@ValiantCheese I know this for a fact because _I didn't purchase them_ :P
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Replying to @cmuratori
@cmuratori I don't mean to criticise you. I see lots of people spending money on stuff they don't want or don't care about...1 reply 0 retweets 0 likes -
Replying to @ValiantCheese
@cmuratori ... which in turn leads many of them to pay less for stuff they do care about.1 reply 0 retweets 0 likes -
Replying to @ValiantCheese
@ValiantCheese That could be true as well, but one also has to ask whether game pricing in general is good in the first place.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@ValiantCheese It may be that the false market was actually the fact that you could charge $30 for a game in the first place.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@ValiantCheese And what you're seeing is actually a return from the false market to the actual real perceived value of the product.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori What happens when perceived value doesn't match the cost of production?2 replies 0 retweets 0 likes -
Replying to @ValiantCheese
@ValiantCheese Well, it almost _never_ does. It's almost always vastly over or vastly under.2 replies 0 retweets 1 like -
Replying to @cmuratori
@ValiantCheese There are very few games whose gross revenue is close to what it cost to produce.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@ValiantCheese That is the normal state of a non-commodity market.1 reply 0 retweets 0 likes
@ValiantCheese It's really what they're saying when they say "hit driven", right... they're saying either you make way more than the cost...
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