Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

Apple sure sells a lot of iPhones at around the $1000 price point, and they’re not selling those at a loss. I don’t see any reason to think that the laws of the physics are such that it’s simply impossible to sell a gaming console the same way that, you know, almost every product in the world is sold: for more money than it costs to make.


Very few people pay $1000 up front. Carriers have subsidies and 0% payment plans over 24 months. Apple also offers 24 month payment plans. The console market is much smaller than phone market. 100 million consoles being sold over the entire lifetime over 8 years is considered successful. Apple sells that many phones in two quarters.

There is also a history of consoles not selling well when the price becomes too steep from the Neo Geo for $699 to the XBox that was bundled with the Kinect.


People buying $1000 phones are on the upscale range, who would likely be in the PC gaming category if they gamed. Consoles are priced for the mid budget consumer who likely own $600 phones. On top of that, the price-tag of the phone is an amalgamation of several devices into one. The smartphone is so valuable people are willing to pay cost+margins on it and it STILL fully saturates society. The console unfortunately is not that.


I'd assume your typical gaming studio needs to sell a LOT more copies to break even than most shops producing iPhone apps.

Also, a smartphone is an essential hardware for modern living. A gaming console... Not really.


Sure, but then the argument is nothing more than “because our product isn’t good enough to just sell it like every other normal product in the world, we have to sell it at a loss and then extract as much value as we can from developers by exerting total control over software distribution.”


Are you just arguing because you can't stand the idea of a world where everything isn't black and white? If the system as it has settled were so much of a problem for the developers, they would not have time and time again put their weight behind the companies pricing their consoles low.

Prices are all ephemeral anyway. How many of those "normal products" are only able to be sold for more than they are made for because we value the labor of the person making it less than we would the same labor from the person buying it?


> If the system as it has settled were so much of a problem for the developers, they would not have time and time again put their weight behind the companies pricing their consoles low.

To loop back around to the iPhone, pretty much every indie developer I know thinks that mobile phone games are priced too low, but nobody can change it because the expectation has been set that a mobile game can't be $30-60. It's just the way the market has evolved.

So markets are complicated. Sometimes they move in smart directions, sometimes multiple factors conflate together and they move in unsustainable directions. The fact that developers still write games for consoles doesn't necessarily mean that developers like the system they're a part of, or that they don't want it to be any better. It just means the expected value of signing those NDAs, using expensive locked down hardware, and paying revenue portions to the console maker still currently work out to be positive.

Games sell like hot-cakes on the Switch right now. Nintendo would honestly need to do some pretty horrible stuff to make a Switch release of almost any semi-popular game not worthwhile economically. But that doesn't mean developers love everything Nintendo does.

So be careful of reading too much into what developers do. We're Capitalists just like everyone else. If the market demands F2P micro-transactions, NDAs, DRM, or region-specific pricing, ultimately most of us will do what the market demands. Revenue splits are no exception.

That being said, I would argue the market for games publishing hasn't settled, and that it's really not shifting towards increasing revenue splits or developer costs. The original process for getting games on the XBox was way harder and way more expensive than it is today. The reason consoles have generally started to shift towards more open terms is because developers eventually got fed up with paying money to release bugfixes, and started shifting focus to consoles that made releasing software easier.

We're seeing the same trends with Steam and the Epic store. 30% was reasonable, until Epic started offering much better terms. Now Valve is starting to move towards 20%. Devs will work with any system that makes them money, but obviously they would prefer to take bigger cuts of each sale. People don't really appreciate that -- if Steam didn't have such a massive market share right now, no developer would rationally choose to release on Steam instead of Epic Store. We all want lower revenue splits.


Which was mostly my point, nothing is just as simple as "Sell things for more than they cost to make." Markets are weird, more so when you have non-tangible components like software and IP involved.

I'm not advocating for any model over any other, just acknowledgment that there exists a complex co-dependent relationship between the console owners and the developers.


Or maybe the product is great but consumer expectations have been set by years of loss-leading prices on consoles?




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: