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  • Writer's pictureNathaniel Hope

The Price of Gaming


Shots Fired

In April 2021, former Days Gone director John Garvin was quoted as saying: "If you love a game, buy it at f****** full price. I can’t tell you how many times I’ve seen gamers say ‘yeah, I got that on sale, I got it through PS Plus, whatever’.” - “don’t complain if a game doesn’t get a sequel if it wasn’t supported at launch.”


The echo of that statement is something I still feel to this day. Not only is it hurtful towards the gaming community and is absolutely unrealistic, but it’s also challenging this day in age to purchase a video game at launch. Heck, it was challenging even then, back in 2021. Why? Because video games are expensive.


Come with me on a journey.


Like anyone out there, you work hard to make a living, right? And when you’re ready to spend your hard earned dollars on something, you want it to be worth what you paid for, right? No one wants to buy a bad game. No one wants to buy a broken game. And I’m pretty sure that no company wants to make a bad game. But there have been too many times over the years where we’ve experienced games we’re excited for, only to find it launching when it’s not ready (Cyberpunk 2077, Fallout 76), when it has an unbearable amount of bugs (Assassin’s Creed Unity, Sonic ‘06, WWE 2K20, Final Fantasy XIV), and when the final product did not represent what was originally shown to get you interested in the first place (Aliens: Colonial Marines, Anthem, No Man’s Sky). Putting your money down on a game, especially if it's a brand new IP that doesn't have an audience yet, in this day in age? It's a big gamble.

The greatest gaming launches of all time

Personally, I have been let down with a lot of these titles over the years. As a gamer who’s been around since the launch of the NES, I’ve watched the gaming landscape evolve, change, and grow (for better or worse) over the last 30 years. And through those years, I have also watched prices for consoles and games move up like a bad staircase on that good ol' pricing scale.

The Future of Gaming

Now, I’m no stranger to inflation. I get it (kind of). Games have been getting bigger with each console generation and we’re now in the era of the Xbox One Series X and the Playstation 5. If you look at a list of consoles adjusted for inflation, you'll see there are some that are 'technically' far more expensive than today's Xbox or Playstation consoles. Crazy to think about, right? Especially when today's consoles offer so much more, being an almost always online media experience. And in today's landscape, there's an increase of development costs to create games on these new platforms. That, and your typical big budget "Triple-A" games are bigger than ever. Conversations around that subject are generally understandable considering the amount of labor and creative minds involved to make such behemoths of gaming experiences in today's world. But be that as it may, are rising costs of games today justified? Well, that's what I'm trying to figure out. Pricing around games has always been confusing to me. And this day in age, it feels like it's all over the place. I mean, games back in the day (or should I say back in my day) ran on cartridges. So aside from creating the actual game itself, you had manufacturing costs, distribution costs, and costs to keep products on store shelves. Games being priced to cover those costs, plus companies trying to make a profit on their product, that basic concept has always made sense to me. Price the game accordingly and everyone gets their share. Eventually, games ran on CDs, DVDs, and now Blu-rays because they are cheaper to manufacture than cartridges (and also holds way more data). But there was (and still is) a cost involved when it comes to manufacturing, distribution, and shelf space.

Cartridge is king

When games started to become available digitally in the early-to-mid 2000s, physical media was (and still is) on its way to becoming a thing of the past. In 2022 alone, 72% of consoles games were purchased digitally and 28% were purchased physically. When you get rid of the costs required to manufacture and distribute physical games to brick and mortar stores, and sell them on your own digital storefront, you would think that prices for gaming would be lower, right? Well, it didn't turn out that way. According to an article posted by How-To-Geek, "If digital storefronts from Sony, Microsoft, and Nintendo undercut retailers by a large margin, those same retailers may choose not to stock physical games at all. Even worse, they may also stop putting related items such as gaming consoles and accessories on their shelves." Learning about this certainly paints an interesting picture. It definitely puts some things about pricing in the gaming industry into perspective. There's a lot of hands in the proverbial cookie jar and they all have the power make sure they get their share. But even if that's the case, honestly, it doesn't really make it any better.

