Showing posts with label No Man's Sky. Show all posts
Showing posts with label No Man's Sky. Show all posts

Friday, December 2, 2016

The Impact Factor Ep. 83: AAA Games Are Dying?
Podcast
Welcome to the 83rd episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about about Marvel vs. Capcom 4, Steam Spy, 2016’s weak sales numbers, Ubisoft VR crossplay, No Man’s Sky, Stardew Valley, Battlefield, Black Friday shopping, SMITE, and what “AAA+” games mean for the future of the industry.

“Weak AAA launches are a precursor to an industry transition” by Rob Fahey


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, September 30, 2016

The Impact Factor Ep. 74: Tippecanoe and Destiny 2
Podcast
Welcome to the 74th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Destiny 2, Hearthstone changes, Palmer Luckey & Oculus, Firewatch, PlayStation Experience, eSports, Battlerite, No Man’s Sky, skinnerware games, Deus Ex: Mankind Divided, Scare Fest 2016, Snuggle & Scream and more!

“A Game Player’s Manifesto,” by Richard Garfield

The Impact Factor’s Scare Fest 2016

Snuggle & Scream podcast


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, September 23, 2016

News & Views
9/17/16-9/23/16

News & Views collects the week’s best writing about video games and puts them into one convenient place. Check the links below for stories about the limited scale

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Cameron Kunzelman, This Cage is Worms

Worth Reading
Owen S. Good, Polygon

David L. Craddock, VICE

Jeremy Parish, US Gamer

Justin Groot, The Meta

Patrick Klepek, VICE

Bryant Francis, Gamasutra

Chistopher Livingston, PC Gamer

Friday, September 2, 2016

The Impact Factor Ep. 70: For You, The People
Podcast
Welcome to the 70th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Enter the Gungeon, SteamSpy, EVE Online, Journey, Hot Lava, No Man’s Sky, Nintendo 3DS, #GameDesignSecrets, Total War Rome 2, Valkyria Chronicles Remastered, and what constitutes false advertising in gaming!

“A Video Discussing Whether Or Not Hello Games Lied About No Man’s Sky” by Jim Sterling


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, August 26, 2016

News & Views
8/20/16-8/26/16

It’s been a busy week for me so let’s get straight into it. News & Views is where I collect the best writing about video games I’ve seen each week and put it into one convenient place. Check out the links below for stories about the nasty backlash against No Man’s Sky, how Nioh brings a real samurai legend to games, a step-by-step breakdown of Undertale’s masterful opening, and an interview with the ballerina motion captured for Bound.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Jonathan Ore, CBC


Worth Reading
Patrick Klepek, VICE

Gareth Damian Martin, Kill Screen

Max Pears, Gamasutra

Kyle McKenney, Paste

Ben Silvestre, Gamasutra

Jim Sterling, YouTube

Jason Johnson, Kill Screen

Kat Bailey, US Gamer

Holly Green, Paste

Friday, August 19, 2016

News & Views
8/13/16-8/19/16

So ends a damp, cool, and foggy week in San Francisco. I’ve been waiting since the first hour of Monday for this.

News & Views collects the week’s best writing about video games and puts it all into one convenience place. Check out the links below for stories about how a developer’s hypoglycemia is represented in his games, how Super Mario 64 introduced the camera as a new character, and a look into a growing mystery that links 19 seemingly unrelated games together.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Kathryn Hemmann, Kill Screen

Worth Reading
Chris Solarski, Gamasutra

Laura Kate Dale, VICE

Gita Jackson, Giantbomb

Aevee Bee, Zeal

A.A. Dowd, Matt Geradi, John Teti, and Ignatiy Vishnevetsky, A.V. Club

With Comments
Popsychblog, Reddit/r/hearthstone
This poster on Reddit offers an interesting insight into how to view new cards. Pros and amateurs alike are routinely wrong about the power level of new cards. There are so many factors, it’s hard to really know. Poppsychblog suggests a common rubric on how to value a new card’s merit that’s irrespective of meta context. Interesting thoughts!

Alex Newhouse, Gamespot
No Man’s Sky is a polarizing game. Some love it, some hate it. Like many of the ‘big’ games of our time, it has certainly fueled interesting writing. Alex Newhouse discusses the joy of being stranded alone in an unthinkably vast universe. I’m not sure that’s what I am looking for in games, but that No Man’s Sky can provide that feeling is something truly special.

