arcgis售价_售价70美元的视频游戏的看不见的含义

arcgis售价

Sixty dollars. That’s been the standard price of video games for decades. Microtransactions, season passes, special editions and other tactics by publishers mean we’re spending more. Nevertheless, the price for the standard video game remained $60 for at least the past 15 years. But with the announcement of that NBA 2K21’s Xbox Series X and PlayStation 5 editions will cost $69.99, this may change.

小号 ixty美元。 几十年来,这一直是视频游戏的标准价格。 发行商进行的微交易,季票,特刊和其他策略意味着我们要花更多的钱。 尽管如此,至少在过去15年中,标准视频游戏的价格仍为60美元。 但是随着宣布NBA 2K21的 Xbox Series X和PlayStation 5版本的价格为69.99美元,这可能会改变。

According to Newzoo, the gaming industry is expected to generate $159.3 billion this year. It’s a healthy year-on-year growth of +9.3% despite the coronavirus. Both the film and music industry have been eclipsed by it. So what happens to the industry after standard game prices increase by $10?

根据Newzoo的预测 ,今年的游戏产业将产生1,593亿美元的收入。 尽管存在冠状病毒,但仍实现了9.3%的健康同比增长。 电影和音乐业都黯然失色 。 那么,在标准游戏价格上涨10美元之后,行业将如何应对?

回顾我们最初如何达到60美元 (Revisiting how we originally came to $60)

Video games weren’t always sold at a standard price. At launch, Gran Turismo 2 was priced at $39.99. Metal Gear Solid 2 hit shelves with a $49.99 price tag. A copy of X-Men Mutant Academy cost $27.99. All three games were released in 2000. As you can see, even games released in the same year had varying prices.

电子游戏并非总是以标准价格出售。 在发布时, Gran Turismo 2的价格为39.99美元。 Metal Gear Solid 2的标价为49.99美元。 X战警突变学院的副本售价为27.99美元。 所有这三款游戏均于2000年发行。您可以看到,即使是同一年发行的游戏,其价格也有所不同。

Go back further in time and you’ll find some games closer to the $70 price tag. Notable examples being Streets of Rage 2 and Star Wars Shadows of the Empire. They were priced at $64.99 and $69.99 respectively. But adjusted for inflation, these games would cost over $100 today.

往回追溯,您会发现 一些游戏的价格接近70美元。 著名的例子是《愤怒 街2》《星球大战:Undertow帝国》 。 它们的价格分别为64.99美元和69.99美元。 但经通胀因素调整后,这些游戏今天的价格将超过100美元。

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In the past, game cartridges used to be priced at $70 or more. The arrival of CD’s resulted in prices dropping until they eventually hit the standard $60 base price we see today. (Image credits: Digital Trends).
过去,游戏卡带的价格曾高达70美元以上。 CD的到来导致价格下降,直到最终达到我们今天看到的标准60美元基本价格。 (图片来源:数字趋势)。

The high prices of the era can be attributed to game cartridges. These relied on expensive ROM storage and complex co-processors. With the shift towards CDs, the cost of manufacturing games dropped. By the 2000s we can see that prices, while still erratic, were generally below the $50 mark.

时代的高昂价格可以归因于游戏盒带。 这些依赖于昂贵的ROM存储和复杂的协处理器。 随着向CD的转变,制造游戏的成本下降了。 到2000年代,我们可以看到价格虽然仍然不稳定,但通常都低于50美元。

Towards 2004, publishers began increasing prices again. Eventually, by the PS3 and Xbox 360 generation, we saw prices stabilize. Thus, $60 became the de facto standard price for a video game. Over the course of 2 console generations, publishers would continue to explore new revenue streams. They weren’t always welcome by gamers but this experimentation was a necessity.

到2004年,出版商再次开始提高价格 。 最终,通过PS3和Xbox 360一代,我们看到了价格稳定。 因此,60美元成为了视频游戏的事实上的标准价格。 在2代主机的过程中,发行商将继续探索新的收入来源。 它们并不总是受到游戏玩家的欢迎,但是这种实验是必须的。

游戏开发成本上升 (The rising costs of game development)

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From PlayStation Executive, Shawn Layden has argued the existing business model for gaming is unstainable given the costs and called for price increases or shorter games. (Image credits: GameDaily.biz).
来自PlayStation主管的肖恩·莱登(Shawn Layden)认为,鉴于成本,现有的游戏商业模式无法维持,并呼吁提高价格或推出更短的游戏。 (图片来源:GameDaily.biz)。

Originally, the $60 standard price had its benefits. Publishers knew exactly how much gamers were willing to pay. In turn, they could better forecast how many copies needed to be sold to break-even. But over time, these benefits evaporated.

最初,60美元的标准价格具有其优势。 发行商确切知道多少游戏玩家愿意支付。 反过来,他们可以更好地预测要达到收支平衡的销售数量。 但是随着时间的流逝,这些好处消失了。

The cost of developing video games skyrocketed over the course of two console generations. Today, most AAA titles can cost between $80 million to $100 million to produce. Mind you, that’s only to produce the game. It doesn’t take into account other costs like marketing. Further, the production itself can take up to 5 years of development time.

在开发两代游戏机的过程中,开发视频游戏的成本猛增。 如今,大多数AAA游戏的制作成本可能在8000万至1亿美元之间。 提醒您,那只是为了制作游戏。 它没有考虑营销等其他成本。 此外,产品本身可能需要长达5年的开发时间。

“The problem with that model is it’s just not sustainable. It’s been $59.99 since I started in this business, but the cost of games have gone up ten times,” said former PlayStation Executive, Shawn Layden.

“该模型的问题在于它只是不可持续的。 自从我开始从事这项业务以来,价格一直是59.99美元,但游戏成本却上涨了十倍。” 前PlayStation执行官肖恩·莱登(Shawn Layden)说。

Over the past two generations, AAA games have grown larger in terms of scope and production quality. Notable examples are Witcher 3, Assassins Creed Odyssey, and Grand Theft Auto V. Each of these titles offer 100+ hours of content.

在过去的两代中,AAA游戏在范围和生产质量方面都变得越来越大。 著名的例子有《 巫师3》 ,《 刺客信条奥德赛 》和《侠盗猎车手5》 。 这些标题中的每一个都提供100个小时以上的内容。

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Games like Assassins Creed Odyssey offering 100+ hours of content can cost anywhere upwards of $80 million to produce over 5+ years and that’s before marketing costs are accounted for (Image credits: Ubisoft).
像刺客信条奥德赛这样提供100多个小时内容的游戏,在5年以上的时间内制作成本可能高达8000万美元,而且这还不包括营销成本(图片来源:Ubisoft)。

To produce this content, studios have vast teams of developers, artists, testers, designers, etc. All of whom need to be paid. They also need to be equipped with the right tools to build games. This includes having actual consoles for testing and also software like Autodesk Maya, Photoshop, Unity, etc… The latter being a recurring expense as software shifted towards licensing.

为了产生这种内容,工作室拥有庞大的开发人员,艺术家,测试人员,设计师等团队。所有这些人员都需要付费。 他们还需要配备正确的工具来构建游戏。 这包括拥有用于测试的实际控制台以及Autodesk Maya,Photoshop,Unity等软件,…随着软件转向许可,后者是经常性支出。

With these costs rising, publishers have experimented with several avenues to increase revenue. In a single quarter, both EA and Activision Blizzard earned close to $1 billion from microtransactions, loot boxes, and other digital purchases. Yet, as evidenced by the backlash against EA’s Battlefront II, these are wildly unpopular. The publisher now uses the absence of microtransactions as a marketing tool.

随着这些成本的上升,发布商已经尝试了几种增加收入的途径。 在单个季度中, EA和动视暴雪都 从微交易,战利品箱和其他数字化购买中 获得了近10亿美元的收入 然而,正如对EA的《战地风云II》的强烈反对所证明的那样,这些游戏大受欢迎。 发布者现在使用不存在微交易的营销工具。

价值70美元的视频游戏的价值 (The value of a $70 video game)

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Even at $70 a game like Call of Duty Modern Warfare with a 6-hour campaign offers more value compared to other forms of entertainment like movies. (Image credits: Activision).
即使是70美元的游戏(如《使命召唤现代战争》,需要进行6小时的宣传),与其他娱乐形式(如电影)相比,其价值也更高。 (图片来源:Activision)。

When you get down to it, the value of a video game boils down to the hours of entertainment it offers you. In this regard, modern games typically offer a great deal compared to other forms of entertainment. For example, the ticket for a 2-hour movie in theatres has been rising. Similarly, the cost of a standard Netflix subscription has jumped by 63% since its launch.

