So now publishers are increasingly reluctant of letting their games be bundled because they're afraid they'll lose game sales in the long run.
+++
I remember when one dev revoke (or disable?) steam keys for his game to avoid reselling (game was from fanatical bundle). Can't find name of the game :O
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Happened more times for sure, I remember back in days when Groupees was viable bundle site case of dev for the game Nekro. Bundle itself was encouraging to buy multiple copies (the more you bought the cheaper they were), you could buy up to 5 copies, game was either in Greenlight or in Early Access yet later on dev revoked all keys because 'it was hurting Steam Sales, because noone was buying 25$ game on Steam when there were copies avaiable for 1$', which in itsewlf seems silly - if you agree to give multiple keys to the same user it's pretty obvious he will not use multiple keys on his personal account... Luckilly (or not, game really looked promising) the devs then got angry on each other and in the end it resulted in disbanding the studio and game getting pulled from store.
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I always said that too much bundles are ruining the actual value of those games, if not only for the public perception. Today, most people will just think "i'm gonna wait for it to get bundled", cheapening games and harming developers on the long run. Besides, people are getting spoiled, getting a triple A like Destiny 2 for $12 some years ago would have been "an incredible offer", now the most common reaction is "meh".
It's time for Humble Bundle and every other store to step back and find a balance between offering good bundles and getting the prices right.
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In everyone's defense, Destiny 2 is a crap game that didn't deserve to have a price tag of $60 or whatever it was in the beginning.
Also, most developers are creating DLC that should have basically been in the BASE game. So I'm paying twice to get 1 game. Since you've mentioned "some years ago". Some years ago we didn't have this cancer called DLC.
Better days.
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I know that, but it's an example. We had Nintendo bundles, Rockstar bundles and Ubisoft bundles. They sold and created an expectation of finding always high budget games for extremely cheap when those kinds of offers should be treated as an exception, not the rule.
Microtransactions and dlcs are, in part, a byproduct of this way of thinking, as developers now basically say "we give this game for really cheap, but we're going to charge you all the extra stuff".
I find that, in a field where development costs are higher as ever, lowballing games isn't going to pay in the long run, damaging everybody (and those crappy shovelware bundles are a clear indicator, for instance).
EDIT: that said, i'm not advocating that we should go back to always paying full price, but i'm not expecting (or demanding) to get good games for almost free either.
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In the end, it's all a game of supply and demand. If people demand bundles and developers don't supply, there will be problems. If developers keep putting out DLCs and people don't buy them, there will be problems.
I like bundled games because I rarely find a game that I can say is worth the full price. For me. I'll go back to Destiny 2 for this because personally, I would have never paid the full price for the game. I got it in the monthly bundle and still haven't activated it.
If I really want to play a game, I'll buy it at full price. But that rarely happens. The main reason is that I personally feel that most games published today are half-assed, unfinished products. If a developer has the right to publish such games, I have the right to choose to wait for the game to be bundled/discounted.
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Yep, supply and demand thats all, nothing else
The whole bundle and sale stuff was just a trend until people realized they did not need that stuff
it is/was not more than +1 and still costs a lot of money
There is no demand at the moment and especially not for bad or just "okay" games
It has to be outstanding and even there people noticed no matter how great something supposedly sounds
how high the ratings and the hype are... its still mostly crap
It does not matter how the prices change or what humblebundle or others put in their bundles or sales.....there is simply no demand anymore
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I would not really say that this is a supply & demand situation, but rather a case of customer expectations, which is a separate thing. We've got used to games costing a certain amount, and thus when prices match or are lower than our expectations, we think it's good, while when prices are higher than expected, we don't like it. It's why games are cheaper in Norway than in the rest of Europe, for an example, customers expect a certain price for games, due to historical prices, and if they would raise prices there would be less sales because it does not match their expectations. We're in a similar situation with bundles, we expect games to be bundled, and at a certain price, and when games don't get bundled, or end up at a too high of a price in bundles, we feel less inclined to buy it. The same thing has been happening with sales, 7 years ago a discount of 66% was considered quite good, and 75% really good, now a lot of people pretty much expect 75% to be the baseline, and anything worse will be frowned upon. Supply is still there, demand is still there, but the discount does not meet the expectations if it's not high enough, and thus people who are used to these high discounts view it as a bad deal.
