[url=http://meincmagazine.com/civis/viewtopic.php?p=26322119#p26322119:2a5oucd5 said:nehinks[/url]":2a5oucd5]Seems good if it leads to more frequent sales. However, I'm a little worried we'll end up with fairly constant low discounts (10-20%ish) rather than the big sales Steam is known for. I'm sure it can be scary to discount your own project by a large percent, but to me, 75-90% sales are what get me past the "eh, I have 25+ games I haven't started/finished on Steam already" factor.
On the other hand, my wallet might thank me in that case...
"[If] we do a 75 percent price reduction, our Counter-Strike experience tells us that our gross revenue would remain constant," Newell said. "Instead, what we saw was our gross revenue increased by a factor of 40. Not 40 percent, but a factor of 40. Which is completely not predicted by our previous experience with silent price variation."
It's that 20% that could push people to buy the title on impulse and/or not wait x months for the hyper-discount sale, and that's a gain for both the consumer and the devs, right?[url=http://meincmagazine.com/civis/viewtopic.php?p=26322119#p26322119:v6t2enid said:nehinks[/url]":v6t2enid]Seems good if it leads to more frequent sales. However, I'm a little worried we'll end up with fairly constant low discounts (10-20%ish) rather than the big sales Steam is known for.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322191#p26322191:2afp1bqb said:Thordane[/url]":2afp1bqb]If enough devs discount their games by 33% maybe Half Life 3 will be summoned?
Agreed they do not HAVE to be exclusive, and any sales on things you really want/can't wait for are good. I'm just wary that developers might not see it that way. I'm guessing Steam is implementing this because finding the correct discount match for each game takes work on their end. Seems possible that they might cut back on it and let the game developers do most of the work. Probly just being pessimistic though![url=http://meincmagazine.com/civis/viewtopic.php?p=26322269#p26322269:nltm2o9p said:QuattroV[/url]":nltm2o9p]It's that 20% that could push people to buy the title on impulse and/or not wait x months for the hyper-discount sale, and that's a gain for both the consumer and the devs, right?[url=http://meincmagazine.com/civis/viewtopic.php?p=26322119#p26322119:nltm2o9p said:nehinks[/url]":nltm2o9p]Seems good if it leads to more frequent sales. However, I'm a little worried we'll end up with fairly constant low discounts (10-20%ish) rather than the big sales Steam is known for.
It's not as if the two are mutually exclusive, this is just more customization and an avenue for more consistent sale volumes.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322247#p26322247:20pjb3sk said:bburdge[/url]":20pjb3sk]And overall this is nothing but positive for the developer - the incremental cost of one more license is effectively nothing, so selling 100 at $10 is preferable to selling 25 at $40 (because more units out is more customers for later even if the revenue is equal), but according to Newell the difference is more like selling 400 at $10 compared to selling 10 at $40, that's huge.
Actually, he's saying revenue is 40x, so that's like going from 10 at $40 to 1600 at $10.[url=http://meincmagazine.com/civis/viewtopic.php?p=26322247#p26322247:1xpojq7f said:bburdge[/url]":1xpojq7f]And overall this is nothing but positive for the developer - the incremental cost of one more license is effectively nothing, so selling 100 at $10 is preferable to selling 25 at $40 (because more units out is more customers for later even if the revenue is equal), but according to Newell the difference is more like selling 400 at $10 compared to selling 10 at $40, that's huge.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322191#p26322191:3p7ve7cb said:Thordane[/url]":3p7ve7cb]If enough devs discount their games by 33% maybe Half Life 3 will be summoned?
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322463#p26322463:1gsnff3f said:MattEvansC3[/url]":1gsnff3f][url=http://meincmagazine.com/civis/viewtopic.php?p=26322191#p26322191:1gsnff3f said:Thordane[/url]":1gsnff3f]If enough devs discount their games by 33% maybe Half Life 3 will be summoned?
Wrong! You need to discount it by 87.5%
cost of game = 1
one half life = 0.5
two half lives = 0.25
three half lives = 0.125
0.125 is 87.5% of 1.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322403#p26322403:wu15y1y9 said:QuikMix[/url]":wu15y1y9]Steam gets so many thing right that it's almost unimaginable how badly other digital services are executed (looking at you Origin).
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322247#p26322247:34txwk5q said:bburdge[/url]":34txwk5q][url=http://meincmagazine.com/civis/viewtopic.php?p=26322119#p26322119:34txwk5q said:nehinks[/url]":34txwk5q]Seems good if it leads to more frequent sales. However, I'm a little worried we'll end up with fairly constant low discounts (10-20%ish) rather than the big sales Steam is known for. I'm sure it can be scary to discount your own project by a large percent, but to me, 75-90% sales are what get me past the "eh, I have 25+ games I haven't started/finished on Steam already" factor.