当您沉迷于此时,视频游戏的价值就可以归结为它为您提供的娱乐时间。 在这方面,与其他形式的娱乐相比,现代游戏通常提供大量的服务。 例如,在剧院上映2小时电影的票价一直在上涨。 同样,自发布以来,标准Netflix订阅费用上涨了63%

At $60 even a game with 8–12 hours of content offers more value. A 2018 study by game designer, Ralph Kostner confirmed this. He analyzed the cost to produce a single megabyte of video game content. Adjusted for inflation, you are now paying less than 50% compared to the 1980s. But he too warned this was dangerous given the rising costs of development.

即使是售价为60美元的游戏,只要拥有8–12小时的内容,它的价值就会更高。 游戏设计师Ralph Kostner 在2018年进行的一项研究证实了这一点。 他分析了制作一兆字节视频游戏内容的成本。 经过通货膨胀调整后,与1980年代相比,您现在所支付的费用不到50%。 但他也警告说,鉴于开发成本不断上升,这很危险。

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Analysts believe console gamers won’t object to a $70 price tag as they’re less price-conscious. However, this may not be the case outside the US. Particularly in developing nations. (Image credits: Tech Xplore).
分析人士认为,主机游戏玩家不会反对70美元的价格标签,因为他们不太注重价格。 但是,在美国境外可能并非如此。 特别是在发展中国家。 (图片来源:Tech Xplore)。

Based on this one could argue that a $70 price tag isn’t an issue. The economics indicate the value offered by a game isn’t diluted. Assuming that you can buy the game in the first place.

基于这一点,我们可以说70美元的价格不是问题。 经济学表明游戏所提供的价值并未被稀释。 假设您可以首先购买游戏。

In the US, consumer spending power has been decreasing. Despite this, analysts expect console gamers to be least likely to object to a price hike. They’re noted for being less price-sensitive compared to PC and mobile gamers.

在美国,消费者的消费能力一直在下降。 尽管如此, 分析人士预计游戏机玩家最不可能反对提价。 与PC和移动游戏玩家相比,它们的价格敏感性较低。

However, in some countries, a $10 price difference is huge. Meaning gamers on all platforms would be affected. In doing so, potentially rewind a decade of progress in fighting piracy. This is a crucial aspect of the conversation that’s being missed.

但是,在某些国家/地区,相差10美元是巨大的。 这意味着所有平台上的游戏玩家都会受到影响。 这样做有可能使反海盗斗争倒退十年。 这是错过的对话的关键方面。

发展中国家看不见的障碍 (The unseen barrier in developing nations)

Here in Sri Lanka where I live, $70 translates to LKR (Sri Lankan Rupees) 12,997. For context, the minimum wage in Sri Lanka is LKR 12,500 per month. Whereas in the US, the federal minimum wage is $7.25 per hour. Meaning you could work 10 hours in the US to afford a $70 game. But in Sri Lanka, you’d have to work at least a month to earn the same.

在我居住的斯里兰卡的这里,70美元可兑换成12997卢比(斯里兰卡卢比)。 就背景而言, 斯里兰卡的最低工资为每月12,500卢比。 而在美国, 联邦最低工资为每小时7.25美元。 这意味着您可以在美国工作10个小时,才能负担得起70美元的游戏。 但是在斯里兰卡,您必须至少工作一个月才能赚到相同的收入。

This isn’t necessarily a unique story. Rather, it’s a common one across developing nations. Not only were games too expensive but there were no distribution channels. Publishers deemed it unfeasible. Hence, there was a culture of piracy. During the PlayStation 2 era, it wasn’t uncommon to walk into a store find stacks of pirated games in these countries.

这不一定是一个独特的故事。 相反,这是发展中国家的共同点。 不仅游戏过于昂贵,而且没有发行渠道。 出版商认为这是不可行的。 因此,存在一种盗版文化。 在PlayStation 2时代,走进商店在这些国家/地区发现大量盗版游戏并不少见。

If you were to visit Sri Lanka then, you’d have found these pirated copies going for as little as LKR 200. Whereas a genuine copy would cost LKR 1000 or more, which was a costly amount even then. Similarly, in Russia, “A one disc game was $4. Two discs: $8, and the market simply wouldn’t stand much more than that,” described Vice President of Tripwire Interactive, Alan Wilson.

