Take-Two: $40 iPad games possible
"Robust" titles would sell at higher price.
Grand Theft Auto publisher Take-Two can see a future where it could viably sell full $40 games on tablets.
Whereas iPad games currently sell for only marginally more than the pocket change demanded for smartphone titles, Take-Two CEO Strauss Zelnick believes that meatier games could be profitable on the format at a much higher price point.
"I don't see why not," he told Forbes. "Tablets are ubiquitous. And tablets are a great game platform. And it's the right sized screen. And you use the tablet to have an engaging experience.
"So if all of that's true, I don't see why we wouldn't be able to sell a robust product for the same price point. The reason the price point is currently lower for an iPhone app is it is used for five minutes, and not for a hundred hours."
However, Zelnick was less enthusiastic about the smartphone market for big-budget titles.
"We tried Chinatown Wars for the iPhone, and we're thrilled that we did it, and it was creatively successful. At the price point for which we can sell on the iPhone, it is not going to be economically meaningful.
"At the end of the day, we are interested in creating economic value, and what we intend to do is make something and sell it to millions and millions of people, and sell it at a high price.
"You don't want to spend lots and lots of money to make something you are going to sell to a small amount of people at a low price."
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Comments (58) Latest comment 11 months ago
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Furthermore overhead costs are not same with download only games, manpower also smaller.
If they do go ahead, only hope that this ll be a one off thing ... as too few buying.
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Where do these chumps get these phrases from?
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"Tablets are ubiquitous" .... and so are idiots with more money than sense.
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Sure, we don't want pricier games on these formats, but unfortunately it is going to happen at some point. And with how far along tablet hardware is moving, i can't say i'd begrudge paying $40/£25 for a fully fledged GTA7 that i can lug around with me wherever i went.
I apologise in advance for engaging my brain before i typed, the negative marks against this post will go some way to me thinking about what i've done.
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It's only 25 quid.
If a game were good enough, and I had an iPad, I'd consider paying that for a game. Like if it were a port of StarCraft 2 or something of proper full price game quality, and not compromised by touchscreen-only controls.
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Sony are doing it with PlayStation certified smart phones and tablets, with the PS Suite, which is kind of itunes territory.
Nintendo and MSFT obviously are doing their own thing, control wise as well!! Add to the PS Vita's touch controls....... I think it's safe to say there's unlikely to ever be a standard for every game. Mobile or Home console.
Would I pay £40 for GTA IX on the ipad/phone? Not if it's better on the PS5 or WilPadU or something!
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Remember that, silly person.
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Time of the tablets is definitely coming
We just need some gaming cradle(dual analogs,buttons,etc)--tablet form factor unchanged.Touch is like motion controls,good for something--but if you want to play Fallout 3,you absolutely need mouse/kb or dual analogs.
Wii U is coming,Windows 8 tablets too--full blown Windows without big games=meh
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Tell that to Angry Birds and Cut the Rope. I've played these for many more hours than some console games I bought this year.
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Please pay attention to valve, cheaply priced games can be profitable, you don't need to always rape the consumer!
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Just sayin'.
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At least this guys honest. Most publishers wouldn't have come out and said this.
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As a result I'd pay little money for the games currently on offer as that is their value. I'm not going to suddenly demand that Skyrim is priced at 59p because Cut The Rope is. If a title of equivalent quality is released on iOS I would not complain at it being priced accordingly.
Peoples main gripe appears to be a thinly veiled excuse to have an iOS gaminglol.
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"Sell to millions at a high price"
Ok.... Next.
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I'd love to play that on iPad, actually. I'm planning to buy one, although not really for playing games.
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So lets compare that with a on-the-shelf release for $40 retaill? According to this (http://latimesblogs.latimes.com/entertai... -- personally, I assumed that retail took a much bigger cut than the 25% suggested there) the publisher gets $27 from a $60 game. Assuming that the publisher wants a fixed cost per unit (which is how I believe it generally works) that means a $40 game at retail gets TTWO something like $15 revenue, so a bit more than twice as much money per unit sold.
But you don't get second-hand sales on the App Store, unlike when Game sells and resells the same title without any more cash going to the publisher. And because prices are also lower, you could expect better sales on iDevices than on more tradional platforms (of course, this is where the lack of controls, etc. on the iPad & iPhone come into play. And there's the demographic argument too -- GTA4 got many millions of sales very quickly, whereas even Angry Birds took a while to hit a few million. But I'd wager that the number of iOS devices is growing at a much faster rate than the number of "home consoles" so even a small percentage of a huge number of people might be as worthwhile as the majority of a smaller market)
So I would suggest that the App Store has to be somewhat "economically meaningful" even at $10
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The.
Piss.
Regardless of the developer, if they made that happen I'd gladly see them go under.
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It's kind of like puzzle games, for whatever reason in highly rated puzzle reviews you always get people in the comments saying 'wouldn't pay full price for it like I would a 'proper' game'.
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He IS joking right...?
He's not joking!?
Haha what a w*****!
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It is not relevant to how long people play the game for, as it is totally subjective. It's also about common decency, and not ripping off the consumer just because they can. How much does it cost to make a full next-gen title? Lets say on average in excess of £3m, and a workforce of about 50-100 people over a 2 year dev cycle.
Now lets compare that to an ipad/iphone game made by 1-10 guys in someone's front room (or very cheap small office) in 6 months? How much would that cost to make? Not a bustin' lot in comparison. So you see the price scales according to the cost of the development. It would be unfair if someone made a game for 10k then started asking £30 for it. Their profit would be insane.
Even a game with high production values such as the iphone Dead Space would cost peanuts in development in comparison to a console game. The £5 price seemed high but it was fair for the size of the game. I don't see what kind of game they could possibly make to warrant a £30 price tag when Dead Space (and other huge-scale mobile titles) can be sold for £5 already.
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er no, and no
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Since when?
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I certainly don't think the market is anywhere near ready for it, if ever, but the devices will need to have a lot more storage before the user base grows, with iOS devices maxing out storage at 64Gb (atm), it wouldn't make sense to develop high end games for the platform until the hardware had caught up.