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Introducing a monthly subscription for next gen consoles and hiking game pass prices /s
Sadly that could actually happen at some point.
Already happening with cars and many things so it is inevitable
Gaming, is joining everything else at becoming harder to afford.
🏴☠️
Even past that, you can find sub-$10 quality games all over the various online platforms.
I'm old enough to remember a friend in college blowing $1200 on double-GeForce cards so he could max out specs on Oblivion. And from that perspective, gaming has always been unaffordable. But you don't have to game like this. Nobody needs to go four figures out of pocket to play Slay the Spire or Dwarf Fortress or even Counterstrike.
Hehe yeah, that is sort of what I meant. Gaming isn't what changed. Affordability changed.
High quality indie games are very affordable <3
"People are buying indie games instead and I'm not happy about it"
Not just indie games, every game. Every new game is in competition with every other game in existence. It’s a battle for recognition and attention, winners take all. Brutal situation.
Same goes for books, movies, TV, music.
Whose decision was it to charge 70-80 usd for a game?
Whose ai investments are buying up all the ram, gpus, and ssds?
Not consumers’…
And don't forget, everything is digital now, so that $80 game that you've completed in 2 weeks can't be traded for any secondary value.
Seriously. These CEOs need to get their heads out of their asses and open their eyes. My gaming PC is from 2019. My newest machine is lower power than that. A steam deck. And they've ruined the steam machine pricing too.
AAA games cost a lot, use basically all the same formulas from the past decade or two, and are expensive to make. They need to target less lofty graphics if they want to sell more copies. Less and less can afford bleeding edge hardware. Now is the time to double down in quality instead of fancy graphics. And this is why they're losing and indies are thriving.
That CEO has no room to talk about gaming being unaffordable and the industry ignoring the signs, when it's that very industry that made it unaffordable to begin with.
You can't claim ignorance of a problem you and your industry directly caused, Asha. You're as complicit in this as the industry you're saying is ignoring warning signs.
Hehe “Gaming has become unaffordable”. Continues to buy ram and other component capacity for AI data centers, while actively enshittifying every single game with microtransactions and forced game as a service bullshit. driving customers to increasingly purchase cheaper indie titles that are actually fun.
“Whatever can we do to fix this problem? “ <lays off veteran team so the shareholders can make 5 more Pennie’s a share, causing talent to look at different industries where they aren’t laid off every 2 years, causing every game to be made by devs fresh out of college>.
“This industry isn’t profitable anymore!”
How well is she paying her employees?
The CEO is a she, Asha Sharma.
Thanks, I assumed it was the guy on the left on the photo.
I ONLY buy games when they're on sale on steam, and they need to be like 60% off for me to even consider it
they need to be like 60% off
I just buy the game when it gets under $30.
Use gg.deals or isthereanydeal sites. Both show sales from a kot of 3rd party (legit) sites that redeem on steam (and others but mostly steam).
Very worth using and don't have to wait for a steam sale.
isthereanydeal can import your steam wishlist, and you can set a price threshold and other criteria on it. I have a $10 threshold on mine and there's plenty of stuff on there all the time.
Perhaps making one game per decade is a losing strategey.
Edit: I heard a million excuses for that over the years from AAA industry, but my counter is just pointing to Capcom. Why can they keep up both output and quality?
Why can they keep up both output and quality?
A lot of games produced under the Capcom brand are merely financed by Capcom and developed by smaller studios. Like how GameFreak makes Pokemon games for Nintendo. Clover Studio produces a bunch of indie games under the Capcom banner. Ninja Theory produced several of the Devil May Cry releases. Inti Creates spun out of the old Megaman team to keep turning out new titles when the franchise lapsed. Pragmata was built by a fully independent development team inside Capcom.
And... idk about "quality". They're as prone to releasing a flop as anyone. They just turn out a lot of iterative and derivative materials. Why are there 18 different Ace Attorney games over 24 years? Because there's just not a lot going on between versions, mostly. Same reason the Megaman franchise could turn over so quickly. One basic engine could support a plethora of titles.
