August 4, 2009 6:00 AM PDT

Would you pay $100+ for a blockbuster game?

by Don Reisinger
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As we continue to monitor our buying behavior during the recession, something we can rely on during these difficult times is that video games will be affordable. For $50 to $60, we can derive hours and hours of entertainment from a single title. It's generally not a bad deal, in most gamers' eyes.

Gears of War 2

Would you pay $100 for Gears of War 2?

(Credit: Microsoft)

But what if a blockbuster title that took years and millions of dollars to develop was priced at $100 or more? Would the price make us think twice about buying it?

That might be the question we'll need to ask ourselves soon, if we are to believe former Sony Europe President Chris Deerling.

Speaking to U.K. publication MCV, Deerling said that if current development cycles and costs are maintained, a price tag of 70 British pounds per game is inevitable. Based on recent exchange rates and on the assumption that the game would sell for essentially the same price internationally, that would mean that U.S.-based customers would face about a $119 price tag for the title.

"Before there can be as many successful blockbuster games as there were in the past, games have to be produced in a more efficient fashion," Deerling told the publication. "In order to price these games at a level where they would support an industry (as strongly as) they did 10 years ago, they'd have to be sold at 70 pounds."

"Consumers won't spend more, but to write the game, publishers are having to spend more than ever before," Deerling continued. "That's the key problem."

And what a problem it is.

The video game industry has had a somewhat stable history when it comes to pricing. I remember buying Nintendo 64 titles for $60. The first PlayStation was originally offered for $299--$50 more than what the Nintendo Wii retails for today. The 3DO, a failed console from EA co-founder Trip Hawkins, sold for $699 when it went on sale in 1993. As most industries saw prices rise over the past 10 to 15 years, the video game industry has enjoyed relatively stable pricing.

Can video game developers get away with charging $100 or more for a blockbuster title like Metal Gear Solid or Halo? They might be starting to ease us into it.

A report surfaced in the United Kingdom last week claiming that Activision will increase the suggested retail price of Modern Warfare 2 in the country from 45 pounds ($76) to 55 pounds ($92).

That's a hefty price tag--but a reasonable one? According to Deerling, "the cost of development (today) is 10 times what it was for PS2, and more like 20 to 50 times more than on PSOne."

Assuming that's true, it would follow that today's games should be priced higher. And gamers, expecting blockbuster titles on par with Metal Gear Solid, should be ready to pay. But we have been conditioned to expect video game prices to hover around $50 to $60. When they start creeping up into the $70-and-up range, developers have usually bundled "collector's" items to entice us to buy the more expensive version.

Some developers have already crept up to the $100 mark, albeit after selling their game at a normal price. Bethesda, for example, released on Monday its fifth and final piece of downloadable content for its blockbuster title Fallout 3. These add-on packs cost anywhere from $10 to $20 a piece, have totaled up to $60--equaling the original price of the game and topping out the "complete" version at $120. Later this year, the company is simply re-releasing the original, along with the downloadable episodic content as its own game.

So perhaps that's the state we all find ourselves in today. We won't pay more unless we get more for it, but developers can't necessarily maintain the same cost structure and charge $60 for a game that ideally (for them, at least) would be priced at more than $100. It can't last this way forever. Eventually, one side will need to give.

Will we give in and start paying more for major titles? Or will developers simply cease development on huge, blockbuster video games? At this point, it's anyone's guess. But I doubt either solution will make everyone happy.

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Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.

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by chrkeller August 4, 2009 6:06 AM PDT
I'd wait and pickup a used copy for $30. Quite honestly I never buy games new anymore. Within 6-12 months of a release I can hit the used section of a local store and grab $60 games for $30. I see no need to pay full price for something that can't hold value for more than a few months. I tend not to waste my money.
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by Random_Walk August 4, 2009 6:37 AM PDT
Exactly.

Thing is, more and more people are doing the same.

