
Man I have good EGM memories. My parents split when I was 12. My dad and I weren't all that close and I lived with my mom but I got him to get me an EGM subscription. It was the main reason I looked forward to trips to his place. I made a LOT of console game purchases in the PSX/N64/Dreamcast through GameCube/PS2/Xbox eras based completely on what those 3 or 4 scores looked like at the back of the magazine.Brian Earl Spilner said:
Getting my EGM magazine in the mail each month.
texsn95 said:
Ah yeah Nintendo Power, I remember getting stuck in Startropics and called their gaming support for I think $2/min, but they helped me through it.
Brian Earl Spilner said:
Getting my EGM magazine in the mail each month.
texsn95 said:
Ah yeah Nintendo Power, I remember getting stuck in Startropics and called their gaming support for I think $2/min, but they helped me through it.
This is one of my favorite E3 trailers, from 2006
Wish I could remember, think I was around 8-9 at the time. I do still remember the excitement of my parents bringing home the NES from Target, good times good timesjr15aggie said:texsn95 said:
Ah yeah Nintendo Power, I remember getting stuck in Startropics and called their gaming support for I think $2/min, but they helped me through it.
No way... I did the exact same thing for the exact same game! Was it for the part with the piano? Some parrot called out the notes to play on the piano but I was too young to know/understand that so the Nintendo hot line had to walk me through it.
Fenrir said:
If I recall correctly, one of the early Civ games came with a big foldout poster of the tech tree and I don't believe it was included in the game itself so you had to refer to it to plan out your tech progress.
That's exactly it. I wonder if my copy is still somewhere at my parents house.The Fife said:Fenrir said:
If I recall correctly, one of the early Civ games came with a big foldout poster of the tech tree and I don't believe it was included in the game itself so you had to refer to it to plan out your tech progress.
Civ 1 did, there's a fold out one at the back of the manual. Still have my copy and the box it came in. A long with 2 and all the others
30 years ago the game was $55.95. Still a lot of money but worth it even been then.
Inflation has happened, it has just happened at around a similar level to the growth of the consumer base so the cost to the consumer hasn't changed dramatically. If this was still a niche hobby it would be either expensive as **** or we simply would not have near as many AAA or near AAA quality games.jr15aggie said:
Yeah, it's honestly amazing how inflation has not hardly touched video game prices compared to so many other consumer products.
Going back to the NES days I recall new games typically being $39.99-$49.99. Some of the SNES games got up to $69 because of cartridge memory costs.
bluefire579 said:
Consumer base definitely plays a part, but there are other factors at work on the production side. Things like shifting from primarily physical media to digital, microtransactions/DLC, and the ability to outsource major roles to cheaper locales have all played huge parts in keeping prices stable over the past couple of decades. All of it ties in to how developers have utilized the internet as it has evolved, something E3 (to keep it somewhat on topic) fell behind on in a way that eventually led to its downfall.
On the flip side, overall complexity is driving the need to increase prices in the way we've seen the last couple of years. There are more specialized roles and skillsets needed, and games keep getting bigger and more detailed with each generation, and with it, game teams get bigger while production cycles go on for longer.
For sure, and the price point on those usually reflect it. That's been a separate benefit of the evolution of gaming alongside the internet, the ability for independent developers to get their games out there before audiences in a way that they never could before.YouBet said:bluefire579 said:
Consumer base definitely plays a part, but there are other factors at work on the production side. Things like shifting from primarily physical media to digital, microtransactions/DLC, and the ability to outsource major roles to cheaper locales have all played huge parts in keeping prices stable over the past couple of decades. All of it ties in to how developers have utilized the internet as it has evolved, something E3 (to keep it somewhat on topic) fell behind on in a way that eventually led to its downfall.
On the flip side, overall complexity is driving the need to increase prices in the way we've seen the last couple of years. There are more specialized roles and skillsets needed, and games keep getting bigger and more detailed with each generation, and with it, game teams get bigger while production cycles go on for longer.
I think a caveat to this though is that it just applies to AAA titles. There are so many freaking 2D platform games and independent studio games on Xbox now you can't keep up with them. So there has been a massive backfill of smaller games in the past several years that can get through a lull, if desired.
Personally, it takes me a year to play a AAA game so the long dev times don't bother too much.