Market size can’t be valued in vacuum without considering market share. Sure, there’s a looot more people that can buy your game, but the attention time of those people is fine and the market is oversaturated with games.
Groceries have doubled in price in the last 5 years, game prices have not. I’m not saying they should, I’m giving context. The largest cost of a game production is usually salaries, by far, and those need to keep increasing, which lowers margins, and that then only keeps being sustainable if sales increase, which honestly I don’t see it anymore.
Not every souls player will buy the next non from soft souls like because there are so many already.
CosmoNova@lemmy.world 5 days ago
Apparently there are lots of studies and calculations that indeed suggest games are overall way too cheap for the industry to be sustainable. I hear it from insiders again and again. From small indie studios to industry giants.
And many point their fingers at platforms like Steam to be the culprits. Steam in particular is pretty unpopular among developers overall. Looking at how competitive the market is and how many devs are pushed into burnouts in just a single production I tend to believe them. The current model does not seem to be sustainable for studios of any size.
That said, I think a lot of studios could try scaling down their productions too because I hear about feature creep from the same insiders just as much. They really need better planning.
SmoothOperator@lemmy.world 5 days ago
That’s really interesting. I guess it’s one of the few really competitive markets for digital goods in the world.
Do you have a link to one of these studies?