Eventually, they'll get the hint and either start thinking straight, or they'll DRM-lock the games to one console and require activation (meaning you have to go buy it new).
by chrkeller August 4, 2009 8:14 AM PDT
I could see them doing some kind of DRM and trust me, the day that happens is the day I stop gaming. Or at least stop gaming on new consoles, I would stick with my old stuff.
by egghead1619 August 4, 2009 8:41 AM PDT
If only the game developers could influence the publishers to lower the prices of games to say $30 new. I'm certain I would be much more likely to buy the game instead of waiting for it to shed its lofty price. The game execs seem to only look at the short-term profits instead of brand viability. The more people that play your game, the more will want to experience the next offering. How do you set yourself apart in such a crowded space? Easy, stop listening to the game publishers, games do not need to be dumbed down and they don't need to be encapsulated in draconic DRM. Give customers what they want and we will pay for it. Hell, invite us to comment on the game as it is being designed instead of waiting to unveil it after all coding is done (Star Wars: The Old Republic rings a bell). This will reduce the likelihood of your game falling flat on its face and will provide you the opportunity to build a fan-base and develop the game to garner more consumers.
by umbrae August 4, 2009 9:12 AM PDT
Agreed. Games going up in price will only drive rentals and the used game market. 2nd sale doctrine has held up in court in the US, so I would see the use of DRM to eliminate the used market would be a court battle. With Gamestop, Walmart, and other getting into the used game arena there is a lot of market power. If they **** off Walmart they **** away a lot of new sales too.

When games were $39-49 dollars, there was not much of a used market. The $59 jump when it became popular. If they goes more, then sales will drop more as people buy used and rent. If they use DRM, then piracy will soar.

The solution? Stop spending so much on the development. Many of good games are not blockbusters. Just be more efficient with development spending.
by Vrmithrax August 4, 2009 10:41 AM PDT
I think you guys missed the point of the article... Game developers can't influence publishers to lower prices, when THEIR costs are skyrocketing. If they can't at the very least recoup their development costs, the will not be in business.

The problem is the development process itself, which is the driver behind the cost increases mentioned. It's sporadic and chaotic, with premiums paid for stupid things, and inefficiencies requiring constant rewrites, reworking, or chucking everything and starting over. It has become as mammoth an undertaking as making a blockbuster movie, which is ironic when you consider that computers and visual effects are making things much easier and more efficient in the movie industry. If the game developers would work on efficiency and optimization, rather than always trying to push the envelope and creating their own wake of destruction through their bottom lines, this conversation would be nonexistent.

But then again, most gamers are fickle and demand more bleeding-edge stuff... So I guess it's damned if you do, damned if you don't.
by Random_Walk August 4, 2009 12:16 PM PDT
"Game developers can't influence publishers to lower prices, when THEIR costs are skyrocketing. "

...so why are their costs going up?

It can't be the 3D/CG tools - those are actually getting cheaper to buy. In 1999, a seat of Maya would cost you $25k. Now you can get a seat for $4k (equivalent to 3DS Max and/or Lightwave with all the trimmings). Meanwhile, there have been a lot of just-as-capable but far lower-cost suites that have come out in the meanwhile (e.g. Modo, Silo, etc). There are even some pretty powerful free apps floating around out there (like Blender) that can do the job very nicely in skilled hands. There are even far, far more 3D/CG artists out there nowadays than there ever was in the mid-to-late 1990s.

There are more free and far more comprehensive game development resources (Gamasutra as one long-time ferinstance). The programming code is far easier now than before, thanks to expansions of OpenGL, and the introduction of some damned powerful libraries like SDL. (and even the likes of DirectX make it easy for the Windows-only crowd).

The only possible diff I can think of is the SDK costs - which are set and licensed by the console makers. Thing is, if the consoles are costing more to develop for, then cut back on what consoles you write for... enough folks do that, and the console maker with the most expensive SDK suddenly gets an epiphany and lowers the costs.

Another possibility is the licensing of trademarks and crap like that (e.g. games based on Disney characters, and such) - a sure cure for that is to have some originality and stop pimping brand names in/with your games, no?

