ZehDon
Member
Well, that's just called "competition". Pricing consumers out of the market to make up for lost business is a really fast way to destroy your company. That's called a negative spiral: people don't buy your games because they're too expensive, so you make them more expensive to make up for lost sales, causing you to lose more sales.The reason this is happening is because the current gaming environment is massively deflationary to revenues.
Like consider that digital games have made it incredibly easy and cheap to "create" copies of your games and distribute them to willing customers, nowadays, a niche JRPG doesn't have to print like 50k disc copies and pray to hell that they distributed them correctly around the world so all the copies go to customers that want them.
Dev tools have become ubiquitous and largely unified, a 30-something team can create a game that is just as graphically-leading as something a 1000-man studio can do.
So if you want to make a game you can just make it and submit it to a digital platform and it's there for ppl to buy. This has resulted in a massive, MASSIVE increase in the supply of games, and game pricing is clearly being affected by it. Look at big corporations doing %30-40 price cuts mere months after a game is out...
As for the competition we're seeing, one element you didn't touch on was that companies are effectively now competing against themselves from two decades ago, and their older titles are winning. Generally, although more significantly in the PC space, we're seeing that the majority of time is being spent on older games - because we've reached a point where games that are even 15 years old are still fully functional current hardware. Xbox's backwards compatibly, for example, means I don't have to accept trash like Dragon Age: The Veilguard - I can literally just play Dragon Age: Origins right now and its costs $5. Thanks to digital distribution and libraries, gamers have access to literally tens of thousands of high quality games. If a game is uniquely its own thing, it can retain a fully active player base and community for decades. Skyrim, Dark Souls, Battlefield 3 - you can pick these games up for the fraction of a cost of a new game. And on PC, those games are often enhanced with community patches and mods to make them arguably better than modern titles. Starfield today has to complete with Morrowind from 20 years ago and the two decades fans have spent making it better.
Today, revenues are often record breaking for modern publishers largely because there aren't that many publishers left, but also because modern games have numerous revenue streams beyond the boxed game. DLC, collectors edition, merchandise, soundtracks, cosmetic "micro" transactions, battle passes - these have become borderline ubiquitous in the industry. When people talk about games needing to be more expensive, I laugh because they've been more expensive than the sticker price for decades. From EA selling multiplayer codes to kill the used game markets, to XP booster micro-transactions in single player Ubisoft titles, gamers have been spending more per title for years because the industry got greedy. And now they've run out of ways to be coy about it so they've stopped trying to hide it.