UnashamedWeeb: These are all good answers on supply and demand. But we know video game projects have an annual depreciation rate that devpubs use for their internal economics. What % rate do you think this should be, assuming it'll be reflected in the price?
To be honest, I don't think there is a rule. If anything the recent "Low Effort Remaster" bandwagon shows publishers are more interested in bumping any old game they can back up to a fake
"repriced like a brand new, designed from scratch game" often with the weakest justification (eg, Blade Runner, The 7th Guest 25th Anniversary, Commandos 2 "HD", etc). Then split off previously included DLC & soundtrack separately as a cherry on top. Occasionally you'll get a good remaster that justifies the typically seen +400-800% price increase (vs what the old game used to be on sale at), but most of the time "Remakeitus" is not very convincing that they accept "depreciation" anymore. As someone said above, it's really the physical media (audio CD's, DVD's, CD-ROM's, etc) resale market that was "keeping it real".