Long story short - there's nothing really indicating which costs are going up that everyone bemoans... maybe some insight from the game industry itself would help? As it stands, the only one I can see rising that cannot be avoided is the console maker SDK/license costs. Other than that, everything else has become cheaper over time for the average developer who isn't relying on a franchise to get published.
by santuccie August 4, 2009 12:41 PM PDT
I'm not a gamer, but I think another factor that drives up the cost of development is bootlegging. Alcohol 120%, Game Jackal... every time somebody develops a new and tougher anti-piracy implementation, somebody finds a way to crack it. I remember thinking SafeDisc 3 was pretty tough, but even before CloneCD was updated, you could always mount a disc image with Alcohol. This cat-and-mouse game is costing developers sales, forcing them to gouge prices. And the higher the prices, the higher the piracy. That's where litigation and agencies like the APA come in. They can never hope to put an end to piracy altogether, but they can curb it by giving people some "incentive" to go legit.
by mudixon August 4, 2009 6:12 AM PDT
I'm not paying that kind of money for games, I don't care what the game is. I'll just rent exclusively through services like GameFly, which offers purchasing used games at a much better price. Heck, I balk at the $59 price tag for games... especially ones that have low replay value (online gameplay doesn't count).
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by Stefaninafla August 4, 2009 6:21 AM PDT
In a word, no.
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by darkebinary August 4, 2009 6:26 AM PDT
Notice this guy came from Sony..... That should be enough to tell you why they would want more money for games. Apparently someone from the Sony music and movies divisions passed their business model over to the consumer electronics division. The good old if you can?t sell it, raise the prices and claim it?s a superior product model. Consumer electronics and media always come down in price over time. Remember how much you paid for your first DVD player, laptop, or MP3 player compared to what they cost now? Video game consoles are not new. If they haven?t reined in their development cost then they deserve the fate that awaits them. The last game I paid $60 was interesting for about 14 hours. It was ?beat? in one weekend.
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by ofmyony August 4, 2009 6:29 AM PDT
NO
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by stale_pancake August 4, 2009 6:30 AM PDT
Not in my lifetime. And I have to say, these game developers, in my humble opinion, are going in the wrong direction. I personally gave up on games after the PS2. The PS2 and I do own a DS is about all I feel I would ever need or want. Just give simple, entertaining and fun games. I don't need massive levels, three books like size of almanacs to read and a back story the size of an epic novel. Just speaking for myself, if it's more complicated than Donkey Kong or Space Invaders, they are going in the wrong direction. I liked Doom, Decent, and Decent II was, perhaps is, my favorite game of all time. All are simple. If you can hold a joystick and move up, down, left and right, you can fly. And if you can hit that fire button, you can destroy. That's pretty much it for me.
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by El_Segfaulto August 4, 2009 10:47 AM PDT
Now get off his lawn!

* note that I agree with you completely, I just couldn't resist the classic joke
by ballssalty August 4, 2009 6:31 AM PDT
No way I pay $100 for a game. I sell my console if prices get that high. The cost to create blockbuster games should not be climbing. New tech and advances should be making game creation more efficient, thus lower cost, not the other way around. If that's not the case they better figure out how to make them more efficiently or the console gaming industry will start to fade. Parents will balk at plunking down $100 a game for their kids and me as an adult gamer cannot afford a hobby that charges $100+ for a game. If you raise prices, volume will decline. You may end up with more total revenue with lower volume, but eventually you'll get lower revenue with lower volume.

Back in the late 80's early to mid 90's PC games cost the same as they do today, but back then you got manuals the size of books and posters and other stuff as well. Total game play time was calculated in days not hours. Today you get a clamshell case with a CD in it. Maybe a slim booklet if you're lucky and total game play of maybe 8 hours.

To be fair a $50 game in 1992 when taking inflation into account would cost $75 today. Would I pay $75 for a game? If it came with as much stuff as it did over 15 years ago, probably. But only if it was a star title like a Modern Warfare or Bioshock.
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by cvaldes1831 August 4, 2009 7:18 AM PDT
Nah, in any case, they'd probably split a $100 game into two $50 games.