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I see your point. I might have been mistaken about the supply and demand idea, although it still has some sense.
However, I still believe that the main problem with games today is the lack of quality and content. I feel less inclined to buy any game that has DLC announced before the actual launch of the base game. I understand it's a way to make more money, but some developers don't deserve more money. So if I really want to play a game that also has DLC, I'll either get it from a shady site or wait for a substantial discount (75%+).
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This is partially true, but as the guy above said it's pretty much a matter of expectation rather than demand. Steam got us used to high sales in the neighborhood of 75-90%, now that the last few years sales have been reduced to an average of 40-66% the events are considered quite "meh" (as testified by that summers sales thread here on SG) even though prices are still pretty convenient.
For a decent example of expectations and demand i look at Nintendo games. Nintendo games, at least first party titles, rarely drop the price or get discounted, so people who are interested in them are used to get them on day one anyway because the price will stay the same for a long time (as a matter of fact i do). Even though their price is high and there's the possibility of pirating, Nintendo titles still sell well and make a profit, settling down to fewer total copies, but sold at a higher markup. I know instead that ps4 games will get price cuts, so i might as well wait for a deal.
On the other hand i don't think that quality, when talking about users in general, matters when factoring total sales: GTAV and PUBG are the most successful games sold on Steam, but the average reviews are quite warm, while other great games in the Extremely Positive range do not sell as good as others, more hyped, examples (Cuphead vs A Hat In Time, just to name an example). Again this is more because of marketing and demand rather than price point.
I close with a more optimistic note: i don't think the problem today lies in quality itself, as i'm playing lots of very fun games these years: it's just that you should look around more ;)
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Well, if we go back now 6-7 years, so to the first big Sales 2011/12. (The same applies to bundles that started at the same time)
Then for almost everyone, it was just a "WOOWW games for 2.99€$ what's going on here!" ^^
That didnt exist until then at a time that was still dominated by retail prices, where everything in the store cost 30-60 $€,
regardless of whether it was new or 10 years old. Apart from the fact that the warez scene was still in its prime,
which was then slowly forgotten and lost by the big sales, at least in the games sector in weight.
Steam and other sites also have massively expanded their catalogs and lots of good new games and classics became a digital good at this time.So in the first few years of sales we had access to 10 years of game history and also the opportunity to acquire this cheap. People have bought so much per sale as they wanted or could afford and what was missing was then bought in the next sale. But in the end, everyone can quickly figure out how long it takes to get all the "good" games and there is nothing more relevant to buy on the Steamshop. (That is also the reason why there is no big hype about the sales anymore)
To make it short ....There was an incredible demand back in the olden days which simply does not exist anymore
and there are so many reason why.....yes, expectations also play a role but there remains a continuing supply and demand issue
because expectations and demand are actually the same
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it would be interesting to know how much has been transferred from warez to arpu.
I'm sure publishers have gained a lot from the money laundering (!) system put in place with the sales system.
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average revenue per user (on a fixed time basis, mobile phone operator slang)
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I can somewhat relate with him. Not with bundles, but with steam as a platform. I still pirated after I created my steam account and using it for years. But now it's just more convenient for me to just buy the game., and if dislike just ask for a refund.
I can't say that I'll never pirate again because of steam, even though I haven't done in years. But now I don't see much of point.
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I more or less stopped pirating games since I have an income and the bundles provides a cheap way to fill up my backlog, which was essentially empty in the past. Right now, even counting games I currently own and would have bought outside bundle to play, my backlog is still big enough so that I don't need to seek out specific games to pirate.
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Text comprehension 5/10, please study again and come back the next exam.
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Perhaps, yes. But again, if it were too many games (which there are), still the GOOD ones would mantain their value.
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Yes that is also what I was thinking when I read the OP. The fact is everyone has a limited budget for games, but there are a mountain of games being released. I like to play lots of different games, and can't afford to pay release price for them. If there were no sales or bundles, I could maybe get one new game every two months. Whereas because of bundles, I can get a few bundles a month. The money gets spread across more developers, but I'm still spending the same amount. So I don't know what would be worse for devs, not getting a cent of my money because I'm spending my budget on only 1 or 2 games every few months, or get a smaller chunk from a bundle?
