Pemalite said:
Well. They lost an entire sale with me... And many others feel the same. - Some revenue is better than none.
AMD's integrated graphics have typically been a step behind desktop offerings. |
I mean c'mon, I get that most gamers don't understand the business very well, but not understanding that say a 40% of a profit margin (assuming a $40 net take on each retail copy, which probably is overstated on my part to begin with) is crazy. That would be something significant for any business be it a pizza parlour, a hair salon, a car rental service etc, Coca-Cola, Pepsi, a car company, etc. etc. etc. etc. 30-40% of your margin in not small potatoes. Why do people think video games should operate on a completely different set of rules.
Cartridges always suck when they get too expensive.
It happened in the 80s (so much so that Nintendo wanted to ditch them entirely for the Disk Drive), it happened in the 90s (cost Nintendo their entire leadership of the traditional home console market and they've never really regained that part of it), and with Switch 2 requiring these higher speed carts, at $16 a pop that's simply an fairly high cost. This was always going to be a problem too as the Switch 2 can run modern gen games, but a lot of these modern games are well over 64GB even these days. The pricing was always going to become a problem unless Nintendo scaled their ambitions down, and thankfully they haven't because that would suck.
Some devs, particularly with lower budget games and games that have already broke even into profitability (so likely older ports) may opt to eat the cost of the cartridge by passing it on through the price of the game, but rationally you can't expect every developer to do so. Like Star Wars Outlaws, they're probably still trying to pay off the monstrous development budget for that game, they probably have not broken even ($200-$300 million dollar budget), they may never break even. You really think they ought to just eat $16 a copy ... they need that margin.
Again game developers are in the game business, not the collectibles and archiving and keepsake business. The fact that a little collecting enclave emerged in the industry doesn't mean game developers ever signed up for that business model to begin with.
The simple solution is to just have Collector's Editions limited print runs of cartridges for games, with the understanding that 64GB won't hold every game's entire game data even, but for people who really must, must, have it ... fine. Let them pay whatever the digital copy/GKC copy's cost is + $16, so in the range of $80-$96 for certain games. You want it, then pay for it, nothing outrageous about that at all. If I want a game controller with $20 additional hardware cost in features, I should expect to pay $20 more than a controller that doesn't have those features, that has nothing to do with "manufacturer greed!!!!".
Last edited by Soundwave - on 10 September 2025






