Companies

Take-Two's CEO Suggests Video Games Could Implement Hourly Pricing

Published November 12, 2023

Amid the buzz surrounding the anticipated release of a trailer for Grand Theft Auto 6, Take-Two Interactive's CEO has put forward an unconventional idea regarding video game pricing. Stretching beyond the standard industry pricing models, he argues for a cost reflective of the game's duration and value delivered to players.

Dissecting the Value Metric

The concept, as presented by Take-Two's executive, proposes that the price of video games might ideally align with the hours of entertainment they provide. He reasons that given the extensive hours of gameplay and high engagement value, video games present consumers with an excellent cost-to-value ratio. This sentiment echoes amongst a faction of gaming industry leaders who similarly believe that video games may generally be undervalued, considering their production costs versus the extensive playtime they offer.

Practicality and Industry Comparisons

Yet, there's recognition that such a pricing model is not currently realistic within the market. Video games have recently seen a price increase to $70, which is viewed as a threshold that the market can bear. This has led to a proliferation of post-launch monetization strategies, such as microtransactions, a practice well-utilized by Take-Two's GTA Online, which has generated substantial revenues. Furthermore, the entertainment industry at large does not follow a strict price-per-hour model, as evidenced by companies like Netflix, Inc. NFLX, which offers an extensive content library but doesn't price its subscriptions based on the total viewing hours, or Alphabet Inc. GOOG, the parent company of Google, which includes various consumer services priced independently of usage duration.

Theoretical vs. Actual Pricing Dynamics

While the debate on theoretical video game pricing continues, present market conditions dictate the continued use of flat pricing complemented by continuous revenue streams from in-game purchases. The complex balance of valuing entertainment offerings remains a challenging discussion, highlighting the unique dynamics of the video game industry versus other sectors in the entertainment landscape.

Gaming, Investment, Pricing