They're coming over tonight to play golf and talk video games. We might watch some football, too. You know, whatever.
http://www.nintendoworldreport.com/rfn/28083
We know you listen to RFN for the huge variety of games and to hear our discussions on listener-requested topics, so this episode is all about those things! First up is New Business, and Greg kicks off with the latest 3DS Virtual Console release, Catrap. You might be surprised how much our discerning editor appreciates this primitive Game Boy puzzle title. (Note: We also briefly stray into Metroid II talk -- be sure to check out our extended RetroActive discussion on that game in RFN Episode 193.) Next up is James, who comes around a bit on Solatorobo and finally boots up his import copy of Inazuma Eleven, the impressive and bizarre soccer RPG from Level 5. Jon has an update on Demon's Souls, so if you were hoping for a break from all the Dark Souls chatter on other podcasts... I guess this is technically a different game. Jonny has been pushing to finish several games before jumping into Xenoblade and other major fall releases, so he wraps up Rochard, closes out the co-op campaign and DLC for Portal 2, and makes serious progress in the HD remake of Ico, a game heavily influenced by Zelda that may now be returning the favor.
We've had a bounty of Listener Mail lately, so the second segment is devoted to answering no less than six of your thought-provoking queries. Topics include gaming conventions, out-of-context game music, our blindness to the cold reality of the gaming market, the second Slide Pad for Resident Evil: Revelations, developer closings, and Radiohead's "Honest Box" model applied to video games. We're always looking for more great letters, so please sow your questions and ideas on this contact form, and we'll harvest them soon!
Also, you should know that River City Ransom won the RetroActive poll. It's a cool little game available worldwide on Wii Virtual Console for 500 points, so download your copy and post your impressions and analysis in the official RetroActive #20 forum thread!
Nintendo is directly opposed to the value corrosion that the race to the pricing bottom and even quick price drops cause. That's why it took them until now to drop the price on Twilight Princess.
Are there any digital games on PSN that are at the iOS price point? (Specifically for the PSP.) I really don't think so. At least I can't think of any really.
Nintendo takes their pricing structure to the polar opposite limit, where they treat their games as such a valuable commodity that you don't see official price drops until the end of the system's life cycle. It works well for hot commodities like MarioKart & New Super Mario Bros, but I can't imagine Twilight Princess has been selling any reasonable numbers lately to justify having it at that price point.
It's not about what it'll sell NOW, it's about what it sold BACK THEN. By avoiding price cuts people learn that if you want a Nintendo game you'll have to pay full price, you can't wait for a price drop so they'll be more willing to buy the game when it's new. When people know that a publisher will drop prices quickly they are more willing to wait for the pricedrop.
It's not about what it'll sell NOW, it's about what it sold BACK THEN. By avoiding price cuts people learn that if you want a Nintendo game you'll have to pay full price, you can't wait for a price drop so they'll be more willing to buy the game when it's new. When people know that a publisher will drop prices quickly they are more willing to wait for the pricedrop.
Except that all it does is encourage me to buy the game either Used or when a vender like Amazon drops it in the bargain bin, if I'm not going to buy it immediately. Especially these days, I don't care if Nintendo sees my money for a game or not, so it's up to them to make me want to buy it their way. Unless rarity is in play, the longer an item is on the market the more the demand and price accordingly fall. Nintendo trying to fix the prices of its games to try to combat supply & demand just encourages customers to buy the games in ways where Nintendo does not see any money.
A lot of Nintendo games do drop in price quickly, though.
I remember seeing sales for Other M, Kirby, DKCR, Golden Sun, etc. at a variety of retailers regularly. It might not be a permanent price cut, but what difference does it make?
A good example of stubborn prices:
I got an email alert for Metroid Other M noting that the cheapest price was £9.85 new (about $16).
Mario Galaxy 2 is £21 new.
Donkey Kong Country Returns is £32 new (almost no change in price for a YEAR?).
All three were released a few months apart last year.
The thing about Tier pricing is that most developers believe they are making a Top Tier Game. Sort of like most Parents believe that there child can do great things.
I don't think the Price drop should wait till the trickle level. Need to find that good spot where the sells are slowing and need a shot in the arm.The thing about Tier pricing is that most developers believe they are making a Top Tier Game. Sort of like most Parents believe that there child can do great things.
Beyond that, I think most people probably think a game isn't a quality game if released below the typical full retail price.
That's why I tend to think a gradual reduction in pricing over time is more economical than tiered pricing. Early adopters will get their top shelf game earlier than anyone, then as demand slows to a trickle, then the price can be gradually depreciated over time.
I don't think the Price drop should wait till the trickle level. Need to find that good spot where the sells are slowing and need a shot in the arm.The thing about Tier pricing is that most developers believe they are making a Top Tier Game. Sort of like most Parents believe that there child can do great things.
Beyond that, I think most people probably think a game isn't a quality game if released below the typical full retail price.
That's why I tend to think a gradual reduction in pricing over time is more economical than tiered pricing. Early adopters will get their top shelf game earlier than anyone, then as demand slows to a trickle, then the price can be gradually depreciated over time.
Correct.I don't think the Price drop should wait till the trickle level. Need to find that good spot where the sells are slowing and need a shot in the arm.The thing about Tier pricing is that most developers believe they are making a Top Tier Game. Sort of like most Parents believe that there child can do great things.
Beyond that, I think most people probably think a game isn't a quality game if released below the typical full retail price.
That's why I tend to think a gradual reduction in pricing over time is more economical than tiered pricing. Early adopters will get their top shelf game earlier than anyone, then as demand slows to a trickle, then the price can be gradually depreciated over time.
Splitting hairs when we're basically on the same page. I just mean as demand diminishes.
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When I do listen to VG music I am usually doing exactly was was discussed in the podcast. I do it while doing other things. ...terrible boring things.
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On the point of pricing, I think people would be a lot happier if Nintendo (and Sony and Microsoft) would adopt a tiered pricing scheme on their retail games.$50-$60 for top tier, $40-$30 for mid tier, and $20 for the budget retail game.