• UnderpantsWeevil@lemmy.world
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      2 hours ago

      🏴‍☠️

      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.

  • pfr@piefed.social
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    15 hours ago

    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

    • Dnb@lemmy.dbzer0.com
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      15 hours ago

      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.

      • lemmyvore@feddit.nl
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        12 hours ago

        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.

  • BurgerBaron@quokk.au
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    17 hours ago

    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?

    • UnderpantsWeevil@lemmy.world
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      2 hours ago

      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.

    • Couldbealeotard@lemmy.world
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      15 hours ago

      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.

      • lemmyvore@feddit.nl
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        12 hours ago

        The problem is that making games (and software in general) has become more high-level, and enshittification has also gotten rid of highly skilled people. So the top studios in the industry are not capable of making resource-efficient, beautiful games anymore. Not because it’s physically impossible, but because they’re not geared for the processes and decision-making that would allow those games to be made.

        When you switch from an artisan mindset to a mass-manufacturing and outsourcing mindset without exercising strict control you eventually become utterly dependent on service and product providers that will see to your costs going up so you’ll keep paying more for less.

        All the large studios will come to a breaking point eventually because it’s unsustainable, and will be acquired for the franchise rights by corporations that make their money in unrelated industries. But the PC platform is also breaking down so this might be a moot issue in 10 years from now.

      • orgrinrt@lemmy.world
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        14 hours ago

        The more the hardware capabilities and our expectations rise, so does the outright complexity of making the games. I’m sure some of us would be fine with less ”bleeding-edge” games if they were otherwise written and designed great, but I think it makes sense, from publisher’s perspective, to hedge the bets and try to also impress with the fidelity of presentation.

        If you are looking for a sofa and find one that smells a bit off but is otherwise functional, comfortable and looks nice, you might think you’d be able to live with the smell and buy it.

        You almost certainly won’t and will likely regret the choice, but the sale was made and it’s a whole thing to do returns for something so big and hard to transport and move around.

        That’s what you want to go for, even if you think it might smell fine. If it looks good enough, it might nor matter if it happened to smell rank ultimately. Numbers must go up!

        • Archelon@lemmy.world
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          1 hour ago

          Hell, I still sometimes boot up old flash games that I enjoyed back when flash was around

    • chonglibloodsport@lemmy.world
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      21 hours ago

      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.

    • deathbird@mander.xyz
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      19 hours ago

      It’s not: “Gaming is unaffordable.” it’s “People aren’t willing to give us more money.”

    • glockenspiel@lemmy.world
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      22 hours ago

      I seriously wonder if more competent mobile gaming picks up some of the slack considering the “retro emulator” machines are starting to run PC games via Game Native app. If i didn’t already have a steam deck i would seriously consider one of those devices.

      I’m not convinced that we are going to see a renewed push for optimization. I think streaming will be aggressively pushed with low time limits in the forthcoming next gen to “make it affordable.” Xbox was ahead of the curve in that regard.

  • deathbird@mander.xyz
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    19 hours ago

    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.

    • luciferofastora@feddit.org
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      14 hours ago

      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.

      • deathbird@mander.xyz
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        18 hours ago

        First time seeing this, watched the whole thing, no lies detected. (Though he didn’t touch on my point about income.)

  • Beetschnapps@lemmy.world
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    1 day ago

    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’…

    • ouRKaoS@lemmy.today
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      19 hours ago

      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.

    • yeehaw@lemmy.ca
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      1 day ago

      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.

    • TimothyOilpants@lemmy.ca
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      1 day ago

      Still a screamin deal as far as $ per hour of entertainment.

      Adjusted for inflation, I paid ~$125.00 CAD for The Legend of Zelda when it launched on NES… For an 8 hr game…

      The scale and quality of content delivered today is LIGHT YEARS ahead, and frankly, still the best value proposition in any entertainment media.

      • richmondez@lemdro.id
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        1 day ago

        That fails to take into account the fact that the gaming was a niche hobby that wasn’t particularly accessible in part due to prices. Given the far far larger market for games and the greater competition for gamer attention you would expect prices to come down.

        Prices are set base on what the market is believed to be able to bare however so value per hr or cost to develop are somewhat incidental to the monetisation of a game.

        • dogslayeggs@lemmy.world
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          23 hours ago

          Prices for games have stayed constant for 35 years. Can you think of anything else that has stayed the same price in that time frame?

