4 ms·
> In order for that to change, the market has to increase in size by appealing to a more casual audience, or existing gamers have to pay more. Not something I t
by tpmoney 5mo ago
> In order for that to change, the market has to increase in size by appealing to a more casual audience, or existing gamers have to pay more. Not something I think most gamers would like.
To really drive this point home, the gaming community recently lost their minds when it became clear that this generation of video games were going to retail for ~$90 per game. Never mind that even in the early 90’s an average game might retail for $40 and what we would call a AAA game could reach as high as $70. In 2025 gamers declared that $90 was highway robbery. But go look at the credits for an early 90s video game. That $40-90 per unit in the early 90s might need to cover the salaries of 23 people (the size of the credits list for Super Mario World on the SNES). Now $90 has to cover 435 people (the credit list for Super Mario Wonder on the switch). Sure we’re selling a lot more copies now, and (some of) the manufacturing costs are lower. But that’s a nearly 20x increase in personnel for a mere 2x increase in (non inflation adjusted) price.
- tadfisher 5mo agoThere's a cool 1990s magazine scan that breaks down the margins for an SNES cartridge: https://www.reddit.com/r/gaming/comments/11140t0/pricebreakdown_of_a_snescartridge/ https://www.reddit.com/r/gaming/comments/11140t0/pricebreakd...
- brianleb 5mo ago33.1%: Nintendo's charge 29.8%: Retailer's margin 15.1%: Publisher's margin 14.8%: VAT That's... 92.8%. Developer's royalty: 4.6% "Yikes" -me, just now
- ux266478 5mo agoIt's also amortized over a much longer period of time too. Those 23 people would scratch build that $40 game in 2 years. These days it's more like 8 years, and you're rarely building from scratch.
- dns_snek 5mo agoNow factor in number of copies sold, distribution costs, additional revenue sources...
- deleted 5mo ago[deleted]