如果您要访问斯里兰卡,那么您会发现这些盗版副本的价格仅为200肯尼亚先令。而正版副本的价格为1000肯尼亚先令或以上,即使如此,这也是一笔昂贵的费用。 同样,在俄罗斯, “一个光盘游戏的售价为4美元。 Tripwire Interactive副总裁艾伦·威尔逊(Alan Wilson)说,两张唱片:8美元,市场所能承受的比这还多。

数字商店使游戏更易访问 (Digital stores made gaming more accessible)

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Affordable internet paired with digital stores like Steam offered a legal gateway for players in developing nations to buy video games legally. (Image credits: Valve).
价格合理的互联网与Steam等数字商店配对,为发展中国家的玩家合法购买视频游戏提供了一个合法的门户。 (图片来源:Valve)。

As internet connectivity became cheaper, developing nations came online. Only then did the culture of piracy begin to subside. The rise of digital stores like Steam offered a never before seen gateway to obtain games legally. But, in their early days, these stores were plagued with pricing issues.

随着互联网连接的价格越来越便宜,发展中国家开始上网。 直到那时,海盗文化才开始消退。 Steam等数字商店的兴起为合法获得游戏提供了前所未有的门户。 但是,在早期,这些商店都受到价格问题的困扰。

Initially, a game on Steam with a $60 price tag in the US was also priced at €60 in Europe. Exchange rates meant some of us ended up paying more for the same game. Prices would soon be adjusted regionally to be more in line with the $60 standard.

最初,Steam上在美国售价60美元的游戏在欧洲也定价60欧元。 汇率意味着我们当中有些人最终为同一游戏支付了更高的费用。 价格不久将在区域内进行调整,使其更符合60美元的标准。

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A comparison of the regional prices of upcoming games on Steam (Image credits: Steam Prices).
Steam上即将推出的游戏的区域价格的比较(图片来源:Steam价格)。

For gamers in developing markets, however, these prices still kept games out of reach. Meanwhile, publishers and distributors alike were aware of the vast untapped potential in these markets. The concept of regional pricing was pushed into overdrive. Steam, GOG, and other digital stores began slashing prices in emerging markets.

但是,对于发展中市场的游戏玩家来说,这些价格仍然使游戏遥不可及。 同时,出版商和发行商都意识到了这些市场的巨大潜力。 区域定价的概念被推到了高潮。 Steam,GOG和其他数字商店开始大幅削减新兴市场的价格。

Today, a comparison of Steam prices will show you games are 10% to 30% cheaper in India compared to the US. This is applicable even for upcoming titles like Anno 1404, Star Wars Squadrons, and the remastered Mafia. Despite the initial controversy, regional pricing may not have eliminated piracy but went a long way in making games more accessible to all. But as Co-Founder of Devolver Digital, Graeme Struthers pointed out, “It always filters back from the US dollar. That’s always the starting and finishing point of that conversation.”

如今,通过比较Steam价格可以看出,与美国相比,印度的游戏价格便宜10%到30%。 这甚至适用于即将推出的标题,例如 安诺1404年星球大战中队重制的黑手党 。 尽管存在最初的争议,但区域定价可能并未消除盗版行为,但在使所有人都能使用游戏方面走了很长一段路。 但是正如Devolver Digital的联合创始人格莱姆·斯特鲁瑟斯(Graeme Struthers) 指出的那样 :“它总是从美元中撤出 。 这始终是对话的起点和终点。”

价格问题极大地影响了我们的游戏 (The question of price affects our games greatly)

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As publishers pursue profitability, we’ve witnessed the rise of the looter shooter games like Destiny 2, which borrows RPG and shooter elements. Often packed with microtransactions. (Image credits: Mary Sue).
随着发行商追求盈利能力,我们目睹了诸如《命运2》之类的抢劫射击游戏的兴起,该游戏借鉴了RPG和射击元素。 通常充满微交易。 (图片来源:Mary Sue)。

Video games are the ultimate expression of creativity. Unfortunately, creativity alone doesn’t pay the bills. At the end of the day, gaming is a business like any other where profit is paramount. Hence, the rising costs of development not only affect the price tag but also the experience we get from our games as well.

电子游戏是创造力的最终体现。 不幸的是,光靠创造力并不能付账。 归根结底,游戏是一项与任何其他利润至高无上的业务。 因此,不断上升的开发成本不仅影响价格,还影响我们从游戏中获得的体验。

In their quest for profitability, we’ve witnessed the rise of the online ‘Looter Shooter’ genre. These games combine gameplay elements of RPGs like levelling up loot systems with those from first/third-person shooters. Fortnite, Destiny 2, Warframe, and The Division are a few notable examples of this genre.