On the other hand, my wallet might thank me in that case...
Agreed, and Newell's quote agrees with this.
"[If] we do a 75 percent price reduction, our Counter-Strike experience tells us that our gross revenue would remain constant," Newell said. "Instead, what we saw was our gross revenue increased by a factor of 40. Not 40 percent, but a factor of 40. Which is completely not predicted by our previous experience with silent price variation."
There is a point (which varies by game) below which the game becomes an impulse buy. There's a bunch of games on my Steam account which I never really wanted - until I saw the sale at 80% off, and suddenly getting a AAA title for $9 was just irresistible. And overall this is nothing but positive for the developer - the incremental cost of one more license is effectively nothing, so selling 100 at $10 is preferable to selling 25 at $40 (because more units out is more customers for later even if the revenue is equal), but according to Newell the difference is more like selling 400 at $10 compared to selling 10 at $40, that's huge.
So I hope the devs still take into account Valve's experience in this, and use this feature to help them boost sales at points important for their company.
The only other digital service that seems to do it right is the Ouya store. It's no Steam, but there doesn't seem to be any other contenders for 2nd place.[url=http://meincmagazine.com/civis/viewtopic.php?p=26322403#p26322403:2ct89fbi said:QuikMix[/url]":2ct89fbi]Steam gets so many thing right that it's almost unimaginable how badly other digital services are executed (looking at you Origin).
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322489#p26322489:m6c16yex said:Tundro Walker[/url]":m6c16yex]The problem with this is that major dev companies will drastically reduce the price on the core game in order to get more customers in, hopefully get them hooked, and then have a new audience that will pay full price for the DLC's.
The base game these days is the loss-leader ... dev company could willingly give it away free as long as it gets customers hooked. Rolling out DLC after DLC for $5-$10 a pop is what racks up the real profit. (See Borderlands 2)
edit:
I guess I should clarify why I think this is a problem. I grew up with gaming in the 90's where you got a complete game, and very rarely an add-on came along. Most of the time it was a full sequal. I'm really tired of getting a core game and then getting nickel and dimed for DLC. Even GOTY editions, which used to be considered all-inclusive, are now just "everything up until now, but we're still rolling out DLC, so ... GOTCHA, BITCH!" I find it annoying as hell.
OTOH, if this lets developers use frequent -10% sales to push out a lot of wishlist emails, Valve should also let us set some kind of threshold like third party notification services.[url=http://meincmagazine.com/civis/viewtopic.php?p=26322593#p26322593:jtiild9q said:NathanM[/url]":jtiild9q]One thing that might help me buy more: actual working emails when a game on my wishlist is on sale.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322489#p26322489:14mi57rs said:Tundro Walker[/url]":14mi57rs]The problem with this is that major dev companies will drastically reduce the price on the core game in order to get more customers in, hopefully get them hooked, and then have a new audience that will pay full price for the DLC's.
The base game these days is the loss-leader ... dev company could willingly give it away free as long as it gets customers hooked. Rolling out DLC after DLC for $5-$10 a pop is what racks up the real profit. (See Borderlands 2)
edit:
I guess I should clarify why I think this is a problem. I grew up with gaming in the 90's where you got a complete game, and very rarely an add-on came along. Most of the time it was a full sequal. I'm really tired of getting a core game and then getting nickel and dimed for DLC. Even GOTY editions, which used to be considered all-inclusive, are now just "everything up until now, but we're still rolling out DLC, so ... GOTCHA, BITCH!" I find it annoying as hell.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322635#p26322635:3mjo5dnm said:r3loaded[/url]":3mjo5dnm]Newell's comments seem to suggest that games are very price elastic. But the experience of Activision with CoD and EA with Battlefield instead suggests that their games are largely price inelastic. I wonder what the real economics behind games really is...
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322635#p26322635:33phmguv said:r3loaded[/url]":33phmguv]Newell's comments seem to suggest that games are very price elastic. But the experience of Activision with CoD and EA with Battlefield instead suggests that their games are largely price inelastic. I wonder what the real economics behind games really is...
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322635#p26322635:12gnh1v0 said:r3loaded[/url]":12gnh1v0]Newell's comments seem to suggest that games are very price elastic. But the experience of Activision with CoD and EA with Battlefield instead suggests that their games are largely price inelastic. I wonder what the real economics behind games really is...
"[If] we do a 75 percent price reduction, our Counter-Strike experience tells us that our gross revenue would remain constant," Newell said. "Instead, what we saw was our gross revenue increased by a factor of 40. Not 40 percent, but a factor of 40. Which is completely not predicted by our previous experience with silent price variation."
