Hamenaglar said:
One might say that transport, material etc. all cost money, but how come that digital downloadable (through STEAM) games aren't cheaper.
Digital distribution models are still in their infancy and are plagued by their own problems; namely, as you've said here, pricing, but also less choice for the consumer and segregation of the world market. They also have a curiously symbiotic relationship with bricks-and-mortar retailers, in that they generally don't tend to (or can't) undercut the pricing of bricks-and-mortar retailers for current, on-the-shelf games.In many parts of the world (Australia included), broadband technology isn't comprehensive enough to thoroughly drive digital distribution forwards on its own, not yet. A great many gamers either don't have the bandwidth or capacity to spare to download their games and so still buy from the shop down the road. So from the publisher's point of view, I would imagine the far greater penetration would be from bricks-and-mortar retailers, meaning they cannot afford to price the online versions of the game to be considerably lower than their on-the-shelf counterparts.The gaming industry worldwide faces unique challenges in each jurisdiction, further complicated by local legislations, classification schemes, retail models, economic fluctuations... all these things are bumps in the road for games developers and the industry as a whole, not to mention being further barriers to establishing a healthy and competent online distribution model. For the time being
There needs to be a mentality shift in the way online distribution models are viewed by the public and treated by the industry.
Hamenaglar said:
I've been wondering, when I buy a game how much do I support a developor and how much do I support a publisher/distributor. How much of the percentage per sold copy goes to developers, they are the guys who in the end did the hard stuff.
It's an interesting question. I nearly hear the echoes of a dozen Polish voices yelling out, "not enough!" from here