Roger L.S. Griffiths wrote: ↑Fri, 15. Feb 19, 21:08
The value of a digital product is ultimately determined by the production costs and that is the stinger, proper quality control costs ALOT of money and time relative to the development cost due to the fact that the testing scope expands as a product evolves - the more content developers try to cram in for the same sale price the lower the overall quality is likely to be due to developers often skimping on testing due to both cost and time reasons (time is money - the longer the time to market the more things cost at the end). There are things that can be done to minimise the re-testing impact of evolving a product but that is really quite a bit off-topic.
Material cost considerations (in the modern software market - optical media is cheap on the whole) do not really factor into the value of the product, just the profit margins in essence (i.e. rate of return). A 30 USD/GBP game is still worth 30 USD/GBP whether it is delivered digitally or physically. Digital delivery systems carry overheads either in terms of third party distribution costs or overhead related to establishing and maintaining your own download/distribution facilities.
As for third party dependencies, such things do not devalue the sale price of the product - just the profit margins for the developer (the exact impact will depend on either level of royalties or the level of cost for the third party components used). Overall, whether the 30 USD/GBP product is 10 USD/GBP of the developer's IP (Intellectual Property) or 30 USD/GBP of the developer's IP it is still 30 USD/GBP to the end user. The cost to the customer does not magically get reduced because the developer is using third party components (which typically have a price tag attached to them).
As for the resell potential, that may slightly devalue a product BUT considering the overall increase in production costs and inflation the end effect is neutral at worst (from a consumer perspective) or at best a small mitigating factor against the rising costs.
In the case of X4, we are led to believe that the vast majority of the product is Egosoft's own IP - they developed their own engine for X-Rebirth/X4 and while I have no doubt there is other IP involved in the product such considerations are moot. What we had at release with the base content of X4 is fair value for money in the current markets and Egosoft are still delivering extra content/features effectively for free (c/f V2.0 and V3.0).
We can dance around the houses about all the details that makes the baseline X4 v1.0 a fair level of content for the sale price, but such matters are on the most part moot. I have noted an unrealistic increase in the level of expectations of end users and customers in general - it seems people increasingly expect more for less. The value of currency depreciates over time (especially when governments engage in quantitative easing measures to address short term financing issues) and the cost of natural resources increase as they become more scarce - unlike in the X-games critical raw resources do not magically replenish themselves indefinitely in the real-world.
As a result of this, the cost of end-products and producing said products should go up. To a certain degree some of these cost increases can get absorbed/mitigated by the manufacturers but there are limits to this - physical items can become cheaper to produce due to improvements in manufacturing methods or the use of cheaper materials but software items on the whole do not become cheaper to produce. A software product that took 1yr to develop 10yrs ago will cost more to produce now and due to increased technical complexity in both the software and the operating environment, a similar product now (using current standards) will either cost more in terms of third party IP, take longer to produce, or both - ergo will by necessity cost more.
TL;DR Balancing content against development costs and end price is not a simple matter and it is unreasonable for anyone to expect the same level of VFM now as they did 10-20yrs ago - especially where software is concerned.
Production/distribution costs is far, far greater for a retail version than a digitally distributed one, why do you think Egosoft did not release a retail version? Because it would cost them too much, take too much more effort than just going digital, go ahead and ask them if you want to.
Simple fact is, in 2005 you bought a game from the mall when you went to do your grocery shopping, you got home, install it in a matter of minutes, maybe enter a CD key, and played it. No strings attached. It was always there no matter if your PC got stolen, went up in flames, gone nuclear... you just installed the game again and played it on whatever PC is nearby. If you grow tired of the game and there's no motivation for you to keep it in your library (yes, we actually had gaming library sections back in the day), you sold it off to a pawn shop or a friend for actual cash.
In 2015 and onwards, you first have to obtain a fast, uncapped internet connection, which can cost more per month to maintain than the game itself (prepaid internet costs even more
per game and not per month). Then you have to register an account on a platform like Steam and log in, which exposes you to the minefield that is the internet. Now you actually buy the game but you have to download it, the download itself can take up to a day (even more) at affordable internet connection speeds. If you are past that, you cannot play yet, the game is first linked to your Steam account, sometimes you even have to "activate" it on another platform that requires another account registration and more internet data usage. Now you can play but, you have to take good care of your PC (and the internet connection you now require) because if the multitude of things that can go wrong with it causes your HDD to die or corrupts the data on it, you have to go through the whole download and activation hassle again. And because it is linked to your Steam account, you cannot sell it, it is practically worthless in monetary terms, sometimes you can trade it over Steam at least. And the real kicker is, you just don't enjoy games (at least not the AAA ones) as much as you did in 2005. I still play Rome Total War to this very day, there's a number of newer, more technically advanced ones but they just don't get under my skin, Rome still does.
The point is that developing and distributing a game used to be very expensive but, it made it easy to use by consumers independently without strings attached. These days development and distribution is cheaper and easier to get into but the consumer have to deal with additional costs, hassle and instant depreciation because of that. That has a significant impact on the product's value, maybe not for the priviledged but, definitely for the lower and middle-classes.
Now there is also a big upside to all this: Because development and distribution of games are much cheaper and easier to get into than before, many indies have sprung up who made truly amazing games with a tiny budget, completely blowing AAA titles out of the water. I myself rarely play AAA games anymore (except for ones like Rome!). Indie games may not look as flashy as their AAA counterparts but, there's just so much more innovation and bright ideas that keeps on drawing you back. And because I can deal with the additional costs and effort, my internet connection and Steam allow me to get hold of these great games.
This is also why I would continue to throw money at Egosoft and I will eventually buy all of the expansions as well, I love what X4 is shaping up to be and I would gladly rebuy it if it would happen to go retail one day, so that it could sit there right next to X3 in the "greatest games" section of my library. Yes, Egosoft cannot release stable games properly, yes they make mistakes and dodgy decisions sometimes, but I like their work, they always clean up after themselves (Rebirth turned out great IMO) and no one else ever even try to make a singleplayer game like this. Gaming has become an expensive hobby but, I will continue to support the devs that make that hobby fun for me.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin