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It really is a difficult thing to put on stone.There are certainly some factors that help decide what price it should have:content of a game, budget, and market reach.And I beleve that most publishers base on that to give the price on their games.If a game has 50+ million dollar budget, it will of course have the full price.But if a game that is part of a genre that historically is niche, or has a small market reach, developers need to manage the budget in a way that they can make a more affordable price, so that it does try to gain new fans, and so increases the odds of bigger success, but also that dont abuse too much of the existing fanbase to not displease them or burn them, since they are the lifeblood of the game sales.
Even in alternate paying methods, such as subscrition, I think a balance should be reached.For me, if you have a subscrition model, the best solution is that the company should charge either nothing or very little to buy the game itself, and make the bulk of the money through the subs.In that way it mitigates the probable backlash of using subscription model in these age in that almost none use, but also make it more atractive to people who just want to try it out, and that can in the end become regular players.

As I said, it really is dependable on the game itself, to see which model is better, and which price point should have in the end.Having a fair price depends on too many variables to put a rule that works for every single game



My (locked) thread about how difficulty should be a decision for the developers, not the gamers.

https://gamrconnect.vgchartz.com/thread.php?id=241866&page=1