• TimothyOilpants@lemmy.ca
    link
    fedilink
    English
    arrow-up
    9
    ·
    1 day ago

    Still a screamin deal as far as $ per hour of entertainment.

    Adjusted for inflation, I paid ~$125.00 CAD for The Legend of Zelda when it launched on NES… For an 8 hr game…

    The scale and quality of content delivered today is LIGHT YEARS ahead, and frankly, still the best value proposition in any entertainment media.

    • richmondez@lemdro.id
      link
      fedilink
      English
      arrow-up
      6
      ·
      1 day ago

      That fails to take into account the fact that the gaming was a niche hobby that wasn’t particularly accessible in part due to prices. Given the far far larger market for games and the greater competition for gamer attention you would expect prices to come down.

      Prices are set base on what the market is believed to be able to bare however so value per hr or cost to develop are somewhat incidental to the monetisation of a game.

      • dogslayeggs@lemmy.world
        link
        fedilink
        English
        arrow-up
        5
        ·
        23 hours ago

        Prices for games have stayed constant for 35 years. Can you think of anything else that has stayed the same price in that time frame?

        • relativelyrobin@mander.xyz
          link
          fedilink
          English
          arrow-up
          5
          ·
          22 hours ago

          For real. Nintendo 64 was not a niche hobby, and the games were still 70 to 80 bucks. That’s like $160 in today dollars. It shows, too. We got all this technology, but the care, polish, attention just isn’t there.

          • TimothyOilpants@lemmy.ca
            link
            fedilink
            English
            arrow-up
            1
            ·
            edit-2
            3 hours ago

            I disagree. You’re comparing polishing a marble to polishing the ISS while it’s in orbit.

            An N64 game like Ocarina of Time or GoldenEye was a masterpiece, but it fit entirely onto a 32-megabyte cartridge. The entire codebase, every asset, and every line of logic could be held in the heads of a tight team of 15 to 30 people. The constraints were brutal, but they were static.

            A modern AAA game is often over 100 gigabytes, that is a 3000x increase in asset data size. You aren’t managing a single, self-contained loop anymore. You are orchestrating the collision of massive, volatile, overlapping systems: real-time global illumination, dynamic physics engines, streaming open-world asset pipelines, complex AI behavior trees, and branching narrative databases. All of this has to run smoothly across vastly different hardware setups, from high end PCs down to consoles.

            When people say the “care and polish” isn’t there, they are usually reacting to the friction of this sheer scale, not a lack of effort. In the 90s, if a mechanic broke, one programmer could trace it. Today, a bug might be the result of a physics calculation conflict with an audio asset streaming millisecond late over a network layer. The fact that these massive digital ecosystems even boot up and run at 60 frames per second is an engineering miracle that dwarfs the entire development scope of the 90s. We aren’t getting less care; we are getting infinitely more complexity for effectively half the inflation-adjusted price.

      • TimothyOilpants@lemmy.ca
        link
        fedilink
        English
        arrow-up
        5
        ·
        24 hours ago

        That’s sort of my point… Prices are WAY down. Lower than they have EVER been. $125 for an 8 hr. game. What would that cost today?