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I think a big change is that a majority of the money from many people goes to games that aren't played.
Then again, I don't know, perhaps this also happened before bundling and hoarding, but now there's many big game collectors who play less than 1% of their games, or even who don't play games at all.
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Yeah that's true. I play and finish a fairly large number of games, and I'm drowning in backlog and games I'm probably never going to play. And a lot of those are good games even, so it's not just 'bundle trash' I don't care about. Without bundles I'd almost certainly only buy games I was going to play. I'd also never have risked trying some of my now favourite games, if I hadn't got them in bundles. So the upshot of that is I'm also more likely to pay attention to those devs future projects. I think in all it's a much less cut and dry/ cause and effect scenario than the OP has painted it.
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then people would get back to waiting for sales imho
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interesting read, I haven't bought a game for full price in a long time, as they get really cheap if you wait long enough
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Yup, yet all the research it would take for the author would be to open that URL 👀
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While sg isn't directly a trading site, it does have a link to steamtrades at the top. Guilty by association I guess.
Not that I care honestly, because I personally think Humble Bundles stance on trading keys is a bit silly which is why I haven't supported them in such a long time.
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I can't believe why he wasted time to write that wall of text.
Developers already know what they are doing. They actually make a significant quick profit by putting their games in bundles.
$10000 in a week is lot profitable than $10000 dollars in a year. And also there are millions of gamers in the world and yet to be born. So there won't be a huge hurt for their sales in the long run.
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I don't know, some developers said that bundling a game is a measure that will kill future sales and used as a last resort to make a quick extra buck out of it, or to promote other stuff or a multiplayer game. That's the reason why some games, like The Binding of Isaac Rebirth, have never been bundled despite the original TBOI and Super Meat Boy getting bundled multiple times. If it's still profitable on the store why putting it in a bundle, greatly reducing its value?
That's one of the main reasons why we've had few triple A bundles and most of them were already old and cheap games (like the EA bundle with Burnout Paradise and Dead Space). It's profitable only if sales are already dead, or as an investment to adverstise something bigger, like giving an additional 10% discount to a recently released game or boosting multiplayer presence.
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Rust, ARK, ...you know games that someone will actually want to buy (despite them perhaps not even being that amazing), are not harmed by being bundled. As long as the overall demand for the game is much higher than the amount of bundle price copies given out, bundling doesn't 'ruin your game'.
If you give out 2 million free copies, you shouldn't be surprised there's nobody left to buy it.
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The problem is that once you bundle a game nobody will ever want to pay full price for it again - and why would they? It has been bundled and will be available for very low at traders and shady sites. Even if demand is still high, profits will be low anyway.
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I don't know, according to Steamspy (at least before it stopped functioning) you can clearly watch the graphs for sales spiking during discounts and bundles, while getting slightly lower before returning back to normal. The mass buys games mostly during the first week.
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Actually it is exactly like that
Very easy to check - If you look at the price trend at reseller sites or in the trading area
You will quickly find games which was virtually unaffected by the bundle or sales they were in
some recover practically in days - others need a few months - and others never recover
It can even be read off when a game return to a bundle or a sale, or maybe never again
or even get a general price increase or reduction
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Eh, not sure ARK is a good example. That was over two years ago, Monthly wasn't as popular yet, and ARK was still very Early Access. Nobody knew then it was gonna get good/popular.
Not to mention the Steam version gets least attention from the dev these days.
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personal opinion based on facts as I know them
yep , biased personal opinions and the guy who wrote all this is a reseller/profit trader himself . and he uses this site as well maybe he will notice
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yep, because it likely would drive away a huge chunk of playerbase, reseller or not
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Because of something like exhaustion doctrine, a developer has roughly no rights to invalidate them regarding a key they sold. It's my property, and whether I want to activate it today or sell it to my neighbour in ten years at a profit or at a loss is entirely my business.
Customers will reject having their property limited unless you compensate it with vastly lower prices (we already have "too low" prices?).
