<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Khakionion:<BR>So...admittedly L4D has been out for a while, but sheesh, can we get over this $50/$60 price point for new games? It's software. I really can't believe, especially when using digital distribution, that $50 is the optimal price for a new game. Clearly, a good product is going to sell like gangbusters at a lower price. Am I just being a bitter anti-economist?<BR><BR>Long tail crowdsourcing blah blah blah... </div></BLOCKQUOTE><BR>Clearly some people will pay $50/$60 for a new game, so it makes sense to charge that at the outset. If you start at $30, you're leaving $20/$30 on the table for each person who would have purchased at the higher price. This is why it makes conceptual sense to start off at the highest price you can get anyone to pay, and proceed to drop the price over time until you've exhausted the market of all the people who will pay anything for your game.<BR><BR>In practical terms, of course, games (most especially MP-focused games) have giant discontinuities in perceived value based on their popularity due to the network effect, so it behooves the seller to set an initial price that is low enough to immediately encompass a market share large enough to be over the network effect threshold. And it also behooved the seller to hold off on dropping the price for some period, lest you decrease the number of people willing to pay the higher price up front (that is, if they know the price will drop in a week, some portion of those otherwise willing people will wait that week).<BR><BR>Whether the $50/$60 price point is the ideal starting point is, obviously, debatable. But there's no particular reason, based on these stats, to think that companies would necessarily be better off setting their initial price point lower. After all, Valve still got all the money from the people who bought during the sale, plus all the money they got from people who bought at the higher price.<BR><BR>And, really, it seems like the initial price point of $60 may - if anything - be suboptimally <I>low</I>. The increasingly popular "collector's edition" is a simple effort to identify the people who are willing to pay even more than $60 and get that extra margin up front.<BR><BR>Besides, if you compare the trend in list prices of new releases to the trend of inflation from, say, 1985 to now, game pricess have decreased in real terms.