Also can't understand the jump in price. I used to hate paying $40 for a SNES or PS1 game but at least they kept you busy for 40 or more hours.
Back in the late 80's to early 90's games would cost $100 or more and only a handful of people were involved in making them.
In the late 90's they cost around $50 and it took maybe 25 people to make a AAA game.
Today, a typical AAA will, at times, employ 1000+ people working on it. The cost of making a game has gone up by an extreme amount. So the $60-70 isn't that bad. Most games (nine out of ten a few years ago) didn't break even. The reason that the price of games hasn't gone up more is that the industry is now mainstream and sells a lot more copies.
The game industry is looking for every way to squeeze out a buck so the publishers force the studios to rip out entire chunks of game to make DLC, Capcom did it with entire game endings. I can see DLC for special items or something but not for entire chunks of game that was there in the first place. Destiny is that way: all the DLC was in there originally and it's been proven. The game industry and movie industry are both in love with fancy graphics and nothing else because they know it gets teenagers to buy stuff. They forget that most gamers are over 30 and have been around since the industry was teething but they still think they can skimp on story and just use flashy graphics like the movie makers focus on cgi and nothing else.
Apologies, but I need to chime in here and say that's just not the way it is. I've worked in the industry for 14 years now on both developer
and publisher "sides". The simple fact is that for X amount of expenditure you need Z amount of return or the company goes under. Very few people get rich from making games. DLC has always been around in one form or another but we used to call it the better-sounding "expansions". It costs a lot of money to make and that money needs to be earned back. Car makers plan and prepare the based model of the car for the mega-deluxe stereo (i.e. "the content was there" argument) that you need to pay extra for right from the start and games are so complicated today (code and structure-wise) that things often have to be semi-prepped to accommodate future content. People are not generally up in arms when filmmakers do extended cuts of their movies even though it's usually already shot, you pay more for the hardback version of a book, you don't get the special paint job for free and you pay extra for more toppings at the hamburger joint... why should games be different? You pay extra for the deluxe stereo and it gets installed from the already-existing stock. Why is a game different just because the installation is immaterial?
The content still cost money to produce. I also find it fascinating that many people regard paying $5 or even $1 for extra content that adds a few hours of enjoyment to be expensive when you'd pay more for a meal that you consume in five minutes at a fast food place. ("Perceived value" is an interesting topic.)
Now, if you got to the end of a story-based game and the game said "pay $10 more to see the ending", with no forewarning, then yeah... I'd be angry as hell too! But if you get the base game and it has at least one ending in there... but you have to pay another $5 to get the other three potential endings or other content, it's up to you how much of an experience you want. The alternative would be that the game just cost $5 more up-front and would include them at the start. I know that some would simply prefer not to have to make the choice though. Perhaps that is one of the issues. It's difficult to decide how "complete" you want to get up-front since you don't know how much you will like the game before playing it.
Now, there
have been occurrences where people have gotten "greedy" just like there will be in ANY industry. (I personally
hate certain free-to-play setups, like "pay to win", for example.) I know a couple true douchebags working in games as well, but they are the exception, not the rule. It's rather disheartening working on stuff that is supposed to entertain and spread enjoyment when you've got so many people assuming off-the-bat that you're just out to fleece them. Are there any other industries like this? (Car mechanics maybe?)
I also find it funny that so many regard developers as all-together altruistic souls and publishers "evil". Developers want to earn money too, believe me, and I can tell you that most people I know that work in publishing are gamers themselves, not corporate suits with no understanding of fun. Also, publishers don't have exclusivity on making bad decisions regarding game design. A lot of the time when a publisher "forced the developer to release the game" it's due to the fact that the developer simply couldn't deliver on the promises they made when they signed the agreement. Publishers don't like releasing buggy games any more that we like playing them. Quite the opposite... when you release a buggy game you have to deal with the consequences, which are not always pretty. Oh, the things I've seen and heard. I've been on the brunt of a few bad publisher decisions (like when a marketing dept forced us to change our serious, well-written antagonist into a leather-clad, sex bomb poster-babe or when they
visually changed our wise-cracking brooklyn-accented sniper sidekick to a different nationality just to sell more copies) but I've also been on the other side, helping developers change some very bad designs they had no clue how to fix.
The last few years I've been working with more indie-focused niche games. Many people say that graphics don't matter, but in the end, they actually do when it comes to sales, review scores and public opinion if you aim (or need) to sell more than a few thousand copies. (Note: "good graphics" don't always mean throwing 500 artists at them. A good art director can work miracles with a minimal budget, but they are a very rare breed.) Story, on the other hand, often doesn't matter as much as people think or want. I've been involved with a few
very story-heavy games (as a writer, designer and producer) and from a production standpoint you get very little return on your investment (in terms of gamer satisfaction, sales, review scores) when it comes to the different aspects of creating story content. That's why I always say that if you can't potentially have a great narrative, you shouldn't have one at all. Compared to certain other things, like experimental and innovative game features,
there is no "try" when it comes to story. (The are a few exceptions, such as RPGs and adventure games.)
I'll round off here. (Did anyone even read all that?) This is just such a huge and deep subject that is immensely complicated to unravel. I just wish folks would stop treating it as such a back-and-white situation, because it isn't.
Now, to keep this on topic:
I'm rather tired of bad writing in games. (I hate bad voice acting and cinematics as well, but it starts with the writing.) There are so many poor game narratives where you have designers that are wannabe-scriptwriters that think they are the next Tarantino but have absolutely no grasp on the subtleties of language (or culture of the character they are writing). This is what I often say to people looking for a games writing career: If you're not a native-speaker of English, don't try to write dialog in it. Don't try to tell a visual story with dialog. (Even established, well-regarded writers have been guilty of that one. They think they have to overdo it because it's a game.) It sounds stupid and you will fail. Don't think your writing is so good that people will just loooove to hear line upon line of your brilliant and witty dialog. Your audience will yawn, your voice actors will go hoarse and you will fail. Don't try to force drama or emotion. (See above comment about well-established writers.) You will fail spectacularly and people will laugh at you.
Also, I wish developers would stop blatantly quoting lines from films like
Aliens. (I'm probably guilty of doing this myself when I first started out.) If you're gonna do an homage to something you love, go right ahead- just do it discreetly in an off-beat way. Every time I hear "in the pipe, five by five" or "stay frosty" in a game I (briefly) get the urge to dismember the person who put it there.