The idea of expiring keys probably has the bonus legal problem of making sure what you're doing is actually valid in all countries of the world. For example Humble say in their ToS that you aren't permitted to resell the game keys from their bundles, but if your local law disagrees, good luck Humble.
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I don't know if expire date breaks exhaustion doctrine, but for example here in Poland all prepaid cards I had use have expire date (but maybe there is another law for product like this? I don't know.).
Also there were games in bundles (not hb tho) with expire date - first g2a deal and one game in fanatical bundle, but I don't remember its name. I don't remember any fuss about it.
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Well, I wouldn't be mad about single key bundles if they would consider what I already own (like Purchase Together Bundles on Steam) and adjust the price. I wouldn't have to take care of duplicates anymore and the bundle sellers would still get money from me. But without this condition I'd definitely buy fewer bundles.
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Yeah, my view is a collector's one, so for me this would work. For people who only want specific games from a bundle, it's problematic: you expect to pay less, because you don't want everything, but the bundle creators want you to think out of the box, to try these other genres, games etc. But while HB and partially Fanatical still provide quality games of mixed genres, other shops only offer maybe 1 or 2 quality games within a bundle of 10..
Technically you could easily import an ignore list or you could mark games you don't want for each bundle, but I don't know if the bundle page could drop the price for a shortened bundle so far that purchasing it would be worth it for you (compared to just buying the small number of games when they're on sale).
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I also really like the purchase together bundles on steam that subtracts the cost of the games I already have. Admittedly 3rd party bundle sites would have a high chance of having trouble with false positives or detection unless they worked with Steam which is also highly unlikely.
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I think people don't understand the game market and are idealizing the past.
For games, most of the money is made shortly after release. That's true now, and it was true in the past.
In the past, when stores had to stock physical copies, eventually leftover boxes would end up heavily discounted. Wait even longer, and the game simply wouldn't be available.
Today, games have a longer tail than they used to - after the initial release, a few months later during the first discount there will be a bump. A few months later during the heavy discount there will be another big spike, and when the game first gets bundled there will be another bump. As can be seen by e.g. GTA V as long as a game is selling well, there won't be much of a discount, but when sales start to slow the publisher will join in on the summer/winter/whatever sale. A lot of developers are glad when a game gets bundled because there's a big spike in income.
Remember, there are plenty of people who aren't willing to spend a lot of money on certain genres but are willing to pay a much smaller amount. Sales are a way of getting those clients in as well.
DLC, on the other hand, relates to a concept called "menu pricing", which is basically figuring out how to sell the same product at different price points because different people are willing to pay different prices for the same thing. The easiest example is regular edition DVDs vs special edition DVDs. The special edition has just a few extras, like director commentary or deleted scenes, but it's really the same movie, sold for more money. Microsoft Office is sold in several versions, ranging from Student to Professional Plus. Windows has Home, Pro, Enterprise, etc.
Likewise, games have the basic version and the version with DLC.
Some people were willing to pay $40 for Crusader Kings II when it first came out, and are happy to sink in hundreds of dollars to get all the DLC as it's released. Other people weren't willing to pay more than $10 and had to wait until it got a 75% discount so they could enjoy the vanilla version. Plenty of people are somewhere in between.
Likewise, some people paid $30 for PUBG upon release, others waited 6 months for it to go on discount to $20. Personally, it doesn't interest me, but if the price ever drops to $5, I might give it a try. As a matter of fact, there are a lot of games that I only picked up because the price is very low. There is no way I would have paid full price for most of the games in my backlog, but when the price was very low I was willing to pick it up to give the game a try. Without significant discounts and bundles, people wouldn't have backlogs of 100+ games - hell, they probably wouldn't have libraries of 100+ games
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Yeah this is it exactly. I have a big wishlist of games I'm interested in, but for all of those there's varying price points whereby I think I'll get my moneys worth. I enjoy certain kinds of games a lot more than others, so I'll buy it when it's almost full price. Other games I'm only mildly interested in, but if they were put in a bundle or heavily discounted, I would throw some money their way. Without bundles and heavy discounts, I would just never touch them, end of story.
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One of the things all this people shouting about the bundle apocalypse seem to fail to realise/remember is that the abundance of bundles and cheap games converted a lot of former pirates into buying customers.
