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Frame from Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing - Extra Credits Plays via YouTube's privacy-enhanced embed

Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing - Extra Credits

4 videos recommended on HN
YouTube
2 HN users recommended this explainer2 months2018–2021 score 2
Years with an HN recommendation, 2007–2026

HN uses it as a short explanation of AAA pricing economics in discussions of microtransactions and game pricing.

Extra Credits explains from a game developer's perspective why AAA games have stayed at $60 despite inflation, and how that pressure drives DLC, microtransactions and loot boxes.

“This 6 min video explains from game dev perspective why (AAA) games have been pegged at $60 on release” (HN, 2021)

2 recommendations · 2 citations · Explainers · partly dated

4 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@autarch Jan 2018 Recommends
on HN thread The User Experience of Lootboxes
Extra Credits did a good video on AAA game pricing recently ( [this video] ) that talks about why developers are going down the lootbox and microtransaction roads. Their argument is basically that AAA games are just way too cheap. The price has been at $60 for a long time, and even though the market has expanded since then, it's still not enough to cover the development costs, which have skyrocketed. Finding other revenue streams has become a necessity. The alternative would be $80 or $100 AAA games.
Why AAA games are too cheap, driving microtransactions
@Leftium Aug 2021 Recommends
on HN thread Video Game Pricing [video]
Related: [this video] This 6 min video explains from game dev perspective why (AAA) games have been pegged at $60 on release, even though they should be priced higher to be sustainable ($85-$90 in 2018). So game developers tried various ideas to make up for this gap: DLC, perpetual experiences (map packs & expansions), loot boxes, microtransactions...
Six-minute explanation of why AAA games are pegged at $60

Citations, criticism and jokes

@PhasmaFelis May 2018 Cites it
on HN thread Loot boxes are obviously gambling
This sort of thing is going to keep happening, and not just because game publishers are greedy bastards. These days, it's very, very difficult to make a profit on a AAA game at only $60 a pop, but if anyone tries to raise that price the fans will cry bloody murder. So publishers are desperately trying to find ways to make up the difference. Cosmetic sales, DLC packs, loot boxes, anything. Making loot boxes illegal doesn't fix the problem; it just pushes it somewhere else. Source, among others: [this video]
Source for claim that $60 AAA games are unprofitable
@Leftium Aug 2021 Cites it
on HN thread Video Game Pricing [video]
There's a bit of handwaving and the the video admits $90 is just a gut estimate. However, I think they did try to account for things like that: they started with an estimate games should cost $225-$300 before accounting for larger audience size. Larger market size and efficiencies like reusable game engines are balanced by increased productions costs. The first versions of Final Fantasy just had text captions in 2D. Now they are in full 3D with fully acted voice actors. Starts here: [this video]
Cost estimation of what games should cost

Video list and Hacker News comment labels from HackerTube (prompted by @karpathy), released under ODC-By 1.0, built on the open-index/hacker-news archive. Hacker News data is provided by Y Combinator; comments remain the work of their authors. Video titles, channel names and thumbnails belong to their creators and are shown via YouTube. HackerTube Watch is an unofficial edition. Data export of 2026-10-31.

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