在他们追求利润的过程中,我们目睹了在线“ Looter Shooter”类型的兴起。 这些游戏结合了RPG的游戏玩法元素,例如与第一人称射击游戏或第三人称射击游戏中的人升级了战利品系统。 FortniteDestiny 2WarframeThe Division 是该类型的一些 著名 示例。

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While publicly gamers have been vocal against microtransactions, games like Fortnite show its a lucrative business model. Something publishers can no longer afford to ignore. (Image credits: Hold To Reset).
虽然公开的游戏玩家一直在反对微交易,但是像Fortnite这样的游戏却显示出了一种有利可图的商业模式。 发布者再也无法忽略的事情。 (图片来源:保留以重置)。

You’ll find many of these games offer microtransactions to either level up faster or obtain better loot. Contrary to public backlash, players of these games spend generously. Further, these players often do so ignoring other titles. Essentially, living in the world of these multiplayer games. A phenomenon that’s become profitable for publishers. Particularly given console gamers are now buying fewer games.

您会发现其中许多游戏都提供微交易,以加快升级速度或获得更好的战利品。 与公众的强烈反对相反,这些游戏的玩家慷慨解囊 。 此外,这些玩家经常这样做而忽略了其他头衔。 本质上,生活在这些多人游戏的世界中。 对发布者来说有利可图的现象。 特别是考虑到主机游戏玩家,现在购买的游戏更少。

“Players might be buying only two to three games per year — maybe maximum of three to four games per year — but they’re spending more money and time in each of those game experiences,” said President and CEO of IDG Consulting, Yoshio Osaki.

IDG咨询公司总裁兼首席执行官大崎义雄表示:“玩家每年可能只购买两到三款游戏,也许每年最多购买三到四款游戏,但是他们在每种游戏体验中都花费了更多的金钱和时间。” 。

Still, it’d be premature for publishers to throw their eggs into the looter shooter basket. Creativity is still rewarded with singleplayer games that offer engaging stories and fun gameplay. The record sales numbers of The Witcher 3 (28 million), Zelda: Breath of the Wild (19 million), Uncharted 4 (16 million), and other hit singleplayer games serve as proof of this.

不过,对于发行商而言,将其鸡蛋投入抢劫者投篮尚为时过早。 通过提供引人入胜的故事和有趣的游戏玩法的单人游戏,仍然可以发挥创造力。 《 巫师 3》 ( 2800万 ),《 塞尔达传说:荒野之息》 ( 1900万 ),《 神秘海域4》 ( 1600万 )以及其他热门单人游戏的创纪录销售数字就是证明。

下一代游戏可能大不相同 (Next-generation of gaming could be very different)

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Several publishers are exploring a $70 price tag for next-gen games. Ubisoft has said its upcoming holiday titles will still be $60 but hasn’t commented on future titles. (Image credits: Gamesradar).
一些发行商正在探索下一代游戏的价格为70美元。 育碧曾表示,其即将推出的假日游戏仍将是60美元,但未对未来的游戏发表评论。 (图片来源:Gamesradar)。

The $70 price tag is an option many developers are increasingly eyeing. 2K was merely the first to adopt it. Ubisoft has said its upcoming holiday titles will be priced at $60 even on next-gen consoles. But the company didn’t say whether future titles will also be at the same price point. If this becomes the norm, then it could mean games would no longer be accessible to players in emerging markets.

70美元的价格标签是许多开发人员越来越关注的选项。 2K只是第一个采用它的人。 育碧表示,即将上市的假期游戏即使在下一代游戏机上也将定价为60美元。 但是该公司没有透露未来的游戏是否也会以相同的价格出售。 如果这成为常态,则可能意味着新兴市场的玩家将无法再使用游戏。

So what’s the alternative? Microsoft may have a radical answer to that question. It’s called Xbox Game Pass. For $9 a month, the subscription service offers a library of games, which you can download and play on a PC or Xbox.

那有什么选择呢? 微软可能对该问题有一个根本的答案。 这就是Xbox Game Pass 。 订阅服务每月收费9美元,其中包含一个游戏库 ,您可以在PC或Xbox上下载并玩游戏。

Video Games | Gaming | Next-Gen Gaming | PS5 | Xbox
An alternative approach to address profitability in gaming could be subscription services like Xbox Game Pass. Already, publishers have stated its resulted in increased sales for them. (Image credits: KeenGamer).
解决游戏获利能力的另一种方法可以是诸如Xbox Game Pass之类的订阅服务。 出版商已经表示,这导致他们的销量增加。 (图片来源:KeenGamer)。

As seen at the recent Xbox game showcase, the service will ensure next-gen titles like Halo Infinite will be available on both the Series X and Xbox One. At first glance, it may seem like Microsoft shot itself in the foot. Few saw a compelling reason to invest in a Series X. But that was never the point.