Besides, iPhone is dragging down the price of games. The handheld game machines (DS, PSP) are already feeling it. Nintendo has already warned that iPhone/iPod touch is now a competitor. Apple is updating its hardware every year and solved the distribution issue. The basic Nintendo DS platform is about five years old and still relies heavily on physical media.
by kelmon August 4, 2009 6:32 AM PDT
Definitely not - video games are not worth that sort of money. A game does not need to be "a blockbuster" in order to be fun and, frankly, that is the only thing that is important.
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by Chwith August 4, 2009 6:34 AM PDT
The problem as I see it is that we need a shift backward. Look at the resurgence in smaller games that are loads of fun. Look at some of the successes on Xbox Live Arcade. Games like Braid, Battlefield 1943 or other games that have done well in that market. Most of them are not huge AAA titles. They are small projects that pack a lot of gameplay into their product.

Personally, I'd rather pay $20 for a game that I have no expectations for. If I'm paying $100 for a game then a. I'd better like it. . . a LOT and, b. It had better hold my attention for a LONG TIME. My expectation for a game I pay that much for is exponentially higher.

Another option (and I know this is a sore subject,) product placement. Let me walk into a building in Modern Warfare that is littered with Pepsi cans and Pizza Hut boxes. If done right it makes the world more believable. And make sure that the company pays for the privillage of being seen in the game. As long as it's not overdone or I don't have to sit through 10 minutes of commercials every time I fire up Gears of War then I'm good.
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by Argyll August 4, 2009 6:34 AM PDT
In two words: Hell no!
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by NeedlerFanPudge August 4, 2009 6:36 AM PDT
Sorry Don, but I don't buy that last line. There are enough people pirating games on every important console that the first worry is getting gamers to buy legit games in the first place. If you raise the price even a little, more people will be propelled to get their games from a shady back alley. Second, who would define what a blockbuster game is? When games went up from 50 to 60 bucks this generation, ALL games went up, cause why would you sell initially less than the norm? Clunkers like Bomberman Act Zero, and Viva Piņata and Licensed Games for 60 bucks is not a good deal.

It's a good thing that the leaders of Sony are the ones saying this, cause they truly have the least say this generation. They'll be playing catch up till the new consoles release, and sadly for them this is looking to be the longest generation in history. So forget what Sony says, listen to Microsoft and Nintendo, who are perfectly happy to sell 50 dollar retail games and even cheaper games over Xbox Live. They are the true movers and shakers in the industry.
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by sting7k August 4, 2009 6:39 AM PDT
Don you forget that they already charge that much if you factor in DLC. Games like Halo 3, Fallout 3, GTA:4, and just about every game these days has loads of DLC released after the original game. Driving the cost up and probably took far fewer resources to make the full game. They also save money on distribution because it's downloaded.

I already buy only AAA titles and not very many of them. If games were $100 out of the gate and then more with DLC I probably would not buy more than 1 or 2 a year from my now 5-6 a year that I play.
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by juri_ August 4, 2009 6:40 AM PDT
Many people paid over a $100 for Gears of War 2 but are simply not aware of it:

Gears of War 2 $59
Flashback Map Pack $15
Snow blind Map Pack $15
Combustible Map Pack $15
Dark Corners Map Pack $15

Games will become less expensive to buy initially (TF2 experiment, etc...) but additional content will be offered. This will shorten the time to market, allow for longer support cycles after the game is released and allow them to sell a lot more of the game online and skip the brick and mortar stores so they will even have bigger profit margins.
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by tsi26 August 4, 2009 6:42 AM PDT
Well...it seems we're almost there. Gears of War 2 is $60 and if you want to play online you pretty much have to buy all the frakkin' map packs which is another $20 for all of them. Personally, I love GoW 2 but I'll be damned if I'm going to pay another $20 bucks for the game. $80 is just to much. If I can't find any online matches without the map packs it time to resell the game. : (
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by jdfwarrior August 4, 2009 6:45 AM PDT
I think that paying $60 for a game now is too high, especially when you can go buy a game, get home, and it suck! I wait a while and buy them used and save a little money. At $100 for a title though, the used price would be the equiv of the new price now.

