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by throwaway34241
2358 days ago
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> no (unless developers would be willing to forego revenue). In a market with perfect competition (and this is close enough to be modelled this way), the equilibrium price is equal to the marginal cost of production. (which is very low for a videogame). Regular old economics does apply here and consumers on the aggregate would win out. I don't understand. Clearly video games are not priced at the marginal cost of production, which is just the cost of transferring a few GB. Are you suggesting they are currently or they would be with allowing resales? I was trying to illustrate it with a specific example, but the point was that price discrimination does not seem to me to be inherently anti-consumer. It would depend if (compared to the scenario where it is not allowed) the price is being raised to get more from customers willing to pay more, or lowered for customers unable to pay as much (who would otherwise be ignored). I'd argue that discounted pricing for developing countries is mostly the latter case. > In a market economy, we generally tend to favour the dynamics of competition and consumer welfare I'm arguing that consumer welfare is not obviously served best by torpedoing the market for single player games. The whole point of granting copyright monopolies is to enable content production. IMO allowing companies to charge per person to play a game (an unlimited number of times for the rest of their life) is not an inherently immoral business model and in some ways is more consumer friendly than pay-per play experiences like movie tickets or in app purchase based games. |
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well they'd drop in price heavily. They won't come down to the marginal costs because as you correctly point out AAA titles have high fixed costs in relation to their marginal cost so if the firm wants to continue to exist they can't charge zero obviously. But yeah most competitive digital goods actually do approach their marginal costs of production, which is why so many of them cost something between a few dollars or nothing, see newspapers.
And actually pricing the good at the highest first world rate isn't possible (or at least not rational) because in a market with resales those consumers can then go on and sell their games, taking your revenue (that's why competitive markets push the profit down in the first place).
> is more consumer-friendly than pay-per play experiences like movie tickets or in app purchase based games.
I think that's because (I would guess) you've got a bias towards this business model and dislike other ways to monetize games. But for consumers at large (who don't mind those experiences if their decisions are any indication) this model works very well.
Also keep in mind that the economical point above (that competition drives profits to zero)d does not imply that the company goes bankrupt, it means that the company only gets to keep what it costs to produce the product, it is still a perfectly plausible business.
And culturally speaking, a lot of great games were developed in environments without much copyright protections, reselling rights (literally every game before digital platforms could and was trivially resold). Almost all my favourite single player games precede the online platform era, and anecdotally I'd say there were more of them. We don't really need to give EA or Disney surplus profits by protecting their market power.