Featured Image Credit: Towfiqu Barbhuiya, Jakub Sisulak via Unsplash
No cash? I should use a credit card!

That being said, any way you slice it, gaming has been, and still is, an expensive hobby to have. Even if you ignore all the data of past prices and inflation, and just take the average person walking into a store to buy a brand new game at launch, chances are they already know what they want. Chances are they are willing to pay today's prices for it. Chances are they might have already pre-ordered it and paid for it up front. Typically, this is what I do. I go in to a store already knowing what I want because I spend a lot of time researching and weigh in all my options. What do I think will be worth my time and most importantly, my money? These days I can’t just pick up any random game I may or may not like, especially at launch. Why? Because as of 2020, new video games cost $69.99 (Microsoft is joining in this adventure sometime in 2023). I don't know about you, but $70 is a lot of money. Heck even before the price hike, games used to be priced at $59.99. Even then, $60 is still a lot of money. And typically, that’s just for the base game! That’s not counting Deluxe, Gold, and Ultimate packages. When a single game costs nearly, close, or over $100 a pop, the average consumer has to take a step back and really look at what they are about to purchase. I know I do.

Choose Your Destiny

What's been interesting was back in 2005, Microsoft, Sony, and other game developers collectively decided the new standard price for a video game would rise, from $49.99 to $59.99 and that lasted for 15 years. But even during those years, on top of that $60 price, we also saw the gaming industry introduce what many call "abusive monetization strategies".

We've witnessed the rise of Day 1 DLC, microtransactions, in-game premium currency, lootboxes, battlepasses, console exclusive levels, invite boosts, season passes, weapon and item packs, and aggressive efforts to push customers towards pre-ordering. It's still like this today and it's pretty overwhelming. How we got here is pretty interesting. A popular YouTuber by the name of John Strife Hayes put together a very in-depth look at the history of how gaming became what it is today. It showcases all of these abusive monetization strategies in a very in-depth deep dive and it's absolutely worth a watch.


Now, while gaming companies have found interesting, unique, and creative ways to trying to grab your attention, to try and earn (or take) your money, remember when I mentioned Deluxe, Gold, and Ultimate packages? Packages that cost even more than the base game? Well, while the intentions of these packages seemed more of a "get more for your money" kind of thing, there have been a lot of times where companies completely dropped the ball with their special gaming packages.

There are stories of collectors editions intentionally not coming with a copy of the game, or collectors editions missing the copy of the game altogether. There was even a huge fan backlash and controversy surrounding the release of the Fallout 76 collector's edition canvas bags. They sent bags that weren't canvas, they were nylon. It ended up making Bethesda violate the FTC, the Federal Trade Commission, because they failed to inform buyers beforehand about the unavailability of materials. They switched to a nylon carrying case without telling anyone and put a possible lawsuit on their hands. It was wild. And it's because of this, these stories, these prices, these abusive monetization strategies for the last 18 years, this is why people like me don't always pre-order. This is why people like me wait for sales. This is why people like me watch game trailers and read reviews and first impressions. This is why people like me watch gameplay on places like YouTube and Twitch. Of all the things that have happened in the gaming industry, you can't really blame gamers for watching their backs, being wary of what they spend, and looking out for one another in the community.

Itchy. Tasty.