从最近的Xbox游戏展示中可以看出,该服务将确保Halo Infinite之类的下一代游戏在X系列和Xbox One上都可用。 乍一看,微软似乎一发不可收拾。 很少有人有理由去投资X系列。但这并不是重点。

Describing Microsoft’s philosophy, its Executive VP of Gaming, Phil Spencer said, “The business isn’t how many consoles you sell. The business is how many players are playing the games that they buy, how they play.”

菲尔·斯宾塞(Phil Spencer)在描述微软的哲学时,表示其游戏业务副总裁说:“业务不在于您出售多少台游戏机。 这项业务是有多少玩家在玩自己购买的游戏,他们如何玩游戏。”

For Microsoft, the next-generation of gaming means you can play on anything, anywhere, at any time. To that end, its focus is towards the Game Pass subscription and the xCloud gaming service. Whereas the upcoming Series X alongside your PC and phone will serve as one of many entry points to play a game.

对于Microsoft而言,下一代游戏意味着您可以随时随地在任何地方玩游戏。 为此,它的重点是Game Pass订阅和xCloud游戏服务。 而即将推出的X系列以及您的PC和手机将作为玩游戏的众多切入点之一。

While still in its early stages, the approach is showing great promise. Recently, Mike Rose — Director at No More Robots tweeted, “Since we went into Game Pass, our total Xbox sales have TRIPLED.” During Microsoft’s Q3 earnings call, it was announced the service now has over 10 million subscribers. For those in developing nations, a flat $9 monthly fee is an affordable price to access a large library of AAA games, including next-gen titles.

尽管仍处于早期阶段,但该方法显示出了巨大的希望。 最近, No More Robots的主管Mike Rose发推文说“自从我们进入Game Pass以来,我们的Xbox总销售量就跃升了。” 在微软第三季度财报电话会议上, 该服务现已拥有超过1000万用户 。 对于发展中国家的用户来说,每月9美元的固定费用是访问大型AAA游戏库(包括下一代游戏)的负担得起的价格

您的钱包将决定游戏的未来 (Your wallet will decide the future of gaming)

Video Games | Gaming | Next-Gen Gaming | PS5 | Xbox
Next-gen gaming will not only bring technical but also economic innovations. How they affect our relationship with video games is in your hands. (Image credits: Toms Hardware).
下一代游戏将不仅带来技术创新,还带来经济创新。 它们如何影响我们与视频游戏的关系就在您手中。 (图片来源:Toms Hardware)。

Ultimately, the final deciding factor as always will be how you choose to spend your money. Should $70 become the new de-facto base price for a standard video game, the value it offers won’t be diluted. Yet, this is assuming one can purchase it, which may become challenging in developing nations.

最终,与以往一样,最终的决定因素将是您如何选择花钱。 如果70美元成为标准视频游戏的新实际价格,则其提供的价值将不会被摊薄。 但是,这是假设人们可以购买的,这在发展中国家可能会变得充满挑战。

Given the rising costs of development, publishers have been forced to consider this idea. Microtransactions, loot boxes, and over avenues have proven to be profitable as seen with Looter Shooter genre. But they’ve also been controversial. Theoretically, Microsoft’s approach may offer a solution to these issues while ensuring games are still accessible to all.

鉴于开发成本不断上升,出版商不得不考虑这一想法。 从“掠夺者射击”类型中可以看出,微交易,战利品箱和过度交易途径已被证明是有利可图的。 但是他们也一直存在争议。 从理论上讲,Microsoft的方法可以为这些问题提供解决方案,同时确保所有人仍可以访问游戏。

Again, that too depends whether you choose to sign up for it. The next generation of gaming will bring about better graphics, immersive audio, and other technical leaps. Now it looks like there will also be economic changes that’ll potentially reshape how we access our games. It all depends on the choices you make. The future of gaming is in your hands.

同样,这也取决于您是否选择注册。 下一代游戏将带来更好的图形,身临其境的音频以及其他技术飞跃。 现在看来,经济变化也将潜在地重塑我们访问游戏的方式。 这完全取决于您做出的选择。 游戏的未来就在您手中。

翻译自: https://medium.com/super-jump/the-unseen-implications-of-a-70-video-game-ad9058a7f4b5

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