 100 people whose salaries you have to pay, QA teams salaries, development for three separate platforms (Xbox, PS3, PC), ongoing support via patches, DLC, official servers to run, and of course marketing costs. With digital distribution the saved costs in physical media are overtaken by server and bandwidth costs and administration (remember back in 2003 we all thought that Steam would mean lower game prices, but it became pretty apparent that maintaining the systems was just as expensive as preparing game boxes and media for retail sales).

An iOS game might have a development team of a handful of people, usually indie. QA is easier because you're dealing with a single, uniform, system. Marketing is usually by word of mouth, or just on the AppStore itself.

That entire quotation on the relationship between mobile and console games is just completely ridiculous, and makes absolutely no sense.
 
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