Well, sucks for the Australians then...
Not to be rude, but you dismissed my position while using your own as justification as to why my position should be dismissed. Can I now not turn around and do the same thing again in an endless cycle? The fact is that - from my point of view - the cost of video games has increased dramatically. While this might not be true for you or your countrymen, the fact that this has occured across the entire spectrum of gaming for every Australian means it has occured and cannot be dismissed.
... wow, you are so far off that it's silly. Very few games sell 10 million copies. In fact a majority of the games released on the 360 don't sell 1 million copies. Starcraft 2 (which I think you'll agree is a fairly large game) didn't break 5 million copies in 2010 (Activision hasn't given out 2011 numbers). 10 million is a Halo 3 type number, and that's pretty rare.
We'll need to agree on some standards to discuss this. Starcraft II is a single platform title exclusive to the lowest selling platform (generally speaking) so it's level of success is the exception the rule. Halo 3 is a similar position, only on a platform that typically sees higher sale numbers.
Titles like Mass Effect, Darksiders, Final Fantasy, Burnout, Call of Duty, Assassin's Creed, Crysis 2, Grand Theft Auto, Skate, Saint's Row, LEGO Star Wars (and all other Lego titles), and basically every multiplatform title approach the 3 million sales mark fairly easily. Nearly all modern day development houses are designed with multiplatform development in mind; this reduces the amount of effort required to produce multiplatform titles substantially. While Halo 3 might have 'only' sold 10,000,000 copies, Assassin's Creed 2 banked close to 10,000,000. Call of Duty doubles that on basically every release.
The 'base line' for success has dramatically increased.
And while we're on the subject, profit and pricing aren't connected. If Activision could sell games for $200 and make triple the revenue, they would. They can't get away with it because not enough people will pay it and too many other companies aren't selling at that price.
A valid point; though, to be fair, Activision Blizzard pushed the price of baseline games up with Modern Warfare 2. The RRP in Australia for a new release console titles was $100.00. Modern Warfare 2 was the first to debut at $110.00. The new companies in Australia covered it's release partally due to this; now this price tag is standard for all new console releases. They're pushing prices up.
Oh not this BS again. Did you even play Starcraft 2? The single player is totally comparable in length to Starcraft 1, only with VASTLY higher production values. If the same quantity and much higher quality as compared to a 12 year old game is your idea of being ripped off, then we're not even on the same planet in this conversation.
And don't pretend like games in the past were paragons of quality releases. Buggy games have existed as long as games have.
I didn't say games of yester-year were bug free, and I didn't say games of today were buggier; I said they were undercooked. Proof of cencepts. If its successful, then they pour some real effort into the sequel. Most new releases today are merely origin stories with cliff hanger endings. But that's really a different issue altogether.
Starcraft II was significantly worse than Starcraft 1 in all elements not relating to visual presentation and connectivity. From a gameplay perspective, they sped things up and brought the game to current industry UI standards... and that's about it. The single player campaign features roughly 2/3s filler content, most of which was fairly throw away stuff. And the story - my god, the story. Screwing the pooch doesn't begin to describe the travestry of Wings of Liberty. It was truly 1/3 of a greater whole, with the blank spaces filled in with "Hey Cow boy, I got a new schematic".
Don't look to Starcraft II as justification for games of today being longer and/or with more content.
Lets talk about new titles, like Homefront. Let's talk about older franchies, like Call of Duty, Gran Turismo, Final Fantasy, Resident Evil.
As it turns out a lot of gamers actually do want (or don't mind) those things. What gamers aren't driving demand for is games with 40 hours of single player story, because so few people actually finish a game of that length. If all the in game stats tell me that people are only likely to play 15 hours of story, why would I blow the budget making another 20 hours that won't get used by the majority when the game sells for the same price either way?
Sorry folks, this is basic economics in action.
Unforutnately, 15 hours would be a heaven sent in today's world, and I wouldn't be having this discussion. I'm not attempting to argue for 40 hours single player games in all cases - so, I'm honestly sorry if that's how I'm coming across. That's not my position.
What I'm talking about is the fact that we're down in single digit hours for all single player content. I don't just mean the single player campaign - I mean all offline, non-multiplayer based content being completed in less than 9 hours. As for multiplayer, you obviously get longer legs from it due to the rinse-and-repeat nature, however it doesn't excust the mere handful of maps most games ship with, before announcing the first wave of DLC multiplayer maps that were stripped out of the boxed release.
"Gamers" could always decide that it's no longer worth the money. Whining on the Internet and the paying it anyway is meaningless. It's the actions that speak, and if gamers are going to act like crack-addicted morons then I don't see why any company should take them seriously. Like the group that wanted to boycott one of the Call of Duty games due to lack of dedicated servers. When the game came out, their Steam group for the boycott showed almost everyone playing the game. Clearly the lack of dedicated servers wasn't as big a deal as the Internet hyperbole made it out to be.
You have a point, however don't act like this isn't an issue.
As for the Call of Duty gamers, the picture in question should 4/5s of a single screen in game, unless I misunderstood the information presented. It's a valid point - however I, personally, don't buy games that require an internet connection for single player. I purchased Starcraft II against my better judgement, and like SPORE before it, it burnt me horribly.
Although gamers might still buy these titles, it's not because they accept the restrictions - its because they grit their teeth and buy the next game in whatever series they have a personal attachment to.
I'm buying The Elder Scrolls V: Skyrim, despite it's Steamworks DRM bullshit. And I'll personally be developing the modification to the .exe to remove the Steamworks integration so that my copy of the game doesn't ever register on their severs. Normally, this isn't something I would do, however The Elder Scrolls offers me something no other game has before it. It might sound stupid, I feel that Morrowind and Oblivion are very personal experiences to me, and having a new chapter available and being unable to play it doesn't sit right at all.
This is the same feeling that Publishers and Developers are using against other gamers for other series. It's basically raping your customers for a profit, while grinding your axe. Today, it's online requirements and microtransactions. With Deus Ex: Human Revolution, its in-game advertising that reaks immersion. What are up against tomorrow?
Gamer's dont want this garbage, but Game Publishers are the only ones who, you know, make games and so they're getting away with it.