In my case the thought of actually paying for a game didn't even used to cross my mind a decade ago, it was the wild anarchic era of the internet when everything from software to music and movies was provided by a torrent or most likely a "files sharing" site and nobody even considered the possibility of buying stuff legaly because of how expensive and conversome it was, then sales, bundles, legal streaming sites and the like started to pop up like mushrooms and expand their reach to the international audience and people started to pay for convinience. The first time I payed for games in this decade was for the Humble Indie Bundle V, some months later I had mostly abandoned piracy (for games) and was rapidly amassing a large backlog in my steam account, I'm sure I'm not the only one that had a 180 because of bundles.
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I didn't read your comment before but now that I did I do have a minor point I disagree with.
For me there's an important difference between DLC and DVD extras, movies don't hold a chunck of the story hostage to the premium edition of the release. Sure both are basically the same concept for stuff like art, soundtracks or in-game items but in the case of big DLCs with their own mini campaigns is more like selling two versions of the same series: one with a couple episodes taken out for the base price and another complete one for a higher price. To me if you already have planed right from the start to release that kind of DLC, pricing the base game at $60 is kind of a dick move and you're just signaling to the player "wait for the definitive edition we'll release a year or so later".
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So it’s like an extended edition or an unrated cut?
Note: I differentiate between DLC which provides extra story or extra gameplay or extra features versus Critical DLC without which the game is incomplete. Most DLC is the former. The latter is scum of the earth type stuff, but is a lot less common than people believe. The vast majority of DLC is optional
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It might be a ME problem but when I get into a story I usually want to experience everything there is to experience while it still is fresh in my mind or I simply won't come back later (I know myself, I have plenty of half finished games and series). So for me a game that has or is going to have any kind of story DLC usually fall in one of two cases: I either won't start it untill I own all the DLCs that seem important or at least interesting, if years have to pass so be it, or I'll limit myself to playing what I have and NEVER come back or reinstall the game once I'm done with it.
As I said, it might just be me but I have this tendency to treat any game with a linear story like a once and done experience.
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I share your mindset on this.
Nowadays that is also the sole reason i do not buy games at release anymore.
Simple if you do not wait on average 1-2 years you wont have the possible full experience at hand.
At the same time the full experiance GOTY, Gold whatever edition is available the price is also reduced as well but most of the time only for the complete collection not if you bought day one the base game and want only the additional content.
Moreover AAA games in bundles tend do be only the base game.
If we take Mafia III for example. It was in the monthly yes, but at the end i bought the complete edition on an official store without the use of any VPN or something for less then i had payed when i had bought the bundle or had bought the monthly content on the grey market and the rest somewhere else.
The grey market problem is more caused by bying in for example cheap countries and sell it to more expensive ones during the critical first weeks.
Recently a friend bought Middle earth: Shadow of War gold for 25 € on the grey market instead of the 100€ they ask for exactly during the critical time period.
Knowing that this is a Warner Brother published game this whole thing will be going down in price on a reguler basis to that amount over the course of the year.
I fail to see how bundles are capable of affecting the grey market buy such a big gap sure they will reduce the generall value on the grey market but if the games can be bought in other countries for a price that is lower even on full price then the historical low in other countries you know where the true drive behind the grey market originates from.
EDIT: Speaking of Shadow of War it seems it hits the 25€ mark just right now this week.
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Market is over-saturated, even if majority of devs would agree to not bundling and things like Humble Monthly would get canceled due to that (this is actually possible, although they'd just fill it with more average Indie games instead and perhaps lower the price), all of crap developers would still bundle on massive scale via bunchkeys, gogobundle, otaku and other indie galas. I don't see how bundles are any different from normal sales. Sure, it's cheaper, but I don't see how much cheaper it is compared to average -90% discount, considering the fact that a lot of people would never buy the game if it wasn't bundled before - I'd probably never spend 580 hours in CK2 and spend another $50 on DLCs if I didn't get in some bundle before and actually wanted to try it out. Paradox has awfully good marketing strategy here, it almost feels like drug dealers - first "share" is for free!
