[citation][nom]wasteoftime[/nom]"Considering that a fair portion of what you are paying when you buy a game (or any sort of physical media, really) is the cost of packaging it, shipping it around, and then with those costs taken into account, reseller markup added on top of it"A more than fair portion of what you are paying for is the cost to actually develop a game. This is not a music album where you only have to hire an artist, some sound engineers, and a marketing crew. The average video game these days takes a much larger production crew of writers, software engineers, testers, marketing, etc. [/citation]
I didn't say they weren't expensive to produce. I said games are sold for $10, boxed up and marked up in a store. Do they make as much money as when they're sold for $50? Obviously not, but it's still worth bothering, apparently.
Selling them for $5, as someone else suggested, at least as direct downloads, isn't impossible, and that's ONE TENTH of what games cost when they're new. If someone would try it with something on the level of Spore, what is really the risk? They have to make several times as many sales to break even with what they'd have made were it sold for $50 in stores when it comes out, but it would not be 10 times as much. And the games don't stay $50. Especially with computer games, the prices drop VERY fast, and repeatedly. Why not just offer the low price that they can clearly get away with at the start? There's no telling how many more people would buy it until someone tries.
Downloads are the future for EVERYTHING, anyways. It's going to have to come to that at some point, and the sooner, the better. But somewhere in the process of selling all types of media, a bunch of greedy and out of touch old farts manage to hold it back and screw everyone over.