[url=http://meincmagazine.com/civis/viewtopic.php?p=26323813#p26323813:19l6krde said:Astramancer[/url]":19l6krde][url=http://meincmagazine.com/civis/viewtopic.php?p=26322635#p26322635:19l6krde said:r3loaded[/url]":19l6krde]Newell's comments seem to suggest that games are very price elastic. But the experience of Activision with CoD and EA with Battlefield instead suggests that their games are largely price inelastic. I wonder what the real economics behind games really is...
I think the primary difference is the type of game and apparent target audience.
disclaimer: I don't play battlefield or call of duty, nor do I intend to
Everything I've ever heard is that there are primarily two kinds of players of CoD and Battlefield: The storyline player who's one and done, and the multiplayer who might run through the story... or not. My personal experience with console gamers is the storyline player will get the game, beat the game, trade the game back in. And the mutiplayer will get the game, keep it until the next one comes out, and trade it in -- because most of the multiplayer crowd migrates to the next iteration pretty quickly.
While a storyline player might be interested in a 75% discount 8 months down the line, they probably already got it by buying used from gamestop (and likely a copy that's already been through 3 or 4 other people), and the multiplayer wouldn't grab an 80% off copy of a one-geneneration back game because the mutiplayer community is "dead."
PC gamers, sadly, don't have much, if any, of a used market because most games won't let you, but a lot of games are story-based (or at least single-player based), with some notable exceptions. So it really is a different crowd with a different set of priorities and triggers.
That "dinosaur model" lets you buy a game at steep discounts too. Trying to imply that the only way to enjoy games on discs is at full price is ridiculous. It's obnoxiously incorrect. I can buy a game on sale, buy it used, buy it from a friend, borrow it from a friend, rent it, trade for it, wait a year and buy it from the bargain bin, I can use coupons and gift cards and online sales, wait for "game of the year" editions and buy THOSE on sales, easily saving 75% or more. Buying discs doesn't stop you from getting deals.[url=http://meincmagazine.com/civis/viewtopic.php?p=26324423#p26324423:30d5ldq9 said:minijedimaster[/url]":30d5ldq9]
Why is it sad that PC gamers don't have much of a used market? That sucked back in the day of physical media when you pretty much had to buy every game at full price and couldn't get anything back for it. We can refer to that as the dinosaur model. The same model the console market is stuck in.
Being able to buy a game for $10 AND being able to give that game to a friend later on is still better. So is being able to rent a game disc, pop it in your tray, and play.But the PC has evolved into something much better for the consumer where we get massive discounts on many games (up to 90% in a lot of cases). I'd rather pay $10 for a game and "have" to keep it as opposed to $60 just to trade it in for a $25 credit a month or two later. Seems like a much better deal to me.
The choice isn't between disc and DRM, but disc and downloads. Either may or may not include DRM, which may in practice prevent reselling even for discs (e.g. when tied to account).[url=http://meincmagazine.com/civis/viewtopic.php?p=26324915#p26324915:1s4qp6at said:Operative Me[/url]":1s4qp6at]The "dinosaur" model is in every possible way superior to DRM-based systems, save one: convenience. DRM systems like Steam have massive, impressive advantages to make it easier to find and buy games, offer a way for you to re-install your game if you lose your disc, and provides a single place to shop, unlike having to have multiple ways to find cheap games otherwise. And that's why people do it. Because Steam is a heck of a lot more convenient. That's a trade-off for freedom, though.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26324915#p26324915:3lvocyvt said:Operative Me[/url]":3lvocyvt]That "dinosaur model" lets you buy a game at steep discounts too. Trying to imply that the only way to enjoy games on discs is at full price is ridiculous. It's obnoxiously incorrect.
I would argue the exact opposite. DRM-free downloads are more similar to discs than DRM downloads. DRM-free downloads are just a copy of some bits that a person can do with as they like, the same as a disc. If you lose them, you stop being able to play, the same as a disc. Most Steam games, however, have DRM and are much more restrictive. They're tied to your account, which provides some benefits, but many restrictions, too. Ditto Origin, app stores, digital downloads on consoles, et cetera.[url=http://meincmagazine.com/civis/viewtopic.php?p=26325171#p26325171:2utjc94e said:Otus[/url]":2utjc94e]
The choice isn't between disc and DRM, but disc and downloads. Either may or may not include DRM, which may in practice prevent reselling even for discs (e.g. when tied to account).
"Some" games not requiring DRM (and I'd wager most of those not being AAA games that are for the mass market) is a heck of lot different than ALL games being open and maintaining first-sale doctrine. I'm not saying one is inherently better, mind you. I actually buy almost 100% of my games as DRM-laden downloads now. I don't really have a problem with it, because it benefits me. But then again, I stopped selling my games when I was younger, so I don't have to worry about that anymore.Steam doesn't require DRM, there are some games there that have none, and there are others who sell game downloads with no DRM, like gog.com. Even if they may not have all the other benefits of Steam, they do have good sales, so the rest should be possible as well.
