Brave Little Hitachi Wand

I’m a human being, god damn it. My life has value.

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Joined 2 years ago
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Cake day: June 14th, 2023

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  • Variation did begin to pick up once they started making indie games for consoles, but I was referring to games you could find on the shelves for an average home console. And I wasn’t going from memory, I was going off something I read a while back.

    https://techraptor.net/gaming/features/cost-of-gaming-since-1970s

    Since as long as I’ve been a gamer, the average MSRP of a game has been quite steady despite the fact that the purchasing power of that price tag has completely collapsed.

    An average Atari 2600 game cost $39.99 but that’s closer to $170.70 in today’s money. A game for the PS4 had a sticker price 50% higher, but the actual value of that money is nearly ⅓ as much.

    If you have better data than the article I’d love to hear of it. I hated how they referred to typical MSRP as the “average” price when it’s clearly the mode and not the mean.

    My only point was that the price of these games has been at a certain level without regard for the drastic decline in the value of the dollar. Demand for games should be on the elastic side, so it’s weird that (most) prices have been so steady.



  • What I notice in my experience (with a couple obvious exceptions) is that at any price, I typically get way more entertainment time per dollar with indie games. Hollow Knight is deep into pennies per hour long ago, Slay the Spire is close to free at this point, and even indie games I don’t finish end up being the cheapest form of entertainment I’ve got. That said it’s the same conversation, but an order of magnitude less “value” with big budget game releases.

    Back in the arcade era, they made games arbitrarily difficult to make us spend more quarters. Hence why so many middle aged gamers are good at platformers and have a chip on their shoulders about easier modern games. So I don’t know if hours per dollar is really the conversation we should be having about games, because that’s not the value proposition for me.

    The real value of games is as art. Such a variety of creative energies are poured into game development that it’s easy to end up with a whole that fails to cohere to some extent. When it does come together with not only cohesiveness but a clarity of artistic intent, that should be seen as an astonishing achievement.

    The real reason I think indie games do better in terms of the flawed metric of playtime per dollar is because of the smaller teams and leaner budgeting. I think we agree here. They are not as pressured by externalities to create on a schedule, to appear valuable to shareholders by clumsily chasing buzzword trends in game design, by monetising with dark patterns and micro transactions. Too much money is toxic to artistic pursuits.

    I guess my only quarrel with you is the idea that Silksong wouldn’t have been worth $60. I’m already ten hours in, just found the first main boss, and on your metric it’d already have beaten the best movie I’ve ever seen in theatres for entertainment time per dollar. It’s a flawed yardstick that still makes the game look good.





  • You know what sucks about it though, being a deeply sarcastic asshole? I wasn’t able to replicate the same damage in my son. He’s so earnest and genuine. He has an uncomplicated delight in praise and an open countenance that I will never understand. I feel like an artist who has created one masterpiece by accident and will never know how they managed it.

    Dude will be like “daddy, you make the best bread in the world” and by the time I mutter “don’t patronise me” he’s already talking about something else - and not listening. He keeps getting away with it.

    So yeah I like being sarcastic but it has lost some of its shine lately. It’s no fun being sarcastic with him.