If game prices increase that much.. you'll probably see more people begin to hack their console and see a HUGE spike in piracy. If games go to $100, I'll be one of those people saying "arrgghhh!!!"
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by pithenumber August 4, 2009 6:46 AM PDT
if the game is worth $100, I'll pay $100
the thing is, not many games are worth $100
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by gsigas August 4, 2009 7:32 AM PDT
I agree. If they developed games that had massive replayability it would not be an issue. If I am getting 100 hours of solid and fresh entertainment for the $100 its no big deal, but if I am only getting the same 15 hours I currently get from an average title then its just not worth it. Another way to do this is to keep adding content to the core game, as other people have mentioned, rather than charging the $100 in one shot.
by ddesy August 4, 2009 6:48 AM PDT
Over $100 for a game? Sorry, but no. The fact that the newer consoles (other than the Wii) raised game prices to $60 is sickening enough.

With the increasing quality of easier to use development tools, the price shouldn't need to increase that much. Besides, many of the fancy looking new games aren't even as entertaining as older games were.
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by Zoobie August 4, 2009 1:41 PM PDT
Not to mention that there is a lot of balking at the current console prices while people cry for price cuts.

I won't pay $60 for a game, so there is no way I'll pay $100. Talk about being out of touch with the current economic environment.
by jackingoldsby August 4, 2009 6:52 AM PDT
I'm not sure that you can assume the cost will be the same UK.price * exchange rate. I lived in London for 10 years and when I moved to NYC I was astounded how much cheaper everything was. In the UK, they are used to paying higher prices for everything (clothes, media, accommodation, travel, food )
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by mogamer August 4, 2009 6:54 AM PDT
Hell no!
Instead of blowing out big budget games that
A) Suck
B) concentrate on online multiplayer but cut short the single player so that they can sell multiplayer map paks

They should sell games for $40. It has already been shown that selling games cheaper results in more games being sold. One of the big reasons Gamestop is so huge is that they sell used games at the prices consumers want to pay. Developers are lazy. They create huge multiplayer games because they don't want to take the time to write good stories for the single player part. Most consumers don't feel that those games are worth $60 much less $100. And if they go to console locking DRM, the publishers will be shocked at how low sales will get. I and a lot of others will drop out of the console market.
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by pithenumber August 4, 2009 7:04 AM PDT
I'd actually prefer developers focusing on multiplayer
b/c unless they are very good and make the single player have insane replay potential, multiplayer is where I'm going to spend most of my time with a game
by ddesy August 4, 2009 1:01 PM PDT
The problem with Gamestop is that tons of the used games they sell are in poor shape. At one time they seemed to have standards for the shape a disc was in, but from what I've seen at multiple locations, they don't seem to anymore.
by Renegade Knight August 21, 2009 7:19 AM PDT
I agree. I don't really care to play with the morons online. Give me a good single player story, or some good multi player fun so I can invite my friends over.
by virtualtodd August 4, 2009 7:03 AM PDT
Isn't the market for games much bigger than it was 10 or 20 years ago? Selling many more games at the same price point results in higher revenue. Selling fewer games at a higher price point could result in lower revenue.
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About The Digital Home

Don Reisinger is a technology columnist who has covered everything from HDTVs to computers to Flowbee Haircut Systems. Besides his work with CNET, Don's work has been featured in a variety of other publications including PC World and a host of Ziff-Davis publications.

Don writes product reviews for InformationWeek and is a regular contributor to Processor Magazine. You can visit his personal site at DonReisinger.com or if you would like to email Don with questions or comments, drop him a line at CNETDigitalHome@gmail.com. He is a member of the CNET Blog Network and is not an employee of CNET. Disclosure.

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