          • relativelyrobin@mander.xyz
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            22 hours ago

            For real. Nintendo 64 was not a niche hobby, and the games were still 70 to 80 bucks. That’s like $160 in today dollars. It shows, too. We got all this technology, but the care, polish, attention just isn’t there.

            • TimothyOilpants@lemmy.ca
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              3 hours ago

              I disagree. You’re comparing polishing a marble to polishing the ISS while it’s in orbit.

              An N64 game like Ocarina of Time or GoldenEye was a masterpiece, but it fit entirely onto a 32-megabyte cartridge. The entire codebase, every asset, and every line of logic could be held in the heads of a tight team of 15 to 30 people. The constraints were brutal, but they were static.

              A modern AAA game is often over 100 gigabytes, that is a 3000x increase in asset data size. You aren’t managing a single, self-contained loop anymore. You are orchestrating the collision of massive, volatile, overlapping systems: real-time global illumination, dynamic physics engines, streaming open-world asset pipelines, complex AI behavior trees, and branching narrative databases. All of this has to run smoothly across vastly different hardware setups, from high end PCs down to consoles.

              When people say the “care and polish” isn’t there, they are usually reacting to the friction of this sheer scale, not a lack of effort. In the 90s, if a mechanic broke, one programmer could trace it. Today, a bug might be the result of a physics calculation conflict with an audio asset streaming millisecond late over a network layer. The fact that these massive digital ecosystems even boot up and run at 60 frames per second is an engineering miracle that dwarfs the entire development scope of the 90s. We aren’t getting less care; we are getting infinitely more complexity for effectively half the inflation-adjusted price.

        • TimothyOilpants@lemmy.ca
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          23 hours ago

          That’s sort of my point… Prices are WAY down. Lower than they have EVER been. $125 for an 8 hr. game. What would that cost today?

  • bigbangdangler@reddthat.com
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    22 hours ago

    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.

  • DFX4509B@lemmy.wtf
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    1 day ago

    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.

    That’s like if I broke a stick in half in front of a bunch of people, and then tried to say I didn’t break that stick, when everyone saw me break that stick. Stupid analogy, I know, but that’s basically what Asha is trying to pull here.

    • CIA_chatbot@lemmy.world
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      1 day ago

      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!” <transfers AI investment losses to game division to cover stupid ass speculative investments>

      • Cethin@lemmy.zip
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        1 day ago

        A quick and controversial argument in favor of MTX: MTX allows them to extract more money from those with excess, subsidizing the game for those who can’t afford to pay as much. Sure, when it’s done poorly it’s horrible. It can be a good thing though, like a supporter edition bundle that gives you like an icon next to your name or something.

        Budget management should still be the primary option. Does your game need to cost this much to make, such that you have to have insane revenue to make up for it? Could you make something cheaper that’s just as good (if not better, as limitations are the mother of creativity, or however that phrase goes)?

        • CIA_chatbot@lemmy.world
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          1 day ago

          Except it’s a race to the bottom, MTX causes games to be designed around MTX. Instead of rewarding gameplay the design philosophy becomes rewarding purchasing. Which then leads to games designed around gambling triggers. Don’t need to make an entertaining game if you can create an addictive loop.

          Which then causes people to give up on gaming and move to other past-times, which means less sales. Which means more aggressive MTX, which leads to the CEO of Microsoft bitching that gaming isn’t profitable enough because of the very problem he himself helped create.

          • Cethin@lemmy.zip
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            13 hours ago

            I don’t disagree, when done poorly by industry giants. There are some smaller games that have done it well, as just a way to find development. It isn’t purely bad, and in a world where things are this unaffordable it can be good to keep in mind. Ethical MTX can exist that don’t ruin the experience. It just isn’t what these massive companies want.

            Something like the DRG founder’s pack, for example, is pretty good, or the Stationeers DLCs, which add purely optional ways to play that change how things work, which is only really useful to experienced players.

            Edit: You’ve gotta love the downvotes. What is bad about the DRG model, if you disagree. If you don’t have an answer, why are you downvoting?

    • systemglitch@lemmy.world
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      1 day ago

      It’s like breaking the stick and then telling the watchers they need more sticks, but they cost too much.

  • taiyang@lemmy.world
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    1 day ago

    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.

    • TimothyOilpants@lemmy.ca
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      22 hours ago

      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.