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I
Can’t Buy That for a Dollar…or Even Twenty Dollars
For
many of us, we’ve looked at our wallet forlornly at least once after a
wild orgy of spending at our game shop of choice because we just had to
pick up two or three new releases as soon as they hit the market.
Sure the games were fun, we wrote off more weekends than we’d
like to admit, and some of us may even have taken a sabbatical from
bathing (much to the chagrin of those downwind), but yikes, games can
really inhale a person’s income if they aren’t careful.
Even a single game will likely run someone $50US and that’s no
small beans. Why do these
games cost so much? Why
aren’t their retail prices more in line with other entertainment
mediums like the DVD market for example?
Now,
I’m certainly no master economist, but I’ve been finding myself
asking these questions more and more over the last few years; probably
because I don’t live at home anymore and no longer have the luxury of
enjoying large sums of disposable income without the need to worry about
rent, bills, food, and all of the other incidentals that real life
throws at a person.
Drawing the comparison most people seem to gravitate towards, that being the comparison of the videogame industry to the film industry, it isn’t hard to start wondering why games cost more than twice that of their cinematic counterparts on store shelves. Games can run from a few million dollars to the tens of millions of dollars to produce and more often than not have an initial retail value of about $50US. Conversely, most movies (other than low-budget independent films) can easily have a starting production cost in the ten million dollar range, if only because of the astronomical pay notable actors make per film, and still manage to retail for approximately $20US on DVD. |
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Of
course, it could be argued that a big reason for the considerably lower price of
DVDs at retail compared to games is that the movie industry has the
advantage of working in a “duel” market.
It may cost $20+ million to make a movie, but it will first hit
the big screen where it will presumably make back it’s production
costs, and then come to DVD a few months later where the sales will be
almost all profit as studios enjoy the home market gravy train.
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But
the problem with this logic is that one has to assume that all movies
make enough from box office sales that they can afford to be sold at a
reasonably affordable price when they make the leap to the DVD market.
Obviously this just isn’t the case, as we’ve all seen
countless big, or even modest, budget films not perform all that well in
theatres, yet still get its DVD release at the $20US price point.
If anything, the film studios will market some of these titles
even more rigorously for their entrance into the DVD market when it
didn’t pull in as many movie goers as expected when the title was on
the big screen. The logic
here is to try to get a buzz going for the DVD and get it sold en masse
for the home market where people can pick up the movie and watch it as
many times as they want for a measly twenty bucks.
This
is one area that game publishers seem to often shy away from.
The closest they seem to come to doing anything en masse in North
America is the uniform release of 80% of their goods in time for
Christmas – then wonder why their quarterly results don’t look so
hot when they come to the not-so-startling conclusion that $50 is a lot
of money no matter how you try to sugar-coat it.
If the average consumer is only going to budget $100 for new
games over the Holiday Season, chances are they aren’t going to budge
from that. Sure, he or she
may plunk down an extra $50 for one more game, but that’s about as far
as it will go. And with so
many games out at once vying for people’s attention, the large
selection is only going to dilute their purchasing decision or acutely
focus it on one or two games, with perhaps a handful of others selling
well as sloppy seconds as someone buys THE game for the Christmas season
and are tracking down a couple more games to blow what’s left of their
$100 gaming budget. Just
look at Christmas of 2002 where Vice City dominated game sales.
It took the lion’s share of the profits for that quarter with a
few other games coming along for the ride.
This past Christmas there was no real standout title that
everyone agreed was the title to get so sales were divided amongst a
number of great, slightly lower-tiered games (at least in the eye of
your average consumer that likely doesn’t frequent a site like this),
causing a number of titles to under perform and likely more than a few
game publishing execs to become just a tad nervous.
The
problem here is not only that way too many games are being released in a
short time frame; it’s also the mindset that their retail price
instils in shoppers. With a
$50 MSRP, games are more likely to get consumers counting their pennies
before making a new purchase, but at a lower price point we would start
drifting toward the magical world of impulse buying.
How many times have you visited your local music shop or movie
outlet with a vague notion along the lines of, “I think I’m going to
buy a few CDs or DVDs today” then get to the counter and find out that
it’s going to set you back $10-$20 more than anticipated?
If this has never happened to you, then kudos, you’re stronger
than a lot of us. For the rest who have had this happen before there’s a good
chance you shrugged it off because, hey, you just got an armload of DVDs
or CDs that you’re interested in and on the whole it didn’t cost all
that much when you consider how many items you bought relative to the
price. One has to wonder
why the game industry doesn’t try to tap into this mentality.
But
the answer to this could come from a couple of reasons.
Firstly, console and handheld games have licensing fees to be
dealt with on top of the production costs for game XYZ.
Whenever a game publisher sells a title for a console, they have
to pay a predetermined fee to the manufacturer of the console the game
was made for. Of course the
game publisher isn’t going to swallow the cost, it’s going to pass
it on to the customer. That
right there will likely increase the price of a title by a good $10US,
and worse still for consumers is that this licensing fee just isn’t
going away as much of it goes toward R&D on future consoles (so we
won’t have to pay $1,000 for a PS3 or Xbox 2).
The
other hurdle is again to do with perceptions and mindsets.
Many people associate cheap games with low quality products
unless it has “Greatest Hit” written on the box in big blazing
letters. It would really
take an industry-wide concerted push to change this frame of mind and
whether or not the big wigs would be willing to put in the blood, sweat,
and tears to do it is anyone’s guess.
Really,
there are no easy solutions to seeing a fundamental change in game
pricing procedures as countless more $50 titles hit store shelves every
week. Nonetheless, one has
to wonder when the industry will hit a saturation point where sales will
start to suffer because of current MSRP trends.
It looks like we may already be starting to see it from looking
at recent game-related sales of the past few Holiday Seasons as many
well-crafted titles under perform at the cash register, despite all of
the hoopla and crocodile smiles from press releases and industry
associations who are constantly telling us that the game industry has
Hollywood’s number. I guess that whole argument depends on whether you’re a
glass half full, or glass half empty kind of guy…
- Mr. Nash (February 15, 2004)
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