LogFAQs > #910609662

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TopicLiterally every time Star Citizen shows off a new aspect to the game...
legendarylemur
10/16/18 4:01:53 AM
#59:


A quality of a game takes into account how long it took and how much it already cost to make on top of how much it's gonna cost just to play.

It's like this. One of the most delicious apple in the world can cost $1,000 per apple where say an individual apple might cost you $.50. There needs to be a taste value difference of $999.50 for the delicious apple to be worth the price in theory.

But in practice, you'd see that kind of apple sold for $1. To try to sell something of a higher cost, unless the item has a flexible price model, which goods like apples and video games do not in general, you can't escape a certain spectrum of price or the quantity demanded of that good will plummet drastically because of the thought that, wait... I can just lose out on a gratuitous surplus and just buy a significantly cheaper good. Star Citizen significantly exceeds that limit. You might find value in being a part of a community, and you might perceive that you're paying to be a part of that community. However, Star Citizen has long failed as a product categorized as a video game

In terms of fixed costs of games, of course you have DLCs and MMO subscription or in-app purchase services. But in such a case, you have to think about video games as service. As in if you're playing a video game for a whole month due to a stream of new content, you're paying to be a part of the video game experience over time, in which case we can look at the video game costing a certain amount per month to compare with the average. In which case, you actually don't stray very far from the standard $60
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