cheap ($20 or under) games
PostPosted:Sat Sep 22, 2012 12:11 am
I'm looking at my track record of $20 (starting price, not reduced) and under game from Steam and I have a pretty good record there. I think about 80% of the games I'd consider pretty good, and it's not just because they're cheap. The only slack I give to cheap games is that I don't expect cutting edge graphics or full voice acting. It still has to look passable like say Dungeon Defenders, which is why I rarely buy the games that look like they could've been made on the SNES no matter how cheap they are.
Let's say you value entertainment as equivalent of getting a part time minimum wage job so we call it $10/hour, there seems to be a lot of people who determines the value of a game by (hours played)/(cost), and in particular if (hours played * 10)/(cost) > 1 then it must be a good game, so anything you play for at least 6 hours is probably worth it. The argument always boils down to something like you could spend $20 on a halfway decent meal or whatever which lasts like an hour so clearly a game costing $60 that you play for 10 hours must be better.
Of course by that logic you get that any game you ever pirated cannot possibly be bad (because it's free), and that nobody should ever hate a game they played at any resaonable time. In fact given it's pretty much impossible to finish a lot of games in under 20 hours that means if you finish a game it cannot possibly be bad because it provided $200 of value! This completely ignores the fact that even fairly good games could have negative value in entertainment. For example, take a RPG where you're going in circles to level up. It's likely this value is 0 to you in terms of entertainment, possibly negative, but you do this because presumably you think this will lead to some payoff later. You endure a cheap boss that makes you want to smash your controller because it's supposed to be worth it when you beat the boss, but what if it's not? Better yet, what if you never beat the boss?
In this sense expensive games are likely to have extremely high negative overall value because you're more likely to tell yourself 'this got to get better' whereas if the game cost $20 you might just decide to cut your losses. I bought Exceed 3rd on Steam for $4 and I played it for 10 minutes before I realized it's the same old bullet hell game that isn't fun, so my net loss is $4 + 10 minutes. Gradius V which I bought for the PS2 for whatever the standard the price, I played it for like 5 hours thinking the game might turn out to be better or at least to the point where you've unlimited continues (need 15 hours), and then after realizing this is going to involve another 10 hours of dying repeatedly because I'm really not interested in memorizing a bullet hell variant shooter I never played the game again, so my net loss is probably $50 plus 5 hours of mostly negative entertainment. And if you value your time at all, it's likely the difference in time between these two games is a lot more importantly than the difference in price. It certainly is for me.
I know people always talk about this game is too short for its value or whatever but I really think that's just mostly talk. People didn't think Super Mario Brothers was too short for whatever it cost back then and if you were actually good at it, it sure isn't going to take you very long to beat it. In fact this line of thinking says if you just suck at the game or if the game throws more cheap tricks at you then the value of the game goes up, even though they're probably the thing that makes people quit the fastest. It took me 2.5 hours to beat the final stage (starting at the final stage) in Exceed 2 because there's really no point to try to clear the game in one go if you can't clear the final stage. The final stage looks about 5 minutes, and say the stage 1-6 is 2.5 minutes each (probably way low for some of them), then if the game simply do not offer the ability to stage select it'd take at least 8 hours to do the same thing. Of course it'd be a lot more because most of the time you'd spend your 15 minutes to get to the final stage and then promptly die in 2 minutes and then you've to start over. Of course after a few cases like this you would probably just uninstall the game and never touch it again. I don't think I'm the only one who thinks like this but it seems like most developer also operate on the same assumption where (hours played/cost) = large number ==> good game. Of course you only have to look at Diablo 3 to see how this doesn't work. The people who absolutely hate the game are the guys who played hundreds of hours thinking the game might actually turn out better before eventually finding out it's not. And no it's not a matter of just 'stop playing the game if it's not fun'. Everyone knows even the best game can't possibly be awesome throughout the whole game so it's not unusual to tough out some bad parts if you think the game is going to eventually turn out to be good, and obviously Blizzard have a ton of goodwill to make people believe this is indeed going to be the case. But this also means you can pile up a ton of negative value before you eventually realized that the game sucks and you're wasting your time.
Sometimes I wonder where all the money goes into development. For $15 you can get Dungeon Defender which seems pretty passable in everything you'd expect from a game, and even if you've no interest in tower defense games, there's certainly enough content in the game to be a decent length game in any other genre assuming the creator's skills translate equally well to another genre. Sure graphics consume a ton of money, but let's say you're SWTOR that probably sold at least 2 million boxes at $60 each, do you really need $120 million to develop an AAA MMORPG? How much money can those voice actors possibly charge you which is the only thing that's especially different about SWTOR? Or is this is like how airlines don't make money if you take their historical profit/loss, and yet clearly people are eager to be in the business because even if you end up in a net loss, while you're running your company you get to take a lot of money and spend it on stuff that's really not worth it and then you come back and cry about not making enough money?
