Crescent Pulsar S wrote:How does the pricing work with new products of the same type? Is there anything that enforces a certain price (range), or are they free to establish their own price? This is one area I've never really studied, beyond how the price of something can be affected by the supply chain. I don't really know how something like the MSRP really works.
If it helps, the reason why I want to know is because there's an aspect of a story idea involving competition with video games, on different consoles, and I was wondering if pricing could be used as an issue of conflict.
That would depend upon your country...
MSRP is Manufacturer Suggested Retail Price is merely the product price the manufacturer recommends... That price *supposedly* takes into account not just the cost of the manufacturer to make the product, but shipping, advertising, and the biggest variable of all *profit*.
It is important to note that MSRP is not technically the same as the retail you and I know as everyday consumers, which is actually our perceived retail.
In the U.S. most but not all products legally and by law are market driven, meaning if the market finds your price too high, and a competitor makes a similar but cheaper product, they will go to that, thus forcing that company to lower prices or discontinue the product due to lack of sales. Likewise... to gain market share, a manufacturer might reduce the price of a product, and reduce the amount of profit they make, to gain market share and market saturation.
It is ILLEGAL for manufacturers to talk to one another one pricing of their products, and many court cases have come about just because of that. This is called Price Fixing. It is considered a crime committed by the companies against consumers.
Other variables come into play... take for example a TV... the manufacturer might suggest a MSRP of $500 for its TV... and it is what you might pay if you went directly to that manufacturer and bought it form them. But due to volume and shipping agreements they might sell it to say seller A at $420 each and seller B at $450 each. This is how the same TV might be at one price at the local Best Buy, and a different price at the local SAMs store, and yet a different price actually form the maker of the product.
Now... in the case of a manufactured product, it is fairly easy to track how much a item costs to make (cost of parts + time to put together), in the case of video games, that is intellectual property, and it is harder to pin down.
Generally a game maker will target as many platforms as possible (unless they also make the game machine, i.e. Microsoft will not likely make many Nintendo games, and vs. versus) with as little effort as possible so as to maximize the return on investment. The issue comes into play that they cannot charge too much or no one will buy it, and obviously cannot consult with their competitor (see price fixing above). So for each platform, they will try to make it cost as much as possible for the end user that guarantees they get as much money as possible.
These days that is two parts... how much can a game cost for the platform before people will not buy it, and how much can they charge for the on-line services and download additions and bug fixes. For that first part, that is the part that will vary platform to platform, and also explains why the same game might cost $30 on one platform, but $50 on another.
I've simplified it, but I believe I hit the main points... Anyone feel free to correct me if wrong, as I do not track the game industry much these days...
Does that help?