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Gaming is set to get cheaper, at least according to one high-ranking industry exec.
THQ boss Brian Farrell reckons cloud-based gaming systems will drive down prices. Speaking at the CloudGaming USA conference he explained, "[Cloud gaming] will result in a lower cost for the hardware manufacturer, which will result in a lower cost to consumers and therefore a lower entry point, thus driving more mass market adoption."
He added that disc-less gaming would be the norm in future. "No inventory, no markdowns, and all the money spent by the consumer will go to the developer or publisher. Our games are always on and our players are always connected. We have the opportunity to interact with players in new ways that can be reactive to their desires, play habits, and buying habits.
"The box, ship and done model is transitioning to observe, measure, and modify, a games-as-service model where direct consumer feedback allows the ability to operate in this always on, always connected environment. Technology alone will not give a clear benefit to the consumer. Cloud computing and data storage could potentially do a lot, but it's what we do with it as game designers and publishers that really matters most."
However, THQ's own recent attempt to mess with calcified pricing models has not gone so well. Farrell admitted that the plan to price a limited release version of MX vs ATV Alive at $40, with extra income arriving from DLC, had not gone well. "What we found was unlike free-to-play, $39.99 just wasn't low enough to drive a big enough install base to push the level of DLC we had initially hoped for." He added that the firm is committed to a long-term strategy for DLC for big-ticket games like Saints Row: The Third.
source
then the game makers will raise DLC prices just to make sure they keep getting the same money from $60 games.
THQ boss Brian Farrell reckons cloud-based gaming systems will drive down prices. Speaking at the CloudGaming USA conference he explained, "[Cloud gaming] will result in a lower cost for the hardware manufacturer, which will result in a lower cost to consumers and therefore a lower entry point, thus driving more mass market adoption."
He added that disc-less gaming would be the norm in future. "No inventory, no markdowns, and all the money spent by the consumer will go to the developer or publisher. Our games are always on and our players are always connected. We have the opportunity to interact with players in new ways that can be reactive to their desires, play habits, and buying habits.
"The box, ship and done model is transitioning to observe, measure, and modify, a games-as-service model where direct consumer feedback allows the ability to operate in this always on, always connected environment. Technology alone will not give a clear benefit to the consumer. Cloud computing and data storage could potentially do a lot, but it's what we do with it as game designers and publishers that really matters most."
However, THQ's own recent attempt to mess with calcified pricing models has not gone so well. Farrell admitted that the plan to price a limited release version of MX vs ATV Alive at $40, with extra income arriving from DLC, had not gone well. "What we found was unlike free-to-play, $39.99 just wasn't low enough to drive a big enough install base to push the level of DLC we had initially hoped for." He added that the firm is committed to a long-term strategy for DLC for big-ticket games like Saints Row: The Third.
source
then the game makers will raise DLC prices just to make sure they keep getting the same money from $60 games.