Just posting this here to see if anyone has comments.
Here's what my experience tells me about how videogames are priced these days. Note, my experience with pricing has mostly been buying PC games digitally for the past six or seven years.
* base price $4.99 or $9.99 - small-ish game (indie or casual AAA)
* base price $19.99 - indie, niche, or older AAA game
* base price $29.99 - older AAA or niche AAA game
* base price $49.99 or $59.99 - recent AAA game
(currency is USD)
...I'm not actually sure what something like Wii Sports would retail for on the PC. I can think of big-name casual games but stuff like Farmville generally uses a microtransactions model, right? Maybe I could look at VR games but (1) I don't have VR so I haven't paid any attention them at all, and (2) it's a fledgeling market at this point so price points might not be very stable for now. I just did look up Plants vs. Zombies GOTY and its base price is $4.99 though. I can't imagine publishers going for people who don't see themselves as gamers with price points higher than a few bucks -- maybe $10 if it's fancy-looking. But I also don't know much about branded stuff.
Years ago, though, back in the 1990s (and in 1990s US dollars), I remember the following pricing for physical releases:
* major JRPG (e.g. Final Fantasy II (SNES), Final Fantasy III (SNES), Chrono Trigger) - $69.99 to $89.99
* major handheld game (e.g. Pokémon) - $24.99 to $35.99
I don't remember anything else from back then.
More recently I remember the following from checking out used GBA games at GameStop several years ago):
* obscure/unwanted game - $2.99
* somewhat desirable but common game - $4.99
* very desirable game (e.g. Fire Emblem) - $9.99
Comments
These days, the fact that any games can sell for only $10 to $20 is a breath of fresh air.
also for what it's worth pretty much every game i've bought in recent years i've paid less than US$10 for it, often less than US$5, so arguing about price vs. length is effectively meaningless to me personally
besides, spending more time in a game =/= having a more fulfilling experience from it
Contra is the quintessential game
i keep on meaning to find time to play these long epic games but i don't and i'm sad I've noticed a problem with thinking of price in terms of utility gained, which is that trying to put a price tag on utility -- hell, trying to measure utility at all -- is really hard to do with any sense of rigor.
Instead, people basically just learn price points and get used to them, and then decide how much of something to buy based on how price points fit into their budget and and then decide between things at a given price point.
like, there's no ability to haggle over most costs. the only choice is buying from someone else, and if not, it's basically a set-in-stone price that's take-it-or-leave-it. supply curve is basically flat i think?