If I'm designing a logo, I don't charge based on how much use the client is going to get out of the logo. I charge based on how long it takes me to concept and design. The same should hold true for games.
But you're selling an ongoing collaborative design service whereas games are sold as 100% complete (hopefully) pre-packaged commodities. As such, their prices reflect end user utility and... well, I guess market demand.
Nope. Once I'm finished with the logo, I prepare all the files they'll ever need for production, burn a CD and send it off to the client with the invoice for number of hours worked. They take it and run with it, and I never have to deal with it again.
What do you think they'd do if I said, "I spent 15 hours on this logo. However, I'm going to charge you a
different way this time. See, I've estimated the number of times this logo will be viewed over its lifetime, and the price is now, (some much higher number)." What do you think they'd say? They'd freak out. Should a mechanic, after replacing your engine, say, "Ok, you're gonna get 100,000 more miles out of this baby now, that'll be..." ? No, he'll say, "For X hours of labor, and the cost of parts, this is what you'll pay."
NOW... if we're going off of Market Demand, ok. I'll accept that, if the copies go flying off the shelf at $50, they were right to charge that much, and I can't argue with them. But I wonder what the elasticity of a price of a game is... Would they have earned more if they'd charged $40 and sold a bunch more? I have no clue.
For me, though, the point is pretty much moot. As I said, I'll still probably be picking this one up, full-price. Meh. I just wished it was cheaper because I'm po' this month.
Edit: Nearly forgot my last point... Are we paying extra to get a Nike logo on a t-shirt?