Sun Sentinel Broward Edition

Pay more to play: Video game publishers ready to hike prices

- By Olga Kharif and Takashi Mochizuki

The $60 video game dates back to at least the 1990s. Rarely has a game exceeded that price threshold in the three decades since, even as inflation drove the dollar’s value to nearly half of what itwas in the days of the Super Nintendo.

This week, video game publishers will press ahead with an industry-wide effort to raise the standard price to $70.

The move coincides with the debut of two new game consoles from Microsoft Corp. and Sony Corp., a generation­al change that comes every seven years or so. There’s one complicati­ng factor: an economic crisis that has doubled unemployme­nt in the U.S. from levels before the coronaviru­s pandemic.

Inside publishing houses, a price hike has been plotted and dissected by executives for years. They point to inflation, as well as the ballooning cost to develop Triple-A games, as justificat­ion.

Sony discussed going even higher before settling on $70. Many of the game executives requested anonymity, apparently because they recognize the move is unpopular. In many cases, companies won’t acknowledg­e the fee increase, saying only that prices will vary by title.

The fact is unavoidabl­e, though, when browsing inventory on digital store shelves. The new Call of Duty, Demon’s Souls, God fall, NBA 2K21: Each one will cost $70.

In the 1990s, Nintendo Co. rode the popularity of its game machines to set the price of some cartridges at $60. It was Sony that helped drive costs down with the 1994 introducti­on of the PlayStatio­n and its games printed on compact disc, which were less expensive to produce.

That ushered in the era of the $50 game, which continued with Microsoft’ s Xbox in 2001. They went back to $60 in the next console generation, amove that happened to coincide with an economic boom in themid-2000s that continued for another three years.

And that’s where prices have stood.

Dan Armstrong, 34, has been playing video games since hewas 12.

“When I started earning my own income, left my parents’ house, the standard so far was $50 when I was younger, then it went to $60, and I am hearing it’s going to go to $70,” he said. “It’s getting kind of ridiculous.”

Gamers’ reluctance to paymore led companies to experiment with business models catering to the most obsessive players.

Premium editions sell for $70, $80 or in some cases, much more, offering limited-run artwork, figurines or special costumes for characters in the game.

Many publishers sell additional weapons, gear or levels as downloadab­le content for a fee. Loot boxes are a newer and particular­ly divisive category that asks players to spend real money on a sort of digital equivalent of a pack of baseball cards.

None of those options are expected to go away with the new consoles.

But Microsoft is promoting an alternativ­e to paying a flat fee for each game. Xbox Game Pass offers a Netflix Inc.-like subscripti­on with more than 100 titles for $10 amonth. Sony will offer a more limited collection as part of its subscripti­on service.

Take-Two Interactiv­e Software Inc. became one of the first publishers this summer to commit to $70 with NBA 2K1. It faced a prompt and swift backlash.

Strauss Zelnick, the chief executive officer of Take-Two, defended the move, in citing the high costs of developmen­t.

“We don’t have a pricing strategy,” he said. “We charge much, much less than the value we deliver. That’s our pricing strategy, ifwe have one.”

Game companies argue prices haven’t kept pace with the cost of other media like a movie ticket, Netflix or cable television, said Yoshio Osaki, the head of IDG Consulting Inc., which works with most major publishers.

Since 2005, the cost to develop a game has tripled or quadrupled, he said.

 ?? KENZO TRIBOUILLA­RD/GETTY-AFP ??
KENZO TRIBOUILLA­RD/GETTY-AFP

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