RenCutypoison said:
What I meant is that low price sales bring as much revenues on the middle and long term than full priced.
BTW, IOS and Android sales would be interesting too, as it has become a large part of the gaming market.
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That is a theory but basically impossible to prove (unless someone invents a time machine).
There are however quite a few games that have sold well and were well received and the sequel couldn't match the sales (LBP2 for example).
What's the reason for that ? More than enough people could try it, so many decided that the game wasn't for them.
The same would happen to games that already start at a budget price. But the publisher gets only half the revenue from the guy who doesn't like the series.
The huge flaw with that logic is that there are already tons of games out there and people have barely enough time to play them. Price all games at $30 instead of $60, but then people would need to buy twice as much games as they already do and that's something that simply won't work.
Which the same reason why I don't think that services such as PS+ are very profitable, especially for the publisher. They get a tiny cut from the monthly fee, but their games go out for "free" to millions of PS+ users.
Let's say 1m PS+ users downloaded a game (for example Sleeping Dogs) and the publisher gets 10% of the monthly fee from these 1m people. That's ~$400k.
The publisher would need to sell ~30k copies to get the same amount of money.
Since these people downloaded the game, they were at least somewhat interested in it, so the publisher basically lost 1m potential buyers.
So on the long term the publisher could've surely earned more with the game.
Now the other side is that it could've attracted more people to buy Sleeping Dogs 2, but at the same time that could be offset by people who deliberately wait for SD2 to come to PS+ instead of buying it right away.
About iOS and Android games:
http://www.biu-online.de/de/fakten/marktzahlen/datentraeger-und-downloads/mobile-games.html
19m sold games in Germany, 2% of the gaming revenue.
Tiny.