Weekend Confirmed Episode 54

By Garnett Lee, Apr 01, 2011 11:00am PDT

In town on recon for his upcoming relocation to the land of TMZ, palm trees, and convertible sports cars, Xav joins the Jeffs and Garnett for this week's show. With more 3DS games like Ghost Recon: Shadow Wars and Super Street Fighter, plus Shift 2, WWE All Stars, Sword and Sworcery, and more, Whatcha Been Playin? spills over well into the third segment. There's still time for a little discussion in the Warning before moving on to the videogame news of the week. Mortal Kombat and the upcoming Xbox LIVE spring update lead the headlines on the Front Page. Things get a little undone but end strong with Finishing Moves.

Weekend Confirmed Ep. 54: 04/01/2011

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If you're viewing this in the GameCenter application, you can play Weekend Confirmed Episode 54 directly.

Weekend Confirmed comes in four segments to make it easy to listen to in segments or all at once. Here's the timing for this week's episode:

  • Whatcha' Been Playin Part 1: Start: 00:00:00 End: 00:30:21

  • Whatcha' Been Playin Part 2: Start: 00:32:06 End: 01:00:43

  • The Warning: Start: 01:01:49 End: 01:34:58

  • Featured Music "The Sun Over Tokyo" by Audio-ology.: 01:34:58 End: 01:38:33

  • Front Page news: Start: 01:38:33 End: 02:19:41

AUDIO-OLOGY (n): an original, self-produced music group who combines, live hip-hop and rock into one groundbreaking package, featuring Detroit native Chaz Logan and Louisiana-born Zach Goyne; also a treatment and cure for what ails the music industry.

Audio-ology is the resulting musical mash-up, combining both Chaz and Zach’s roots in the church, with a love of both hip-hop and rock, a blend of backgrounds that results in the perfect post-Obama melting pot. The two met shortly after Zach arrived in L.A., just three days after Hurricane Katrina. Chaz usually comes up with the beats and music, while Zach writes most of the lyrics and collaborates on the melodies.

For more information, including news on their forthcoming debut EP on Eklektic Entertainment, visit the Audio-ology official site. They can also be followed on Facebook and Twitter.

Original music in the show by Del Rio. Get his latest Album, The Wait is Over on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page, and follow him on twitter delriomusic.

Jeff can also be seen on The Totally Rad Show. They've gone daily so there's a new segment to watch every day of the week!

Remember to join the Official Facebook Weekend Confirmed Page and add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.

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Comments

  • Here's my worthless gaming price analogy:

    Creating a game is much like making a t-shirt where a small, medium, and large typically have the same $18 price tag even though you have slightly more fabric as you move up to XL which might be an extra two dollars. Regardless of the size, you have to have the same art design, collar, sleeves, and roughly the same amount of fabric.

    This is analogous to making a game because whether it's 6, 8, 10, or 12 hours, the basic costs are going to be the same and they can't afford to charge less than $60.

    That being said, I wish the industry would try out pushing more games based on volume at $40 because like Garnett was alluding to, we'd be more likely to buy 3 games at $120 than 2 at $60. It would be awesome to buy a Bioshock Infinite at $40 with no multiplayer and I'm sure they'd make up the difference in the volume of sales since everyone would be pushed top pick it up.

    Thread Truncated. Click to see all 6 replies.

    • ---Or 2 at $120! Sorry. : BrianBrightblade
        • I dunno, I mean I totally get what you are saying, it just seems to me that those costs are irrelevant to the final item cost. Obviously while we have physical media there are some per item costs, but considering how much it costs to press a disc they aren't that big, and as we move to digital those numbers shrink even further.

          The point I was trying to make is that it's not price per unit that matters, but rather total revenue. And if they can charge less but sell more, to find the "sweet spot", then the actual unit price doesn't matter. With the t-shirt analogy, the per unit costs of the small med and large are all roughly the same, so they can be priced the same. With the game, there are no per unit costs.

          One could then argue about the development costs, but a $25million dollar game, a $10million, and $40million, all come out at $60. Those costs aren't equivalent. That isn't the small med and large.

          I understand why we are stuck at $60, it's an artificial price point set by console manufacturers to reap license fees and supported by paranoid publishers who think that charging less for each unit logically means making less money. A game is $60 because it is, and customer expectation is set that way.

          It just goes against economics and market tendencies, games aren't commodity experiences, they don't all deliver the same value to the consumer, and yet they are priced as such.

          As far as the steam sale analogy goes, the point I wanted to make (but missed) is that, when the price of a game is reduced, the publishers often find and cite that they made *more* money, then the time previous. This just isn't Vale and HL2, but newer games also. If you are going to sell a million copies regardless, then yeah $60 a copy is the way to get the most revenue. But economically speaking, the less you charge the more you sell, which means the $60 point isn't necessarily going to maximize revenue.

          To look at the iOS sector for a second (which isn't the best example as those prices reach extreme lows, which can change the value proposition and market expectations), Angry Birds, the current golden child, is estimated to have made $50million in revenue. Which is equivalent to a $60 game selling 1 million copies. But they moved an estimated 10-30million units (depending on how you factor in advertising sponsored versions). The only point I use this for, is that you don't have to charge $60 to make that kind of money, and that by lowering the price you can actually sell more.

          Not every game released is COD, and they certainly don't speak to gamers wallets like COD, so why should they be priced the same? To say that games cost $60, because thats how much it costs to make them, doesn't hold up. Games have sunk development costs that are recouped by total revenue, and since the per unit costs are largely small, the price is arbitrary as long as it makes up that revenue. That is all I was trying to say :)