I have no problem at all with the creative output of this generation's games (at least those that don't involve motion garbage), but yeah, the pricing has become pretty much bullshlt. I solved that problem by not giving them my money until they give me the complete package. I get a great game, with all the extra content, usually at a reduced price, and all it costs me is just a little more time spent waiting, which I have NO problem with. Problem solved. Unfortunately, the publisher and developer end up losing out, because at one point, I bought their games without needing the extra content, because I felt the relationship was one of mutual respect -- don't fvck me and I won't fvck you. But that changed this generation, and I began feeling like there an expectation on the part of publishers to wring me out like a dishrag and shake me down for every cent they could. So I simply did the only thing I could do: I stopped supporting them with Day One business.
Perhaps when publishers begin valuing my business again by offering me the complete experience of a game from the start, I'll start rewarding them with Day One sales again. And it's not like I'm being cheap, either -- I had zero problem with developers getting an arbitrary 20% raise on every single game -- but things have gone too far in the other direction. I had begun to feel for a while like the publishers felt I needed them more than they needed me, and, well, based on the sales charts from pretty much this entire year, I'd say they were dead wrong. I would be shltting my pants right now if I were a publisher, and trying everything I could to hold on to every possible valuable customer who buys games regularly -- NOT pissing them off.
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