It feels to me like the closer we get to the Nintendo Switch 2’s June launch and the, apparently, $80 games associated with it, the more people are fighting with themselves over what is and isn’t worth it. But at least Sony veteran and previous head of PlayStation Indies Shuhei Yoshida is free from inner turmoil – he thinks relatively expensive, high quality video games are unequivocally necessary.
“I don’t believe that every game has to be priced the same,” Yoshida continues. "Each game has different value it provides, or the size of budget. I totally believe it’s up to the publisher – or developers self-publishing – decision to price their product to the value that they believe they are bringing in.
Yoshida continues to say that, “In terms of actual price of $70 or $80, for really great games, I think it will still be a steal in terms of the amount of entertainment that the top games, top quality games bring to people compared to other form of entertainment.”
“As long as people choose carefully how they spend their money,” he continues, “I don’t think they should be complaining.”
Considering the at least 200+ hours I invested in give or take ten* games throughout my childhood / adolescence / young adult past, then even €100 would’ve been a steal.
I’ve always thought games were expensive until studying game development in college. From programming to 3D modeling, and boy can I confirm that it takes a lot of work to do well. The developers and artists that do it well, and ethically, deserve to be fairly compensated as such, provided no one becomes disproportionately rich.
*Age of Empires 2, MU Online, Unreal Tournament 1999/2004, Tony Hawk Pro Skater 1/2/3, Battlefield 1942, Wolfenstein: Enemy Territory, R.O.S.E. Online, Counter-Strike 1.6, Counter-Strike: Source, Battlefield 2, Insurgency.
The developers and artists absolutely need to be fairly compensated for the highly skilled work they’re doing. The question is, does a good game require 1500-2500 of them? That’s where you need to sell 9 million copies of an $80 game to break even. Particularly in an era where online sales mean you no longer need a distribution partner who will produce hundreds of thousands of discs at a time, and who has existing partnerships with big box retailers, so much of that publishing budget, relationships and supply chain are no longer needed. Even with the standard 30% cut that digital storefronts take, a team of 30 people can spend five years developing a game for $15-20 million, including marketing and localization, sell 500K copies at $50 and break even. This type of scaling back is what’s needed to keep the industry profitable and sustainable. I’m not saying there’s no place for huge budget games, but they don’t need to be the norm that bankrupts developers from one bad release.