• alekwithak@lemmy.world
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    2 days ago

    And in addition to what Zangoose said, your argument ignores the basic principle of technological progress: as industries mature, costs typically decrease, not increase. Economies of scale, automation, and digital distribution should all lower the cost of making and selling a game over time.

    A $60 game in 2008 had to be printed on physical discs, boxed, shipped to stores, and supported with traditional advertising. Today, most games are sold digitally, cutting out huge portions of that overhead. Studios also reuse engines, assets, and development pipelines now more than ever.

    Sure, inflation is real—but so are productivity gains. If your costs are going up despite all these efficiencies, that’s not just inflation—it’s mismanagement or greed. Consumers don’t owe companies an inflation-adjusted price just because they want to maintain record-breaking profits and raise prices.

    • ysjet@lemmy.world
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      2 days ago

      Uh, video games have VERY famously not been decreasing in cost to create- AAA games cost VASTLY more to create now than in 2008. The teams are much, much larger, for one.

      It’s a trend I personally think is stupid and unnecessary, but productivity gains aren’t really happening that way in game dev.

            • MolochAlter@lemmy.world
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              1 day ago

              Cause that’s not how salaries work?

              Salaries grow because people negotiate for better salaries, either through collective action or by being indispensable and getting better offers, not by magic.

              The game industry is full of wannabes chomping at the bit to get in, so maybe seniors can hope to haggle for a higher cut or become partners of a studio, everyone else is entirely replaceable, which means their salaries will grow extremely slowly already.

              Add to that that the industry selects for financially stable/affluent croney kids by using unpaid internships to filter anyone who would be overly dependent on their salary and basically select for rich “starving” artist types and you have a recipe for a ridiculously strong buyer’s market when it comes to salaries.