Yes, that was my point as well. The trajectory has long been towards more DRM in both discs and downloads. If that continued, the freedom we currently enjoy with discs could be lost as well. (Just look at other software, like Office 2013 – you can't necessarily reinstall if you buy a new computer.) However, I'm slightly encouraged by more recent anti-DRM sentiment, e.g. with regard to consoles, and think that trend may be reversed.[url=http://meincmagazine.com/civis/viewtopic.php?p=26325303#p26325303:1gfdmt7g said:Operative Me[/url]":1gfdmt7g]I would argue the exact opposite. DRM-free downloads are more similar to discs than DRM downloads.[url=http://meincmagazine.com/civis/viewtopic.php?p=26325171#p26325171:1gfdmt7g said:Otus[/url]":1gfdmt7g]
The choice isn't between disc and DRM, but disc and downloads. Either may or may not include DRM, which may in practice prevent reselling even for discs (e.g. when tied to account).
True enough, I guess. I mostly only buy games that run on Linux which probably have more overlap with games that are DRM free.[url=http://meincmagazine.com/civis/viewtopic.php?p=26325303#p26325303:1gfdmt7g said:Operative Me[/url]":1gfdmt7g]"Some" games not requiring DRM (and I'd wager most of those not being AAA games that are for the mass market) is a heck of lot different than ALL games being open and maintaining first-sale doctrine.
I don't know what's nonsense about the Steam system, considering I've lent and borrowed several games, played them tens if not hundreds of hours, and had no problems. It's not the easiest to set up, but at least with single player games it works fine.[url=http://meincmagazine.com/civis/viewtopic.php?p=26325303#p26325303:1gfdmt7g said:Operative Me[/url]":1gfdmt7g]Until Steam or Xbox lets you actually lend your games out, (and not the nonsense way Valve announced), however, that's a massive advantage that discs will have over digital.
The "nonsense" I was referring to was their system of being able to share a library with someone, but not being able to play the rest of your games (and, if you play a game, auto-logging out the other person). That's precisely the wrong sort of way of handling it, in my opinion. It'd probably be nice for in-house sharing, ("hey hon, don't log in, I'm playing something") but not for cross-country digital sharing.[url=http://meincmagazine.com/civis/viewtopic.php?p=26325531#p26325531:24v8h475 said:Otus[/url]":24v8h475] I don't know what's nonsense about the Steam system, considering I've lent and borrowed several games, played them tens if not hundreds of hours, and had no problems. It's not the easiest to set up, but at least with single player games it works fine.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26322983#p26322983:10qiwtud said:s73v3r[/url]":10qiwtud][url=http://meincmagazine.com/civis/viewtopic.php?p=26322489#p26322489:10qiwtud said:Tundro Walker[/url]":10qiwtud]The problem with this is that major dev companies will drastically reduce the price on the core game in order to get more customers in, hopefully get them hooked, and then have a new audience that will pay full price for the DLC's.
The base game these days is the loss-leader ... dev company could willingly give it away free as long as it gets customers hooked. Rolling out DLC after DLC for $5-$10 a pop is what racks up the real profit. (See Borderlands 2)
edit:
I guess I should clarify why I think this is a problem. I grew up with gaming in the 90's where you got a complete game, and very rarely an add-on came along. Most of the time it was a full sequal. I'm really tired of getting a core game and then getting nickel and dimed for DLC. Even GOTY editions, which used to be considered all-inclusive, are now just "everything up until now, but we're still rolling out DLC, so ... GOTCHA, BITCH!" I find it annoying as hell.
You know, nobody is forcing you to buy the DLC. And clearly you didn't play many games, especially strategy games, as those ALWAYS had an extra expansion pack that came around. And those were usually more expensive than these DLC packs generally are.
Oh, that. In practice it's only a limitation with multiplayer games, because all games will run in offline mode. As long as either the sharer or the sharee is in offline mode, both can play even the same game. Not intuitive, but there you have it.[url=http://meincmagazine.com/civis/viewtopic.php?p=26326455#p26326455:ixmbsctt said:Operative Me[/url]":ixmbsctt]The "nonsense" I was referring to was their system of being able to share a library with someone, but not being able to play the rest of your games (and, if you play a game, auto-logging out the other person).[url=http://meincmagazine.com/civis/viewtopic.php?p=26325531#p26325531:ixmbsctt said:Otus[/url]":ixmbsctt] I don't know what's nonsense about the Steam system, considering I've lent and borrowed several games, played them tens if not hundreds of hours, and had no problems. It's not the easiest to set up, but at least with single player games it works fine.
[url=http://meincmagazine.com/civis/viewtopic.php?p=26323717#p26323717:wlh3475m said:punkmaggit[/url]":wlh3475m]I don't want to see a "race to the bottom", which is what the the mentality of the iOS store seems to be.