1) I do think that prices are based on game quality, in part and indirectly. Developers set prices based on what they think will maximize revenue (or achieve some other goal, like building a good reputation for a studio), and it's not unreasonable to think that a "good" game will be popular, generate hype, and persuade people to buy it at a higher price rather than a lower one. We've all seen "bad" AAA games released at the normal price point and then quickly and steeply discounted soon after launch.
2) I agree that player feedback, screenshots, and gameplay vids are far more important than price in my buying decisions. But 10 pictures and 3 minutes of video, while better than nothing, aren't too informative either. What I'm trying to say is that game buyers are in a situation where we are lacking information about the quality of a game before playing it, and its hard for a particular game to demonstrate its quality before purchase. If the buyer is skeptical that it's worth $X, and the game can't improve on that perception before the sale happens, then the price has to drop.
3)
Look, I might be a little bit different in that I really don't care about the price as long as it is fair. Some dev wanting 25% more from me than people from neighbouring countries? ... or I just don't buy it at all. Someone trying to sell me their game for 120$, or locks parts of the game as DLC? No sale, until the game is put in a sale.
I bolded sections where I think we're saying the same thing. When deciding whether or not to buy, price is a factor (though not necessarily a decisive one). My point being that a game can definitely be priced too high for its perceived quality. In the $120 case for you, from your quote, it's a question of whether or not any game could be worth that and your answer is no. If all games were priced at $120, how many would you buy? I would buy, maybe, one per year at that price because I've played few games that I feel gave me $120s' worth of enjoyment.
4)
Point is, I don't believe money plays nearly as much of a role in buying decisions for most gamers than you might think. They might not pay AAA game prices for a small Indie expierience... but the game price differing by the amount of a small chocolat (here in switzerland) or a burger (in the US.... prices for food around here are insane) will most probably not sway a players opinion on what game to put in the cart during a sale, given the more expensive game looks more interesting to him.
If that's true then why is there such savage competition driving prices down, and why would a price floor help things? Whether you think that price is a meaningful factor in game-buying decisions or not, I still think that the solution will involve conveying more information about the game to buyers, not just making games arbitrarily more expensive.
1) Yet AAA game prices are pretty level. True, after some time the success in the market will dictate if the price is discounted or not (if we look at old game cartridges from the 90's, this gets even more accentuated, with even games that are not rare at all sold at higher prices than new IF that game is really good... while the bad ones are sold for 2 bucks during sales).
That is exactly WHY it is so important to release the game at a level price in the first place. If FIFA 16 flops (bad example I know... I just hate the FIFA AND football games :)), and the game was priced at half a normal AAA games price because the publisher said "yeah, we basically took last years FIFA game, didn't change anything besides adding two players, called it FIFA 16 and then spent only millions on marketing because the game will sell itself"... the amount they could slash off the price would dwindle to almost nothing.
If prices are low to begin with, you have a hard time slashing it even more. And the reduced price will look like a worse deal, because a) less savings, and b) price is now so low that people question the quality of the game.
2) I would wager that even 10 screenshots and 3 minutes of video hold a ton more information value than an abstract price put to the game by the dev. The price just shows how much the dev trusts the game... sure, that has some value.
I would rather hear from unbiased players how they rate the game. So as long as you are not the early adopter (and lets be honest, you get screwed >50% of the time by being the early adopter), screenshots, video and most of all the ratings and reviews of other players is where the information value lies, not the price.
3) Price is a factor... for me, and most probably for everyone else too. But not in the way you describe it. I don't look at the price and say "hey, this costs 2$, must be crap"... I look at it with disbelief, then I check the screenshots and the reviews to find out if there is a reason for that low price. If there is, I will not buy it for 5$, not for 2$ and will not play it if you pay ME 2$ to play it.
If there is not, I might be happy about getting a bargain for a very short while... and then, if the game really is good enough for me to like it too, I am sad that I couldn't have given the dev more because at 2$ a copy, he will not be able to produce another game in quite a while.
What I was talking about was the overpricing done by some AAA publishers that try to extort money out of people because "Everyone will HAVE to buy FIFA 16... lets raise the price by another 10%". If there is NO reason why a product is priced way higher than others, I will not pay. Not because I couldn't afford it, or because I pin down price to quality or anything.
To me its a loop of negative reinforcement. If greedy publisher X can extort 10% more money out of players for FIFA 16 this year, he will raise the prices again next year. I am complaining about this just as I am complaining about the other extreme (too low prices). Its only that on the other end, I feel some sympathy for the devs that seem to think they need to price their games so low.
4) There is savage competition because too many game devs want to sell too many products to too few customers. This tends to put the less successfull ones into a more desperate situation, and at the end makes many believe that slashing prices might help them compete.
Then there is the vocal minority of players asking for lower prices... hey, I am a customer too, I like lower prices, and I hate price hikes. Yet I do see that if prices get too low, the quality of the products I buy suffer, and I like this even less. Why invest even 1 hour into a bad game, not matter how cheap it is?
So I think there are multiple factors involved that MIGHT lead to a race to the bottom. Ever increasing competition, players getting more vocal about prices after having been trained by Steam and recent Indie prices that the price of a game isn't fixed, not even at launch... Indie devs that often lack the business and marketing sense of the big publishers, and having way more contact with their community.
If you are really interested into getting more information about games before buying, there are many good ways, a high price variance is not one of them IMO. The forced demo of the OYUA wasn't ideal for all games... but it was an idea worth thinking about. What a trailer is to a movie, is a demo to a game.
Giving the devs more space on Steam for additional videos and images, on one hand forcing them to release more information, but maybe also provide them with better tools to do so.
And improve player reviews, and especially curation so players will find recommendations quicker.
A price floor would help because
a) the devs at the lower end of the scale, especially the self esteem scale, wouldn't feel quite as bad for asking for a fair price for their game (which 2$ likely is not, given you worked some weeks on even a simpler RPGMaker game, IF you want to have a good story campaign, and will likely sell to 100's of players, if you are lucky).
b) the vocal minority of players attacking Indie devs about their price would have to redirect their hatred towards steam, which has way more resources to handle the bitching, and to weather and ignore it.
c) Games at the lower end wouldn't have to fight quality concerns just as much as they have to now. Of course, you can say its the devs fault for pricing his game so low... see above. This is just another way in which price floors can help stabilize a market.
What about the games that ARE not good enough to ask 5$ for? Well, I am not so sure really.
- Will they EVER get bought by ANYONE if they are so crappy? This is not a mobile app store where people buy games just to kill time.
- If nobody is interested in them, what it the value to Valve/Steam to have them on their store? We have seen with Apple that the "1 million Apps" slogan was loosing value quickly, as people found out that its more "1 million, and about 1% of them are actually worth downloading!"
- You would still offer a "free" price tier (for the F2P games offered on Steam)... if someone wants to put his shovelware on Steam, but feels he cannot ask for 5$, he can still make it free (and try to go F2P if he wants to earn money).... he will most probably not loose a lot of money, as at 2$, and with a game that actually does not deserve a higher price, he wouldn't have made a ton of money otherwise.