To me, this situation is caused by getting more games on the market (post-Steam greenlight times), therefore more competition, more bundles and less interest spent on single games compared to before. Of course it's only my opinion and people might have different view on this, but I don't see any difference, except of the fact that we have more indie and less AAAs, but this is a result of all of the above, and not just the fact that AAA publishers don't want to get bundled - this was happening all the time, HB and other services just have more games to choose from today compared to before, so according to basics of economy, prices of everything are going down, and since game production costs are only going higher, it's not weird to me that AAA publishers are against bundling - it's obvious.
On top of that, G2A and other marketplaces do not help, and this is probably the biggest real reason why publishers are afraid of bundling, since they can't easily revoke unused keys after bundle without making massive amount of players negative towards them, while still keeping value of their own product. Bundling once means bundled forever, and people are unlikely to pay for the product more than what they could pay in that bundle - they'll just wait instead, or never buy in the first place, if such bundle won't happen soon enough.
The perfect solution seems bundling older AAA games with 5+ years since release, the ones that are already end of life. The problem with this? The competition I pointed out above - people won't just go and agree on this, they'll try to compete, and there will always be a group of publishers that will want to make extra buck and hurt everybody in the process. Yes, just because you do not put your own game in the bundle doesn't mean anything - if people get spoiled by good bundles from everybody else, they won't give a damn about your game anymore and just go play something else. So it's endless loop without solution, you either go in together and sink together, or you go sink anyway, except you don't make even those peanuts in the first place. And all of that is caused by over-saturation, not bundle sites existing.
The only real solution I see is enforcing disabling of unused keys in fixed timeframe like 1 month from bundle ending, on all titles, either by all publishers or Steam itself. This will make crapload of people angry, trading for games will die almost instantly, but finally the game will be worth what it's worth today, and not what it was worth back then. Problem with this is that Valve doesn't want to do this as it'll be a nail to their coffin - other platforms like GOG will immediately notice this and counter-attack, and it's not their problem that people are selling unused keys on third-party marketplaces, since they make a buck anyway. In the end - endless loop, waiting for something to break through with a clever idea.
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not only that but it would very highly likely have a dent in bundles sites incomes as well
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I just returned A Hat in Time because it was in the Humble Bundle which I was subscribed to. The demand for video games has been reduced, and games journalism is a sad joke, so new game hype is all but gone. Why on earth would you put your game in a much cheaper bundle after having it on sale for a week? The point of bundles is to advertise to a new audience and drum up sales, not just give it away cheaper for us patient folk.
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What this boils down to: profits are shit because the market is saturated and getting exposure is increasingly difficult, so now it's time to fuck over the consumer for a potential profit.
More and more devs and publishers want in on all those resales of their games, and to justify this, they're using a reinvented version of the piracy argument: before, it used to be "every download is a lost purchase"; now, it's "every resale is a lost purchase". Your ownership be damned.
I'm all for supporting devs, but this strategy is ridiculous and destined to fail. Imagine if we were talking about physical goods instead. What if Sony would try to prevent customers from reselling their Playstations, and made a big fuss about how bad people who do this are, and how much they're hurting the company and the industry; you'd think Sony were insane. But when it's videogames, we're willing to compromise so much, to the point of even entertaining the idea of having built-in obsolescence in digital goods.
If Humble Bundle, or anyone else, would ever implement something like that, I question if it would be more profitable for anyone involved, including the devs and publishers. I, for one, would never a buy a game from them ever again, on principle alone, but I'm just one person. Maybe everyone else would be ok with it. Who knows.
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But when it's videogames, we're willing to compromise so much
I think it's conditioning from all these "DLC aren't bad", "games cost more to produce now", "developers need to eat too" and so on sermons. In a 1984 way, if you have something blasted into your face every day, at some point you give up disagreeing.
ever again, on principle alone
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This is pretty much Valve's mindset and the reason why we're never gonna get Half Life 3.
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The solution would be to make some keys to expire, but it depends on Valve to allow this and they don't want to help bundle sites, they want people to buy on Steam. They are perfectly fine with the death of bundles.
Humble bundle claims their free keys have an expiration date but it's not for real, Steam keys don't expire, they just disappear from your HB account.
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How Humble Bundle Created the Bundle Market and How the Bundle Market is Now Sinking Under it's Own Weight
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