MarkoH01: Sorry, but that simply is not true. People are very rarely willing to pay more than even $20 for a Blu-ray. Nobody I know would ever pay $40 if it was not even limited and also had some special goodies along with it. I am collecting DVDs and Blu-rays for several years so I am pretty sure about that. Also fewer people are going to cinema and the trend is to bring this to the home cinema because cinema tickets are considered to be overpriced as well.
I live in Switzerland, so that may distort views a bit. I don't think you can find any Blu-ray at $20 or less regular price here, except for budget releases of the biggest blockbusters. $30 to $40 is definitely common. And deluxe editions seem to be more norm than exception now. Also, cinema ticket sales don't seem to drop as fast anymore from what I've heard. People are again realising that there's many things only a theatre can offer.
But my point was, cinema has a well established independent, arthouse, whatever you want to call it market, which every major studio takes part in as well. Lower risk, still plenty chance of big rewards, with dedicated audiences that are even more willing to pay for cinema tickets and fancy physical releases than the general public. And, very importantly when comparing to games, going to watch or buy the Blu-ray of an indie movie doesn't generally cost less than the latest blockbuster.
For some reason, this middle segment between big-budget and shovelware, really struggles in the games market. If you read industry reports, the numbers show this. There used to be a mid-budget segment of the videogame market, but it's almost completely disappeared, there's very little in between the triple-digit-million titles that only the biggest publishers can play at, and the indies developed on a shoestring that almost certainly will make a loss.
MarkoH01: I will never ever in my entire life pay $50 for ANY game. That is a promise. It is too much simply because it is too much. [...] I as a buyer am not responsible to pay what they NEED I will always only pay what I WANT to pay and what a product is worth to me. Sounds selfish but that is the way the market works.
Of course it is, and that is perfectly fine. To me, $100 is not too much for a game that I'm very excited about and that I'm 99% sure I'm still going to want to play many years from now. $50 seems perfectly fine to me for a regularly-sized games. I fall into the digital sales trap myself and purchase hundreds of games I'll never play, just because they're cheap. But it used to be that I could afford maybe one game a month, and those games
did occupy me for a month. The value for money doesn't sound less reasonable now than it did then.
Almost no game I bought back in the big cardboard box days was less than $70. $80-$120 was just what a full-price game cost in those days. The budgets those games were developed with are laughable compared to the ones of today, yet they sell for so much cheaper. The market grew, but not by that much if you account for the amount of competition growing along with total revenue. It just won't work out for most.
MarkoH01: People don't have the same amount of time today they had then. So I completely understand this trend. As a teen all I had to do was going to school and then I had all the time in the world for games. I cannot afford this much time working full time in addition to my hobby.
That is very true, and also explains the developments in many other entertainment industries. Compare the options people have today to those 60 years ago. Entirely new forms of entertainment came into existence, and the variety, e.g. in movies or music, was never bigger. But people still have a limited budget and limited spare time. Of course not everyone is going to make the same amount anymore.
MarkoH01: If the "industry" is not able to fulfill the rules of the free market it should not even exist imo [...] if nearly nobody is willing to pay for a product it's not a product worth to even be produced.
That would be very sad, wouldn't it?
I tried to put in words that there's an imbalance in the market, a huge difference between how much a game costs to produe and how little it costs in retail. That means you need to make really big sales numbers, putting big corporations with deep pockets at a huge advantage – and yet those big players are also generally not doing too well.
So for developers like the one here, there's the choice. Do we believe in (or delude ourselves into believing) that we can hit the jackpot and sell millions of copies of this, so that we can price the game "competitively"? Or do we set a price that is based on a more pessimistic model? Getting it wrong can mean the past few years of working on the project might have returned nothing. I'm sure people put a lot of thought in this. In many cases, I can see it making sense to go for a higher price, that is still fine with people who are
really interested in the game, instead of betting on the Steam discount effect of millions of people buying the game without even really caring about it.
If we don't want to keep burning through studios and talent as we are today, budgets might have to drop considerably across the board. Some things you still kind of need to even stand a chance in the market today, like high-res models and textures, or professional voice acting, might not really be tenable for anyone but the biggest publishers. Modern games obviously just cost too much to produce.