Posted April 27, 2019
UltraComboTV
💀💀💀💀💀💀
UltraComboTV Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2015
From United States
GamezRanker
Iran so far away
GamezRanker Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2010
From United States
Posted April 27, 2019
low rated
GameRager: If you like backups/drm free Gamersgate is good(Just a suggestion....the install apps temp download the installs to a directory that can be copied from while they run) as well, btw.
UltraComboTV: Thanks, I’ll take a look at that. They don't have everything, but they have alot of russian/foreign/indie/rare stuff(of varying quality) to check out.
StingingVelvet
Devil's Advocate
StingingVelvet Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Nov 2008
From United States
Posted April 27, 2019
Metro did charge less on Epic Store. However for the most part they're billing this as more money for the developer so the developer can make more games. It's not really being sold as a consumer benefit. Games don't get made without profit.
paladin181
Could I interest you in everything all of the time
paladin181 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Nov 2012
From United States
Posted April 27, 2019
No one ever said without profit. I simply said that it should benefit everyone. Not just Epic and publishers/developers. Consumers are an important part of that equation and I'm tired of being shafted by game companies.
KnightW0lf
New User
KnightW0lf Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jun 2014
From United States
Posted April 27, 2019
maybe it should go like this
dev gets a cut depending on how broken and good there game is
if it's like fallout 76, Assassin’s Creed Unity, Batman: Arkham Knight
super broken devs only get 10% but if it actually works they get more of the cut devs want more of the cut but all the broken games there releasing and or dlc, expansions, and such ya they don't deserve a higher cut from my point of view
dev gets a cut depending on how broken and good there game is
if it's like fallout 76, Assassin’s Creed Unity, Batman: Arkham Knight
super broken devs only get 10% but if it actually works they get more of the cut devs want more of the cut but all the broken games there releasing and or dlc, expansions, and such ya they don't deserve a higher cut from my point of view
richlind33
bong hits for beelzebub
richlind33 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2016
From United States
Posted April 27, 2019
StingingVelvet: Metro did charge less on Epic Store. However for the most part they're billing this as more money for the developer so the developer can make more games. It's not really being sold as a consumer benefit. Games don't get made without profit.
paladin181: No one ever said without profit. I simply said that it should benefit everyone. Not just Epic and publishers/developers. Consumers are an important part of that equation and I'm tired of being shafted by game companies. StingingVelvet
Devil's Advocate
StingingVelvet Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Nov 2008
From United States
Posted April 27, 2019
We're shafted in lots of areas, but I don't think price is among them. Games cost less today day one than they did 30 years ago usually, and cost a lot more to make. Steam sales and such lower the prices very quickly. I don't think price for the consumer is an issue, stuff like microtransactions and crappy ports are more the problem.
GamezRanker
Iran so far away
GamezRanker Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2010
From United States
Posted April 28, 2019
paladin181: Until developers getting that 12% deduction pass the savings on to their customers (a 5% cheaper price would profit both the customer and the developer) then it's just greed to offer the games at the same price when publicly acknowledging that they get a bigger cut.
StingingVelvet: Metro did charge less on Epic Store. However for the most part they're billing this as more money for the developer so the developer can make more games. It's not really being sold as a consumer benefit. Games don't get made without profit. THESLITHERYDEE
Abattoir
THESLITHERYDEE Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2013
From United States
Posted April 28, 2019
The old chestnut. Make an offer you know will be refused and then paint the other party as unreasonable for turning you down.
AB2012
Registered: Sep 2014
From United Kingdom
Posted April 28, 2019
^ Personally I'd love to see a serious in-depth study on this stuff. On the one hand it's true games price increases haven't kept up with inflation and that modern games are more complex than they used to be. On the other hand, back in the 90's many titles had to create, test & debug their own game engine from scratch, then create the toolkit / level editor for that engine, and only after that even begin to start to work on the game (eg, Dark Engine + DromEd for Thief 1-2 & System Shock used just for those 3x games). These days, devs have it cheaper & easier than ever with not only pre-made engines reused hundreds of times over (Unreal, Unity, etc) but pre-packaged texture packs, resource packs, large audio libraries, etc. Then 50% physical cost vs 14-30% digital retailer cut (something else that was never really passed onto consumers post-2004). Then free 3rd party optimisation (when you read "AMD & nVidia have released a new optimised driver for x game" what that really means is they've been forced to include their own custom written replacement shaders that get seamlessly swapped out by the GPU drivers to replace those in-game because the game devs couldn't code them even if their lives depended on it). Then Steam sales being counterbalanced by killing off 2nd hand disc resales (even at 90% off they still get something. They get nothing from a second hand sale though). It would be interesting to see how all the maths balances out.
GamezRanker
Iran so far away
GamezRanker Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2010
From United States
Posted April 28, 2019
GameRager: Games need profit, but you can sense something's amiss when digital only game copies are the same price as physical(and even the physical copies tend to be minimal in quantity of stuff gained, with minor/no paper manuals and cheap plastic cases).
