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No, not another Helldivers thread but granted it is a prime example of price and accessibility. It is on an upward spiral, breaking some Sony records and getting in the hands of many gamers and alot has to do with the quality, word of mouth but also price point. Same can be said with FTP games such as Fortnite.
With alot of big budget games selling for $70 and a good amount failing, do you think some companies seeing Helldivers 2 success and it's price point will reconsider their budget/pricing strategy?
(devils advocate, Pay Day 3 was $40 but bombed but we all know why).
Well, it's a complicate topic. In one side, they must secure enough revenue to cover the costs and be profitable. In case of AAA games, costs are huge so makes more sense to not being F2P at least at launch, and maybe move to F2P down the road if the game becomes pretty profitable and its addon revenue is enough to keep carrying the postlaunch development and server costs.
The thing is, most F2P players don't pay anything. And most of the ones who pay, pay only a little, normally the average is a bit under these $40.
I think charging $40 is a great middle point because they make sure that the average revenue per player will be higher than the typical one in F2P games, and everyone paid at least that. While at the same time, it's a more accesible entry point that the $70 (around $80 for Europe) of a full priced game.
In MP and GaaS, it is key to have the biggest amount of userbase possible specially at launch. So to go for a more accesible entry point. But going F2P is too risky, specially in these days having a more saturated market.
Big ass AAA instead have a huge budget to recover, and their brand normally helps them sell the game at full price. People doesn't seem to have any issue with games like CoD and many similar shooters, FIFA and many similar sports games, GT and many similar racing games being full priced games. $70/80€ may seem too expensive, but nowadays most (non-Nintendo) full priced games get discounted super quick becoming even cheaper that these $40, in a few cases even at launch.
The good thing about charging in advance and not being F2P is that they make sure they got a good enough revenue from the player if the game sells well, which means that they rely less in monetization from addons. Which means they can afford having a less aggresive monetization compared than to when they are F2P and rely only on addons monetization.
It is a very difficult thing to balance. Because the game may be unprofitable for being too generous or to lose players and also become unprofitable and/or short lived for having a too aggresive monetization.
I think it's a per case scenario. We have some cases of stunning success in F2P, full priced GaaS and $40 GaaS plus also many failures in all 3 approaches. Same as with being non-GaaS, we have countless cases of success and failures.