There was a stretch in the late 90s where squaresoft released a final fantasy nearly every year for 5 years. Now it's once every 7+ years. I don't believe it should be that hard to make games these days. There are more people working on the projects, more tools and pre-made engines/libraries available. It's purely a management/budgeting problem.
These people only care now because it's actually affecting the bottom line.
Did they care when AAA pricing was lifted to $70 (base) as AAA quality took a nosedive? Did they care when "preordering" turned into "premium"? Did they care when microtransactions made some games into spend-to-win machines?
Hell, most of these clowns don't even play games. Just more rich people putting on the hat they think they need to get away with a "hello, fellow gamers."
Maybe the industry has a C-suite crisis.

I mean, unless you play the last four decades of games in emulation... or the couple hundred thousand indie games on steam... or the other few hundred thousand mobile games or...
Oh, you mean your company profits are in crisis. Yeah. Good.
The amount of money the industry blows chasing PR with the tiniest minority of whiny "core gamers" is going to be the downfall of AAA.
The problem is that investors are brain-dead, so Forbes picking up on negative sentiment from 500 neckbeards can legitimately tank a publicly traded publishers stock.
The vast, vast, VAST majority of gamers don't identify as gamers, don't play 50 titles a year, and sure as hell don't engage with gaming media or online discourse about gaming. 95% of games industry revenue is coming from people who don't give a shit about gamer "hot button topics".
The problem, like with most industries, is the speculative commodification of the companies themselves instead of just their products.
Well Asha, maybe you should talk to your boss Slopya about that AI problem that's raising prices on everything.
Maybe if they would stop burning through all the RAM and shoving AI down our throats...
I’m surprised they haven’t come up with a mandatory paid service where AI finishes your game for you. Just pay for the device. Pay for the game. Pay for online access. Pay for the mods. Pay AI to finish the game…Pay extra for a summary of your achievement's.
There was an article like a month ago about an AI assistant to play the hard parts for you.
Why would I pay $70 for shit that's super watered down when I could pay $20-40 for something made with real passion?
Well no but also yes.
An Atari 2600 was $160 in 1979. Cartridges were $25-40. Adjust for inflation and that's $738.56 for a console and $115-184 per cartridge.
Also minimum wage was $2.90 ($13.39). Median family income was $19,660 ($90,750.94).
And it was new tech.
So the prices have come down. There are a lot of amazing games that are cheap that you can play basically forever. Minecraft, Dead Cells, Skyrim, etc.
But our expectations have risen while our wages have come down.
So not wrong, but not right for the reasons you'd assume.
Bonus: A game you no longer play could still net something on the second-hand market, or maybe you'd trade it with someone. I know there was a group of people at my school that collectively had like two or three copies of the various Pokemon games they'd pass around, exchanging and loaning them on the fly.
Steam Family Sharing is a thing, but not quite so trivial to set up as handing them the cartridge. Never mind about reselling digital copies of games.
All the wealth is being concentrated in the hands of too few people. I'm not going to buy a $120 game when my salary is down, or I'm just laid off.
Problem is becoming a platform where you cant just buy the game anymore. You can obtain a digital licence that they can revoke at any time. So it’s more rent the game. And the price is up. And they have interfered with the studio and development. Plus you also have to pay for gamepass to even launch the game you ‘paid’ for.
This feels like a setup so they can present, “cloud gaming” as a solution. That way they can sell cheap hardware and yearly subscriptions for consistent revenue.
Reminds me of the Sim City 4 launch. The game was always online. People couldn't play it because their servers couldn't handle the load. One hiccup in the connection or servers and you're out of the game. It was single player but you couldn't play on laptop on a train, or plane.
It's a not good experience. And if things are like with Stradia you still have to buy the full game and pay the subscription for access. And because you're paying a subscription, people try to get their money's worth. That goes against the profit model that assumes you pay full price but only game a few hours per week. So companies start limiting hours per day, add premium tiers, that kind of thing. That'll cause a lot of resistance, especially with the young crowd with no money but lots of time.
Gaming studios have the choice to make stylized visuals instead of chasing hyper realism. They just decided not to.
Stylized games always age best
Every industry has an accessibility crisis. Lazy MBAs don't want to sell products that appeal to everyone if they can sell products that only appeal to rich people with less effort.
