CliffyB Wants Cheaper Games
by Chris Remo, Dec 02, 2005 10:15am PSTWe've been hearing a lot of talk about ballooning costs of development, larger teams, longer development cycles, more difficult coding and asset creation, and other factors that will basically result in higher price points on games in the coming generation. The first wave of that has already hit us, with a standard $60 price point for major third party Xbox 360 games, a pricing strategy that may very well end up being used across the board. Publishers usually give maddeningly generic answers to queries about the situation, such as this response by EA's Tammy Schachter when questioned about the $10 difference between the company's current-gen and Xbox 360 ports of games: "We believe that premium titles command premium pricing. These are deep, rich, complex games." Epic's outspoken designer Clifford Bleszinski, currently working on anticipated Xbox 360 title Gears of War, has a different opinion about the whole thing, however. "I think video game prices need to go down," he said. "Fifty dollars is far too much for an impulse buy. Sixty dollars is completely out of the question." Academy of Interactive Arts & Sciences president Joseph Olin points out that in the late 80s and early 90s, cartridge-based games were frequently priced higher than we pay for our games today. That doesn't really change CliffyB's mind.
"What other entertainment medium that's mass market is at $60 a pop?" said Cliff Bleszinski. ... So he doesn't want $60. He doesn't want $50. "I would kill to have a [top-quality] game that's jam-packed with an amazing story and amazing moments and four hours long and costs 20 bucks." He said it's possible, if only the industry cut costs by making games shorter and sweeter, but that too many gamers and publishers demand 20-hour games that are filled with the padding of having gamers repeat the same tasks again and again.For my part, I could not possibly agree with that statement more. It's nice when there's a lot of meat to a game, but quite simply most of the time I do not find myself able to complete games if I actually want to maintain a broad and diverse familiarity with games in general, which is something I try to do. Some don't like the idea of paying the same price for shorter games, but if it really does cost so much more to fund longer development cycles (which I'm sure it does), then it should be true the other way around. Make shorter games that cost less to make, and sell them for less. Unfortunately, it's hard to imagine that Gears of War is going to hit the sub-$50 (it certainly won't be $20) price point CliffyB is advocating, as epic is not publishing the title. Let's just hope somebody takes his statements to heart.
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Comments
Cliffy B is the man
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Games that I will play over and over agan
HL
HL2
Tron 2.0(Best story and fantastic artwork, crappy ending)
Max Payne 2
Mario Kart's
Need for Speeds
Re-volt
Motorcross Madness
The first 4 games I listed was because they just flowed so well during the game, the only part that I didn't like was the Zen world in HL. Those games were ones that I just couldn't put down and they didn't have filler areas in there if they did it was very minimal. The 3 racing games that I listed were games that just punish you to do better and better but not to the point where its so hard that its not fun.
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Most games are £35 a pop on release and some console games even rise to £45.
That's nearly $90 of your American Moneys.
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That said I saw GTA:LCS and Tiger woods 06 on sale for $35 a pop at target on black friday. A 2 game impulse buy ensued, I would have continued to ignore them @ $50.
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I don't think we will see a day when games are sold at $20 simply because the market for games is much smaller than that of DVDs. If we could sell 5m units on a regular basis, then great. But as it is now, selling a million is still a landmark that most games don't see. Selling 5m is reserved for the Halo's and GTA's of the world.
But $60 is too much.
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If games become shorter they will only become of poorer quality and you will get less for your money. 1/2 length does not mean 1/2 dev costs. And besides, the current normal lengths are by no means too long, in fact one could argue for MORE length a lot of the time.
I'm really close to stopping visiting ShackNews altogether, it seems every day these guys find another moronic, half-assed whine that they feel deserves posting, and most of you douchebags agree mindlessly like the nooB sheep you are.
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CliffyB is awesome though...he raises some good points...
I think developers need to come up with better ways to generate and acquire content. Things like procedural generation of terrain, textures, animations, etc., and the use of "stock" objects (desks, lamps, etc.) where possible.
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This must mean something.
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But, we don't have the game dev tech or alternatively, a large enough market right now to make a good, story based game that's 12-14hrs and be able to sell it for $15-20, unfortunately.
Theres a bunch of lower cost games out there that sell great and are lots of fun... its the handheld market. Why not have some lower cost games on other platforms? *shrugs* $60 padded 20 hr eye-candy games will still exist, dont worry there!
20$ for a game with 4 hours of entertainment where you play a part
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Nice work falling for it completely though, Remo.
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just because a developer makes a 5-10hr gameplay experience instead of a 10-20hr experience does not mean that their development costs were cut in half.
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Gun
King Kong
or even Tony Hawk
if it was cheaper, but $10 MORE for a PORT?!
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I can finish a game of civ4 in less than two hours, does that mean it's a short game with no content? No - there is enough replay and varying options that I can also play a monster 40 hour game if I want.
Half life 2 was like this to a much lesser degree; The attention to detail in the art and architecture was incredible, a whole world there and it's replayability isn't too bad either. The multiplayer also helps expand the game a lot. Doom 3 could have been this way if the world was a bit less static and if there had been viable multiplayer.
On the other hand we have games like Fable, Max Payne (2 especially) which have a very linear experience and zero replay or alternate play options. These games are fun while I'm playing them but they really don't provide any entertainment outside of that single experience. Still, they can be very worth the money!
Assigning an arbitrary cost to games is ridiculous; There is no set price that all games should be set to. Some games are worth 50$ others 20$ still others 70$. Why limit yourself to one price point and one type of game?
As an aside, part of the reason the DS is going to be a huge success is the quality of game you get for 20-30$.
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Obviously the 4 and 8 hour times aren't fixed in this argument. I don't know why so many people are latching on to them and saying it's bad value when they're just ideas/approximations. Full price games vary massively in length and so would these theoretical cheaper games.
Only issue would be how long it takes for the expansion(s) to come out but, hey, you'd effectively be getting the first part of the game earlier so it's all good.
I've had some games for over a year now that I haven't even loaded because I haven't had time. Part of that is because I'm not playing games as often as I used to but a lot of it is because, unlike when I was a kid, there's just too many good games out these days to play them all.
I'd like to look back more fondly on games like that in the future.
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Usually they're just padded out in the middle and I could get the entire game experience with a lot of that removed. There are exceptions of course, but shorter is good with me.
when people feel they are getting ripped off, they are more likely to consider piracy
take the tobacco industry here in Quebec, when prices on cigarettes went up in the late 80s because of high taxes, cigarette smuggling literaly exploded, when prices went down a few years later smuggling all but disappeared
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These days, things have changed pretty dramatically. Content is becoming harder and harder to create. The incremental cost of adding a creature / weapon / level is no longer relatively small compared to the initial engineering outlay, but everyone is still applying the same value proposition to game buying.
For all you non-technical designers out there, feel free to augment the word "engineering" up there with "and core gameplay design" as it's still the same argument.