Why AAA video games are a bit daft
I’m writing this
article because of the recent slew of videos on the
YouTube channel Extra Credits, focused primarily on AAA price points and why a
combination of inflation (roughly 25% in the US since the standard $60 price
point was set), marketing and business structures mean that, logically, the
prices of games ought to increase. More specifically, Extra Credits affirms
that the absence of a price increase is what has led to the ubiquity of loot
boxes, DLCs and a series of microtransactions (purchases that take place in
game after a player has purchased it). There are two assumptions at work here,
with one being much larger than the other. Firstly, it is assumed that these
sorts of microtransactions are, at least to some extent, a replacement for a
flat price increase designed to increase long term revenues and ensure an
otherwise unknown profitability. While this makes sense on paper, it’s worth
remembering that the market equilibrium for a certain videogame is still $60,
implying that this was the price where publishers assumed they would maximise
revenue for a chosen game, as a result of the expected purchases at that price
point.
There are two
attitudes we can take on microtransactions from here: that the average spend on
microtransactions should simply be added on to the supply and demand diagram,
thereby revealing that the price consumers pay at the end of the day has
effectively increased, or, that microtransactions, DLCs and the like deserve
their own supply and demand diagram, because they are a different good
entirely; while the two are connected (the former is required to have the
option of purchasing the latter, in most cases), this does not imply they
should be treated as the same good; in terms of the supply and demand for
ovens, you wouldn’t include all the trays, utensils and other instruments that
you buy after the fact on the same diagram.
The key here is that
an increase in the box price of a video game wouldn’t necessarily imply a
reduction in microtransactions; they might be just as ubiquitous. However, this
still shows that a connection exists. Perhaps it’s simply the case that
microtransactions will bloat AAA titles until there is no more money to be made
– put economically, when supply exceeds demand. It’s also assumed that we’re
probably not there yet.
The other assumption
Extra Credits make – and the one that I find most disingenuous – is that this
pricing problem is some kind of injustice, that it’s a problem we should
sympathise with and try and solve through private ingenuity. Don’t worry, I’m
not about to argue for market intervention in video games, quite the opposite;
what if microtransactions are a market failure we should allow to reach its
natural conclusion? What if they prove that the AAA game – or rather, a
relatively expensive video game that doesn’t try and sell you more stuff after
you buy it - has had its day?
Half Life 2 was
revolutionary when it released in 2004, and it’s still a remarkable game today.
The setting is tuned to perfection, both the combat and puzzles are satisfying,
and the pacing is, I’d argue, unparalleled to this day; except, perhaps, by the
title’s cousin, Portal 2. Despite the fact
that Half Life 2 is an exceptional game, it is now eclipsed, far and away, by
its deliverer – Steam. The market for video games has evolved en masse since its reveal 15 years ago,
and you can buy Half Life 2 on Steam today for a paltry £6.99. The necessity to
ship something on a disc, or to market it to recoup costs, or even to find a publisher, are
no longer in play. It’s become far simpler, and indeed cheaper, to realise your
vision and get your game released. Of course, these systems have also led to
myriad problems with bloatware and cheap rips showing up on Steam, but the fact
remains: game development no longer necessitates a vast team of employees. Many
of the greatest games of the past 20 years, from Minecraft to PUBG to Garry’s Mod, began, and found their niche, as the work of one man.
What we can draw
from this – or what I’d like to draw from it – is a piercing criticism of the
continued use of an incredibly antiquated development structure by AAA
developers and publishers alike. The problem with the Extra Credits view is that
it presents the price debacle as a problem, rather than a necessary symptom.
The market for games is changing, and, above all, AAA games, like Hollywood
films or pop music, will always offer a more refined experience than the indie
and mobile games that stand by their side. That is the only way they can defend
their price, their DLC, their microtransactions; by proving that the absurd amount of money pumped into these titles goes to producing something genuinely superior at the other end. With Call of Duty touching its fifteenth installment, and Ubisoft releasing titles that seem to meld into one another, the defense of AAA gaming as a 'cut above' is increasingly in question - as its developers increasingly move away from innovation and towards iteration.
The market is fierce; it's live and let die out there. If AAA gaming is no
longer affordable for publishers, maybe we should let it be, and hope, however naively, that better things are coming.
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