Patrick Klepek, VICE
Well, Frog Fractions 2 here we come! Jokes aside, this is a crazy story. 19 seemingly unrelated games have these symbols appearing. Symbols that, once decoded, seem to assemble into some kind of map (or electrical circuit?). With the Overwatch Sombra ARG in full force, I’ve been really into following the hard work of others in deciphering these cryptic messages. Here’s to hoping it builds to something really cool.

Friday, August 12, 2016

The Impact Factor Ep. 67: Team Justine, Redux
Podcast
Welcome to the 67th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex is joined by the amazing Justine to discuss PS4 Neo, No Man’s Sky, Duelyst, Vanquish, Pokemon GO, Telltale, Mr. Robot, eSports, the Olympics, work-life balance, Preacher and much more!

“Should eSports be in the Olympics?” Patrick Stafford, Polygon 


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, August 5, 2016

News & Views
7/30/16-8/5/16

Summer Games are afoot. Rio’s opening ceremony airs tonight and Lucioball is talking folks by storm in Overwatch. While you wait, why not sit down to read a few pieces of great gaming writing?

News & Views collects the week’s best writing about video games and puts it into one convenient place. Check out the links below for stories about the relationship between goats and DOOM, the insane fan culture that’s arisen around No Man’s Sky, and the less than stellar race politics of the new Deus Ex game.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Patrick Stafford, Polygon

Worth Reading
Austin Walker, VICE

Patrick Klepek, Kotaku

Maddi Chilton, Kill Screen

Reid McCarter, Kill Screen

Mantin Lu, Gamasutra

With Comments
Matt Sayer, Unwinnable
As a long time Souls fan I’ve long wondered if there was a way to make the games more accessible without compromising their unrivaled design. The answer to my own question was typically a resounding no. Matt Sayer also investigates this question. He provides some possible avenues to consider: like directing the player to focus their attack on a specific part of the boss via glowing limbs, or warnings for players about to fall to their deaths. I like what he’s trying here, but disagree that these would work. More thought is needed.

Emeric Thoa, Gamasutra
I quite enjoyed Furi. I really appreciated how dedicated that game was to its core principles, for better and worse. Emeric Thoa, one of the game’s designers, writes about their philosophy for the game. Of the most interesting aspects is The Game Bakers’ goal to make a ‘triple I’ game. It centers around the idea that you cannot compete with AAAs in terms of scope, so you must focus on one feature and make it exceptional. This will help your game stand out among indies. Thoa also writes about how, in doing so, you cannot worry about alienating a large audience—you can’t please everyone. 

Friday, June 24, 2016

The Impact Factor Ep. 60: No Mansky
Podcast
Welcome to the 60th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Overwatch, No Man’s Sky, Supercell, Vivendi, Ubisoft, Burnout, EA, Mighty No. 9, Kickstarter, Riptide GP2, Resident Evil 7: Beginning Hour and much more!

E3 2016 Predictions Contest Scoreboard


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, May 27, 2016

The Impact Factor Ep. 56: Xbox Teraflopped
Podcast
Welcome to the 56th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about E3 2016, Xbox Scorpio, No Man’s Sky delay, Supercell, Uncharted 4, Oculus VR, Prey 2, F2P whales, Overwatch, and much more!

“New insights into the spending patterns of whales” by Mark Robinson, Gamasutra


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, April 8, 2016

The Impact Factor Ep. 49: The Burning Beard
Podcast
Welcome to the 49th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Kingdom Hearts Unchained, EvE Online, Oculus, Vive, VR, DOOM, eSports, DOTA2, Baldur’s Gate, No Man’s Sky, Miitomo, Zootopia and much more!

“What do you do in No Man’s Sky and Other Questions”


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Friday, March 18, 2016

The Impact Factor Ep. 46: Half Bunny, Half Blob
Podcast
Welcome to the 46th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about GDC, PlayStation VR, Hearthstone, Xbox cross play, The Division, The Witcher 3, No Man’s Sky, Orbital, Broforce and much more!


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Tuesday, March 8, 2016

Sticker Shock: No Man’s Sky, Value Assessments & the Need for Analog
Article

Abstract: Late last week developer Hello Games announced the release price for No Man’s Sky: $60. The news was met with resistance as many found the price to be too steep. This hesitation arose due to a history of price standardization as well as No Man’s Sky’s indie lineage. The way video games are priced, and the culture surrounding if a game is priced correctly, has huge room for improvement. A game’s cost shouldn’t be boiled down to only two factors: the type of team that made it and the infamous ‘ratio’ of dollars paid / hours played. Pricing should be analog, not binary. With proper justification game devs should be able to set their own price, free from the negative cognitive weight alternate price points elicit. Thankfully, we’re beginning to see that shift.

