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Why Games are Never Going to Get Shorter and Cheaper
Sunglasses_at_night
Monday, May 24, 2010

Editor's note: As a gamer, Jon wants 'em shorter and cheaper. But he argues that the realities of game development suggest that long games at a premium price point aren't going anywhere. -Demian


“I am convinced that in the future we must change the price of video games -- they’re too expensive for the audience," said Olivier Comte, VP of Namco Bandai Partners, last week. His words resonated with me in a way lots of industry buzz has been doing recently.

To my mind, there's no question about it: Video games are far too expensive for anyone other than the hardcore enthusiast, and even those individuals are paying a premium price for content which many could happily go without.

Personally, it's a struggle for me to play a lengthy game to completion (and I know I'm not alone, considering John Davison's recent GamePro editorial Too Big and Too Hard.) Unless a game offers a massive amount of variety in its gameplay, holding my attention for longer than five hours is a rarity. Anything more than that feels like time wasted just to see the story wrap up.

Aside from this writer's own opinion, though, what reason does the industry have to change?

 

Economically, lower price points make sense. Games would be considered by most (though I'll go out on a limb here and guess this doesn't include many of Bitmob's readers) to be luxury goods. Usually consumers of luxury goods are very responsive to a change in price, and as such a drop in price is likely to result in an increase in total revenue. Put simply, the increase in game sales would theoretically make up for the reduction of the price of every unit sold.

The second-hand games market would also suffer a serious blow. How many people will trade in a $15 DVD to buy the latest release? The temptation is understandably there with a $60 game, but reduce the cost and people are less likely to pawn off their collections to keep up with this week's must-haves.

Piracy could also take a hit. A major excuse cited by pirates is that they'd buy games if they could afford them, but since they can't, their only option is to steal them. Morally ambiguous this argument may be, but if games were cheaper, then certainly more gamers could acquire them by legitimate means. That said, if a 'pay what you want' model for a DRM-free charity release isn't cheap enough for 25% of people that played the Humble Indie Bundle, then piracy may well persist no matter how inexpensive games get.

Despite all these very utopian ideas, games -- or at least the big-budget releases that make up the majority of sales -- won't get cheaper any time soon. The reason for this lies in a little economic theory you've probably heard of called economies of scale.

The theory of economies of scale states that as your total output increases, your long-run average costs will decrease (until diseconomies of scale set it, but that doesn't really apply here). For example, a large supermarket can sell vegetables at a much cheaper price than a small corner shop because they can bulk buy and pull all those other neat tricks to pass the savings on to you, the consumer.

What this means in terms of games is that as a game's hour count increases (in other words, its output) the cost of producing each successive hour of content decreases. Getting a five-minute demo up and running is a hugely expensive endeavor for a developer, but once the graphics engine is chugging away, a character's modelled/animated, and enemy A.I. is in place, it's comparatively much cheaper to craft another hour's worth of content.

And that's why games "want" to be long: As a developer/publisher you can double the length of your game and raise the perceived value (and therefore the price) from that of a downloadable title to a retail release, all without doubling your budget.

Downloadable and browser games have exploded lately, in part because they scratch the itch of time-strapped gamers everywhere. But for those hoping to see games such as Uncharted make their way to us in more bite-size chunks, it might be a long wait.

So over to you. Is it ridiculous complaining that games are too long at a time when games are shorter on average than they've ever been before? Do you find yourself lusting after more when you finish a game, or has your enthusiasm peaked well before the credits roll? Would you be willing to pay half the price for a game that's half as long? Do you have enough time to play games to completion in the first place?

 
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Comments (8)
Jason_wilson
May 23, 2010


A game that was $49.99 in 1986 would cost $99.44 in 2010 dollars, according to the Consumer Price Index inflation calculator at the U.S. Bureau of Labor Statistics. A $29.99 game in 1986 would cost...$59.65 in 2010 dollars. Does that price look familiar? And I remember certain NES games costing upward of $80 in the '80s. I argue that games are more affordable now than every before, especially considering how easy it is to access the second-hand market via websites such as Amazon, e-Bay, and Craigslist, and how quickly places such as GameStop cut prices. 




Two factors are important whenever considering the "games are too expensive" argument. There are more games available now for more platforms than ever before, making those who purchase games regularly feel the pinch far more than those who buy games a couple of times a year. And wages have not increased enough in the past decade, especially for those in the middle class or lower. Since wages have not increased -- and have stagnated or decreased for many -- it makes everything appear more expensive.



Sunglasses_at_night
May 23, 2010


I take your point about there being more games than ever before on the market, but I'd argue that as a result of this I'm spending less time with individual games, and as such wouldn't have a problem with them being shorter if it meant they'd become cheaper.