AB2012: ^ Personally I'd love to see a serious in-depth study on this stuff. On the one hand it's true games price increases haven't kept up with inflation and that modern games are more complex than they used to be. On the other hand, back in the 90's many titles had to create, test & debug their own game engine from scratch, then create the toolkit / level editor for that engine, and only after that even begin to start to work on the game (eg, Dark Engine + DromEd for Thief 1-2 & System Shock used just for those 3x games). These days, devs have it cheaper & easier than ever with not only pre-made engines reused hundreds of times over (Unreal, Unity, etc) but pre-packaged texture packs, resource packs, large audio libraries, etc. Then 50% physical cost vs 14-30% digital retailer cut (something else that was never really passed onto consumers post-2004). Then free 3rd party optimisation (when you read "AMD & nVidia have released a new optimised driver for x game" what that really means is they've been forced to include their own custom written replacement shaders that get seamlessly swapped out by the GPU drivers to replace those in-game because the game devs couldn't code them even if their lives depended on it). Then Steam sales being counterbalanced by killing off 2nd hand disc resales (even at 90% off they still get something. They get nothing from a second hand sale though). It would be interesting to see how all the maths balances out. Also, one thing to look into is the massive DLC(cosmetic, while cheap makes serious money over time) influx from certain series/devs, and also "swag editions"(Collector's editions) of some games making more bank for game devs.
amok
FREEEEDOOOM!!!!
amok Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From United Kingdom
Posted April 28, 2019
GameRager: Games need profit, but you can sense something's amiss when digital only game copies are the same price as physical(and even the physical copies tend to be minimal in quantity of stuff gained, with minor/no paper manuals and cheap plastic cases).
AB2012: ^ Personally I'd love to see a serious in-depth study on this stuff. On the one hand it's true games price increases haven't kept up with inflation and that modern games are more complex than they used to be. On the other hand, back in the 90's many titles had to create, test & debug their own game engine from scratch, then create the toolkit / level editor for that engine, and only after that even begin to start to work on the game (eg, Dark Engine + DromEd for Thief 1-2 & System Shock used just for those 3x games). These days, devs have it cheaper & easier than ever with not only pre-made engines reused hundreds of times over (Unreal, Unity, etc) but pre-packaged texture packs, resource packs, large audio libraries, etc. Then 50% physical cost vs 14-30% digital retailer cut (something else that was never really passed onto consumers post-2004). Then free 3rd party optimisation (when you read "AMD & nVidia have released a new optimised driver for x game" what that really means is they've been forced to include their own custom written replacement shaders that get seamlessly swapped out by the GPU drivers to replace those in-game because the game devs couldn't code them even if their lives depended on it). Then Steam sales being counterbalanced by killing off 2nd hand disc resales (even at 90% off they still get something. They get nothing from a second hand sale though). It would be interesting to see how all the maths balances out. edit - most of the cost in a game does not come from coders and engines, but from direction, planing, designing, writing and the art.
Post edited April 28, 2019 by amok
GamezRanker
Iran so far away
GamezRanker Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2010
From United States
Posted April 28, 2019
low rated
AB2012: ^ Personally I'd love to see a serious in-depth study on this stuff. On the one hand it's true games price increases haven't kept up with inflation and that modern games are more complex than they used to be. On the other hand, back in the 90's many titles had to create, test & debug their own game engine from scratch, then create the toolkit / level editor for that engine, and only after that even begin to start to work on the game (eg, Dark Engine + DromEd for Thief 1-2 & System Shock used just for those 3x games). These days, devs have it cheaper & easier than ever with not only pre-made engines reused hundreds of times over (Unreal, Unity, etc) but pre-packaged texture packs, resource packs, large audio libraries, etc. Then 50% physical cost vs 14-30% digital retailer cut (something else that was never really passed onto consumers post-2004). Then free 3rd party optimisation (when you read "AMD & nVidia have released a new optimised driver for x game" what that really means is they've been forced to include their own custom written replacement shaders that get seamlessly swapped out by the GPU drivers to replace those in-game because the game devs couldn't code them even if their lives depended on it). Then Steam sales being counterbalanced by killing off 2nd hand disc resales (even at 90% off they still get something. They get nothing from a second hand sale though). It would be interesting to see how all the maths balances out.
amok: in those days, the games where made in small groups, 5-10 people, many multitasking, so not that much salary (salary is in most industries the largest expense) so the cost of production was in the $100K size for an then AAA title. Today there are teams over 100's working on a title, there is much more assets in a game than ever before, in much more detail, the games are larger and people demands more variety. This lead to the AAA titles today reaching over the $1M easily, with some titles being over $10M to produce, so no - you are not correct here. games today can be much more expensive to make edit - most of the cost in a game does not come from coders and engines, but from direction, planing, designing, writing and the art.
Also cut advertising budget(use social media/word of mouth/etc to get the word out more)/budget for after parties & the like.
Pheace
New User
Pheace Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2010
From Netherlands
AB2012
Registered: Sep 2014
From United Kingdom
Posted April 28, 2019
amok: in those days, the games where made in small groups, 5-10 people, many multitasking, so not that much salary (salary is in most industries the largest expense) so the cost of production was in the $100K size for an then AAA title. Today there are teams over 100's working on a title, there is much more assets in a game than ever before, in much more detail, the games are larger and people demands more variety. This lead to the AAA titles today reaching over the $1M easily, with some titles being over $10M to produce, so no - you are not correct here. games today can be much more expensive to make
Sure. I never said that modern blockbusters would end up cheaper, simply that "like for like", the maths are a bit more complicated than finding say a $40 one-man dev 90's game, then feeding $40 in 1995 into an inflation calculator and coming up with "$66.78 is the correct price" for modern one-man dev games like Stardew Valley or Pinstripe today.