Its the same words because it is the same definition, and third party publishers get hit with it twice, at the consumer level and at the production level.
If you want to make console games, your market is capped at an absolute level by the numbers of that console that has sold. There is a coefficient of "active users", but the fundamental number underpinning maximum market size is consoles sold.
If you want to make console games, your cost floor is capped at an absolute level by platform owner development fees; this is both an explicit fixed cost in purchasing devkits, and an ongoing cost of certification fees and platform owner royalties.
These are both barriers to entry.
These are both either implicitly or explicitly set by the platform owners and not by third party publishers.
1. You just underlined that word, if you were attempting to hyper link it, you failed, nothing happens when I click on it.
2. Those are barriers to entry, because you can use those words lingustically to describe the situation. Typically that is simply considered the normal cost of doing business, typical overhead. It is generally not considered in the same context as raising the entry barriers because its not weaponized, its standard for everyone as you demonstrated. Company A is charged the same price for a ps4 devkit, as company b. Company a can not force company b to pay twice as much for their devkit. Those entry barriers are not weaponisable.
Once you weaponise, or artificially raise entry barriers that can be weaponised well beyond what they should be, like say via predatory pricing, like say raising the production values of your games ridivulously high by spending tons on expensive approximations of effects the systems clearly cant do so you prebake it, you hire ridiculously expensive celebrities to voice act, and you spend more money to market the crap than other companies make in a year.... But keep the price at 60 bucks. Youre engaging in a strategy to eliminate your competition by raising entry barriers via predatory pricing.
A strategem to do that, is called raising entry barriers. Not entry barriers, we arent talking about just the entry barriers, we are talking about a company RAISING the entry barriers. We are talking about the strategy of raising the entry barriers, which I find it incredibly hard to believe you are actually having a hard time understanding. You are just muddying the waters. Why do gamers always resort to alt right tactics. Its not a good tactic, its not a good look.
And no, prices are not strictly set by platform holders, they have a msrp, but its ALWAYS open to negotiation, and their are TOOOONS of examples that prove this, like ff6 being 80 bucks in the 90's.
This is why you will find a million things out there corroborating what I have said, from wikipedia, to economics lectures on youtube, because its a real thing. I can keep providing diversified proof until the cows come home.
You have not posted anything but your word and a burning desire to defend teh industry.
What I am asking for is not unreasonable. Show the same level of proof, that I had the respect and motivation to show everyone else here, instead of just having them rely on my word.
If you can't do that, I'm going to stop responding to you, because your circular arguing with nothing to back it up has become pointless.
I'm not understanding how that proves the point you are trying to make. Publishers spend significant amounts of money to develop AAA games because that is what is almost necessary to compete in the market. They need to hire more people which boosts the development costs. Most of the big publishers make these gigantic games because those types of console gamers are a known quantity and can market games effectively towards those consumers. It's just not worth the time, effort, or energy in creating smaller games for them because the RoI isn't going to be there like it is for games that have MTx. Just take a look at how many EA/Activision-Blizzard/Ubisoft games are created and sold every year compared to 15 years ago.
Binary thinking. Gamers always with the binary thinking.
This isn't an either or man. Its not on or off. Its not mutually exclusive.
Its then opposite, if those thingsnwerent true, you wouldn't be able to pull off this strategy. It had to already exist and be accepted in its base form.
Its not that games were constant a price since the 80's and them WHAM!!!
If you remember games used to be thirty bucks, then 40, then 50, and then 60.
They want up to cover the increasing overhead of better graphics, sound and bigger games.
What changed was the RATE of this increase, it was a MASSIVE hike way bigger than any previously seen when put io context and ratio with prior generations. Its not that the thing happened, its the severity of it.
Suddenly you had the biggest studios using huge expensive machines to create shaders and solutions like global illumination that those systems could never pull off in real time, and then using those results the actually had to use time and staff to create, to prebake the effects into the textures, far out stripping the capability of studios who only had staff and time to only do what the systems hardware could actually do. You had them hiring super expensive celebrity voice actors, expensive composers, ridiculously expensive cinematography, motion tracking setups for animation... All kinds of uneccessary shit.
And on top of that, instead if charging 80, 100, 120 bucks that would offset the price increase they kept these super big super expensive games... 60 bucks essentially a massive price slash. Predatory pricing, raising of entry barriers. They ate through their profits for two years, until they ran enough competition out of the market.
The graph ubisoft posted exactly matches the graph that depicts this strategy, its a textbook example.