@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
@cmuratori I get exposed more to the "under" side of that and wish for those people that it weren't that way.1 reply 0 retweets 0 likes -
Replying to @ValiantCheese
@ValiantCheese Yes, but I think sales probably don't really have a lot to do with that.1 reply 0 retweets 0 likes
@ValiantCheese I suspect it has a lot more to do with the fact that communicating about games is a skill, and if you don't have it...
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Replying to @cmuratori
@ValiantCheese ... then not enough people will ever know about the game :(3 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori In the communities I'm involved with, I see hundreds of people prefer to hold out for a sale for a game that they're excited by.1 reply 0 retweets 0 likes - Show replies
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