Video games have gotten ridiculously predictable. Not in stories, writing, or mechanics (although sometimes those, too) but in release, pricing, and distribution. When it comes to the big-budget blockbuster console-ready games, by now pretty much every player can recite the pricing timetable by heart.First, the game releases at $60, maybe with a collector’s edition for somewhere between $70 and $100. Over the next 6-12 months, a couple of downloadable content packs drop, at $10-$20 each. Between 8 and 12 months after launch, an ultimate or game of the year edition — a repackaged omnibus including some or all of the DLC — shows up on shelves for between $30 and $50 before quickly dropping to $20, where it comfortably settles into the back catalog for as long as its console hangs around.That very sameness is unnerving. As a rule of thumb, the pattern holds no matter what studio designed the game or what publisher marketed it. It doesn’t matter if you’re playing an Ubisoft game on a Microsoft console or an EA game on a Sony one. It doesn’t even matter if you’re buying it at Target or Walmart or GameStop or Amazon: the pricing, to within just a couple of dollars, is the same.Since the launches of the Xbox 360 and PlayStation 3 in 2005 and 2006, that’s the track we’ve settled into. The still-new era of the Xbox One and PS4 is starting off in the same shape. But there’s one huge exception: players who tackle tomb raiding from their computers, instead of from their set-top consoles, can see enormous discounts that sometimes completely, if temporarily, disrupt the pricing pattern. So what gives?
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Good article which illuminates what goes on with pricing. The consumerist is actually a pretty good website in general.