What would you pay to be a galactic pioneer? What is a fair price of traveling to 1:1 sized planetary bodies, or engaging in dramatic space battles against alien pirates? No Man’s Sky’s promises are lofty, but even if the game cannot fully live up to expectations Hello Games’ newest endeavor promises to be one of the most exciting titles this year. The release date announcement last week reignited a widespread fervor for No Man’s Sky. But that news was overshadowed by one key piece of information: No Man’s Sky would cost $60 at launch. Last week proved that you can give people an entire universe and they’ll still balk at the sight of a $60 price tag. Why did this happen?

Video game pricing, and if a game has earned its price tag, is a hot topic in the gaming. But it didn’t always used to be this way. By the time I was old enough to consider buying games for myself, game cost had been largely standardized. Aside from the rare exception or two, new games cost $50. That’s for a SNES game, an N64 game, a PS1 game. There were far less discussions about if a game had earned its $50 price tag simply because that’s what all games cost.  As the industry moved forward, however, several factors began to uproot the idea of a fixed cost for new games. The biggest among them was the rise of digital distribution. This brought with it not only budget-priced games (usually ~$15), but also the now standard digital sale events, like seasonal Steam sales or PSN Flash sales. No longer were games just $50 (now $60), they were also $15, or steeply discounted. A new pricing hierarchy emerged alongside the notion of a game’s monetary worth. It created a dogma of sorts—a set of expectations for what you would get at either of the discrete prices. $60 games were AAA experiences from a large team of individuals, replete with top-of-the-line graphics, a variety of game modes, huge worlds or bombastic campaigns. $15 games were indies: small teams of people making tight experiences with a limited scope but filled with new ideas. Paying a certain price for a game now was inherently associated with the type of experience should you expect, as well as the perceived amount of content within the game.
 
Yes, even Crash 2 had standard pricing.
No Man’s Sky comes from a long lineage of indie game development. The core members of Hello Games, the studio behind No Man’s Sky, is just 4 people. Hello Games have only released two previous titles, Joe Danger and Joe Danger 2: The Movie, both $15 downloadable digital games. Indie games. Even after the studio expanded to handle the gargantuan No Man’s Sky, the team is still comprised of only 15 individuals. Therefore, as ambitious as No Man’s Sky is, it was still an indie game. And indie games simply don’t cost $60.
 
Don't let Joe Danger set your pricing expectations for No Man's Sky.
A lot of this comes down to the discussion surrounding monetary value assessments in modern gaming. Like I alluded to earlier, the rise of a new pricing tier was the flash point for discussions surrounding a game’s worth. Generally speaking, the value assessment comes down to two things. First, whether the game is indie or AAA, as I described above. Second is one simple math equation: dollars paid divided by hours played. It’s an aspect of video game culture I absolutely despise. A game is only ‘worthy’ of its price tag if it fulfills some set dollar to hour ratio of the player. For example, I’ve observed that many individuals want a ratio of around $2/hour. That is, a $60 game should provide at least 30 hours of gameplay. I’ve seen others touting the $1/hour figure, demanding 60+ hours for their purchase to be worthwhile. Though less strict for indie and/or $15 games, this calculation is still widely used. I saw dozens of threads on how Gone Home was not worth $15 because you could finish the game in 2 hours. I have noticed that, to a certain extent, this ratio trumps the overall quality of hours played. 30 good hours in a game are generally valued higher than 3 exceptional hours.

Let’s look at this in the context of No Man’s Sky. What would you expect to pay? First and foremost, No Man’s Sky in an indie game, so according to dogma it cannot be $60. But the game is huge, with promises of limitless galactic travel, realistically sized planets, trading, gunplay, resource collection, upgrading equipment. It’s hard to imagine the game offers fewer than 30 hours of gameplay to those of whom No Man’s Sky appeals. Further, Sony has poured an undisclosed amount of money into Hello Games to complete No Man’s Sky. How does that affect cost? If we go by this binary pricing structure, however,  Hello Games would be hard-pressed to ask for more than $15-20. But No Man’s Sky doesn’t fit comfortably into the widely accepted rubric for game pricing. So where does that leave us?