Let's say you value entertainment as equivalent of getting a part time minimum wage job so we call it $10/hour, there seems to be a lot of people who determines the value of a game by (hours played)/(cost), and in particular if (hours played * 10)/(cost) > 1 then it must be a good game, so anything you play for at least 6 hours is probably worth it. The argument always boils down to something like you could spend $20 on a halfway decent meal or whatever which lasts like an hour so clearly a game costing $60 that you play for 10 hours must be better.
Of course by that logic you get that any game you ever pirated cannot possibly be bad (because it's free), and that nobody should ever hate a game they played at any resaonable time. In fact given it's pretty much impossible to finish a lot of games in under 20 hours that means if you finish a game it cannot possibly be bad because it provided $200 of value! This completely ignores the fact that even fairly good games could have negative value in entertainment. For example, take a RPG where you're going in circles to level up. It's likely this value is 0 to you in terms of entertainment, possibly negative, but you do this because presumably you think this will lead to some payoff later. You endure a cheap boss that makes you want to smash your controller because it's supposed to be worth it when you beat the boss, but what if it's not? Better yet, what if you never beat the boss?
In this sense expensive games are likely to have extremely high negative overall value because you're more likely to tell yourself 'this got to get better' whereas if the game cost $20 you might just decide to cut your losses. I bought Exceed 3rd on Steam for $4 and I played it for 10 minutes before I realized it's the same old bullet hell game that isn't fun, so my net loss is $4 + 10 minutes. Gradius V which I bought for the PS2 for whatever the standard the price, I played it for like 5 hours thinking the game might turn out to be better or at least to the point where you've unlimited continues (need 15 hours), and then after realizing this is going to involve another 10 hours of dying repeatedly because I'm really not interested in memorizing a bullet hell variant shooter I never played the game again, so my net loss is probably $50 plus 5 hours of mostly negative entertainment. And if you value your time at all, it's likely the difference in time between these two games is a lot more importantly than the difference in price. It certainly is for me.
I know people always talk about this game is too short for its value or whatever but I really think that's just mostly talk. People didn't think Super Mario Brothers was too short for whatever it cost back then and if you were actually good at it, it sure isn't going to take you very long to beat it. In fact this line of thinking says if you just suck at the game or if the game throws more cheap tricks at you then the value of the game goes up, even though they're probably the thing that makes people quit the fastest. It took me 2.5 hours to beat the final stage (starting at the final stage) in Exceed 2 because there's really no point to try to clear the game in one go if you can't clear the final stage. The final stage looks about 5 minutes, and say the stage 1-6 is 2.5 minutes each (probably way low for some of them), then if the game simply do not offer the ability to stage select it'd take at least 8 hours to do the same thing. Of course it'd be a lot more because most of the time you'd spend your 15 minutes to get to the final stage and then promptly die in 2 minutes and then you've to start over. Of course after a few cases like this you would probably just uninstall the game and never touch it again. I don't think I'm the only one who thinks like this but it seems like most developer also operate on the same assumption where (hours played/cost) = large number ==> good game. Of course you only have to look at Diablo 3 to see how this doesn't work. The people who absolutely hate the game are the guys who played hundreds of hours thinking the game might actually turn out better before eventually finding out it's not. And no it's not a matter of just 'stop playing the game if it's not fun'. Everyone knows even the best game can't possibly be awesome throughout the whole game so it's not unusual to tough out some bad parts if you think the game is going to eventually turn out to be good, and obviously Blizzard have a ton of goodwill to make people believe this is indeed going to be the case. But this also means you can pile up a ton of negative value before you eventually realized that the game sucks and you're wasting your time.
Sometimes I wonder where all the money goes into development. For $15 you can get Dungeon Defender which seems pretty passable in everything you'd expect from a game, and even if you've no interest in tower defense games, there's certainly enough content in the game to be a decent length game in any other genre assuming the creator's skills translate equally well to another genre. Sure graphics consume a ton of money, but let's say you're SWTOR that probably sold at least 2 million boxes at $60 each, do you really need $120 million to develop an AAA MMORPG? How much money can those voice actors possibly charge you which is the only thing that's especially different about SWTOR? Or is this is like how airlines don't make money if you take their historical profit/loss, and yet clearly people are eager to be in the business because even if you end up in a net loss, while you're running your company you get to take a lot of money and spend it on stuff that's really not worth it and then you come back and cry about not making enough money?