Snapshot_20100211_14
May 24, 2010


I couldn't agree with you more.





While I love my fair share of RPG's, it takes quite a lot to hook me in. I was actually just having this discussion with a friend of mine. I bought Prince of Persia: Forgotten Sands over Red Dead Redemption. To most, this was crazy and outrageous, but I saw it as the opposite. GTA is very much based on the concept of fleshing a game out for false playtime. I can't count how many times you do the same type of missions over and over again just to extend the playtime. Even with the glowing reviews, I could still tell the pacing was very similar from everything I saw and read. It meant I would be doing a lot of point A to point B, killing enemies, back to point A, then off to point C and so on. Even if the free roaming is entertaining, that's only what an individual player makes it.





So, Forgotten Sands. I think it's absolutely wonderful. I was incredibly happy with the overall length, which was about seven or eight hours, and even started it up again until it lost my attention. I buy games like this, because I want to prove a point that not every game needs to be 20 hours long, or have multiplayer. I absolutely love games that clock in at about 8-10 hours. Anything over 15 is overkill most of the time.



But should these games cost me $60? No, they shouldn't. Prince of Persia has no real business being $60, as prices on Amazon will indicate. However, it would be an EXCELLENT $40 game.





I'm so sick of artificial length. A games value should solely be placed on how FUN it is. Not how long or pretty it might look. Ugh, I could go on all day.


Default_picture
May 25, 2010


Jason, the inflation calculator only functions on the dollar aspect itself, and is often touted as an excuse for products being more expensive now than in the past. While I won't disagree that it is a factor, it is not the only one, nor can it justify the current rate in the case of games. Other factors are to be considered, such as:



- development costs (a game in '86 was often made by 1-5 people, while now they have teams that rival the size of most movies)



-production costs (marketing, packaging, arranging distribution channels, etc. These are often larger than the development teams and get paid a lot more)



-distribution field (in '86, games were shipped at best to one region, usually local. Now they're shipped pretty much across 80% of the land mass of the world)



-Demand (this one's big one. Would you honestly pay $80+ for a copy of Shaq-fu? I personally have better things to do with my cash than that Now a box of them to serve as clay pigeons for skeet...)



-profit value (probably the biggest one. A 5 million dollar profit post all costs factored in was a huge amount of money in '86, but most companies today would call it a failure)



All of those are a much larger factors than inflation, and all of them are directly controllable by the producer. Current indie games have shown that you still don't need dozens of people to develop it or hundreds of people to get it out there. So I'm sorry, but I see the inflation angle as just another in a long line of excuses by the producers to justify charging a large amount for a game, when the actual reason is they want to make 60 million instead of 50 million.


Default_picture
May 25, 2010


just a side note, im glad nintendo hasnt jumped on the DLC bandwagon, if they did, I would've gotten a bunch of DLC levels and mario galaxy 2 might never have happened.


Default_picture
May 25, 2010


I definitely wish games were longer.  Back in the day it used to take me weeks, if not months, to completely beat a game.  Now it takes only a matter of days.


Bithead
June 07, 2010


Jon: Not only do you have a stellar name, but I agree whole-heartedly with your argument for shorter games.  I don't have time for numerous 30+ hour game experiences.  Sure, those few that I get around to, that warrant the time expenditure, are usually pretty amazing: Twilight Princess, Wind Waker, Metroid Prime series.  I'm not an RPG fan, I think, strictly because of my lack of desire to slog through endless battles.  I enjoy the feeling of winning a game.  Even if I didn't collect every last treasure chest or whatever.  For me, the game ends when the main objective is completed.  And I like that rush.  Even for a small game like Luigi's Mansion: I found it used, never had played it, so I gave it a shot.  Played it over a number of weeks in bite-sized pieces and, 8 or so hours later, won the game.  A lovely charming thing that was.  Give me more of those (at a reasonable price) and I'd buy way more games.  Sadly, due to the reasons you state, this might not be the case...


Default_picture
June 07, 2010


Length depends on the game type for me.  Final Fantasy, 40 hours please.  Prince of Persia, 8-10 is just fine.  And like Shawn said I think this is because I feel like in games like PoP or GTA they just add in levels that are the exact same as the last few to make the game longer, fluff.  That being said there are a couple games that just came out for lower than the $60 price tag.  3D Dot Game Heroes is 40 bucks; I assume its because it is probably relatively short and looks the way it does.  The upgrade Super Street Fighter 4 is only 40 bucks as it is just a rerelease with new content.  I cant think of any other examples now, but maybe if a few games had success with a lower price tag and a little less game, as the article suggests they might, more games would follow.


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