From everything I've seen and heard, No Man's Sky promises
to be absolutely massive.
I would argue there should not be a set pricing structure. There is no one right answer to game cost. Perhaps most important from my perspective, monetary value assessments vary dramatically from person to person. I am a person who feels far more satisfied in my financial investment in a game when my experience is phenomenal, rather than just good, regardless of the numbers of hours played. Firewatch was a better purchase than Batman: Arkham Knight, even though ‘the  ratio’ is roughly $7/hour for the former and $1.80/hour for the latter. I did not walk out of a movie theater wishing that the exceptional It Follows cost me less because it was an hour shorter than Avengers: Age of Ultron. In that way, game pricing should not be dependent on just perceived classification (AAA or indie) or ‘the ratio.’ Pricing should be reflective of the gamers’ anticipated experience, developer value assessments, developer financial needs, and the broader ecosystem of gaming. It all comes down to rhetoric. If you justify the right cost for your game, you should be able to charge what you feel is fair. Unfortunately, with current pricing dogma comes with baggage.
 
Firewatch was more than worth its sticker price.
Games that stray away from conventional pricing have been shackled by negative connotations of the decision. It goes in both directions. If an indie charges ‘too much’ for their title, the developers are greedy and just trying to get rich quick. It can even work against the developer to charge less for their game, believe it or not. Back in the 1990s, games that cost less than $50 were ‘bargain.’ This could mean a number of different things, but usually consisted of being made from an unknown team, being derivative of another popular IP, or being a game that shipped with considerable problems. When a new game launched for $30, you knew it was something to avoid. The industry has largely moved past creating and releasing these kinds of games, but the cognitive and connotative weight still exists and still acts as a serious impediment to pricing flexibility. Take the latest Ratchet and Clank, for example. It’s releasing in a little over a month, a reboot of one of the most popular IPs on the PlayStation 2, from a AAA-sized team with a long pedigree of amazing games. But Insomniac decided to set the game’s price at $40 and the internet began questioning the decision. Did this mean that Insomniac and Sony are not confident in the game? Will it be a bargain experience? Obviously none of us can say if that will be the case, but the fact remains that games that exist outside of traditional pricing structures are viewed with reservation.
 
Just because Ratchet & Clank costs $40 doesn't mean
it will be a 'bargain' game.
But why can’t games exist in a much fuller spectrum of pricing options? Why can’t pricing be analog rather than discrete? Nowhere is it set in stone what a game should cost. Nor have we strictly defined what $1, $5, $20, $60 or even $100 games should be. It’s clear that video game pricing structure hasn’t caught up with changes to game development. Indie studios are no longer just three gals working out of their basement to make a short, mechanically simplistic game. Indies dominate the game landscape, with titles big and small, scope limited or broad, gameplay hours many or few, with 2 employees to 2 dozen. Similarly, AAAs are no longer the be-all end-all gaming experiences. AAAs are often content dense, but have become iterative rather than innovative. Further, video game enthusiasts are gradually moving away from physical disks as the digital revolution continues forward. As manufacturing and retail reliance diminish, one should expect the pricing dogma to dramatically shift. And what an exciting future that could be. What will be the new face of a $40 game?
 
Not the be-all end-all.
An important thing to remember for all video game enthusiasts is to not set yourself up for disappointment when it comes to a game’s monetary worth. It’s difficult, but I would urge you to separate yourself from the ingrained connotations of a game’s inherent value given its price. If a new game you’re excited for is asking for $30 instead of $20, work to decipher why. Be introspective about determining your monetary value assessment. It’s not wrong to agree with the $2/hour ratio, but search for your specific evidence that supports that conclusion. Value your anticipated experience rather than focusing on how a company may be attempting to swindle you. From personal experience, at least, removing the shackles of standardized pricing has been liberating. I’m free to discern my feelings about a game without having to worry if my hard-earned dollar went far enough. It’s a fantastic feeling.

Even as I write this, it’s clear that we’re starting to see gaming’s pricing ecosystem beginning to shift. It was just three years ago or so that we saw the rise of the $20 indie game. Games like Firewatch and Gone Home argued that what they bring to the table is worth more than the standard $15. They argued so well, in fact, that $20 is essentially the new standard price. Steam has allowed for the rise of $5-10 indies like Undertale. February had the $25 SUPERHOT, January the $40 The Witness. Last year there was the $30 SOMA. Exploring pricing options is an essential part of the industry’s continued growth, and I’m fascinated to see where we will end up.
 
Welcome to planet Impact Factor Gamma-1. Or something like that.

Is No Man’s Sky worth $60? There isn’t one right answer. A jury of your peers shouldn’t decide your answer, though. It’s up to you. Like any good scientist you should make observations, perform a self-assessment, synthesize your findings, and draw a conclusion based upon them. You might just discover liberation too. And, if you’re lucky, maybe even a solar system to call your own.