You want my money? Make it worth my while. Days Gone? Personally, it looked like just another zombie game to me. And it’s funny too because I LOVE zombie games. Resident Evil is my favorite gaming franchise. This game looked like it could have been something I’d might enjoy. But I honestly wasn't interested in picking it up at launch. Why? Well, I have played A LOT of zombie games in my lifetime. And some titles are among some of the best gaming experiences I've ever had. Games like Resident Evil 4, The Last of Us, Resident Evil 2 Remake, and The Walking Dead just to name a few. And by the time Days Gone was set to release, it was going to come out in a world with an already oversaturated amount games in this genre. Dying Light, Left 4 Dead, Dead Rising, Plants vs. Zombies, ZombiU, Zombie Army, and heck, even Call of Duty added zombie modes in its various games over the years. For Days Gone to stand out to an audience in a world full of zombie games, it needs "something". It needs a 'hook'. But unfortunately, nothing about what I saw really grabbed me or ‘hooked’ me in that category of ‘I must play this now!’ So I waited for reviews. To my dismay, it was met with mediocre reviews.. I read the reviews, I watched a variety of gameplay. Still didn't grab me. So I figured I'd wait for a sale or something and check it out eventually. A couple years after its release, Sony added it to Playstation Plus and eventually to PC. From here, people have been more open to checking it out. And from what I have been reading, it started to pick up momentum and a lot of people are now clamoring for a sequel. Which, in the end, is always a good thing. People are playing it, people are enjoying it after all this time, and they want more. That is something to be thankful for. But to have someone like John Garvin say to gamers that you have to blindly buy the game at launch for a chance to (possibly) secure a sequel, is unrealistic and just plain stupid. It’s up to the developer and publisher to decide what they make next. Not the consumer. Sure, if a game generates a lot of money, a sequel is almost a guarantee because why wouldn't you want to capitalize on that success? You'd be stupid not to! But in the case of Sony, Days Gone, and John Garvin, his proneness for making controversial statements has "marred the IP, making Sony more unlikely than ever to give the green light to a sequel".

Passionate Gamer

Don’t blame the gamers who didn’t take to a game at launch. There’s a reason why things like this happen. Look at your game. Look at yourself. Look at what people are saying about it. I mean, seriously, I can't reiterate how many times we, as gamers, have been burned by publishers and developers. We take our gaming experiences and our hard earned money very seriously. Gamers are very passionate group of people. If we have a great gaming experience, we want to share that with everyone. And if we have a bad gaming experience, well, you bet your bottom dollar we're going to tell someone about it. And with online connectivity, we are more connected than ever through social media. We live in a world where gamers can talk directly to developers and publishers on Twitter and tell them what we really thing of their products. It's both a blessing and a curse though as some tweets can sometimes get out of hand and spiral out of control. It's pretty wild. But beyond Twitter and its limit of 280 characters, the gaming community has grown in places like Discord, Twitch, YouTube, Reddit, and more. The outlets that gamers have to communicate with each other and share opinions, both good and bad, is absolutely HUGE. The gaming community in this day in age is WAY bigger than it was when I was a kid. I mean, back in my day (I'm showing my age here), all we had was gaming magazines like Nintendo Power, video game themed cereal boxes, and some terrible (but also amazing) gaming cartoons.

It was a different time. It was a simpler time.

Sharing your gaming experience was in-person and through letters you sent to gaming magazines. Word of mouth in this community, even back in my day, spreads real quick. But back then, it was in classrooms, on the playground, at home, on the phone, with friends, etc. In today's day in age, we live in an ever connecting world where you can reach out to people from one side of the planet to the other by the press of a keystroke. It's wild. And it's also amazing to think that even after all these years, the same basic concept of communicating to one another about what we love and are passionate about hasn't really changed. Just the technology advancements that allow people from all over the world to communicate with each other with so much ease has changed.

And they'll tell two friends. And so on. And so on.

And with that, it all boils down to the same simple fact that people want to know if a game has value. They want to know if a game has quality. Is it worth your time and money? There are now an unlimited amount of resources out there to answer that question for you. One example is a popular YouTube channel “Gameranx”. They have a segment called Before You Buy. They cover new release games and fill consumers in on the pros and cons regarding a game's value and quality before you decide to buy it.

It's amazing and it's one of many extremely helpful resources out there when you're trying to decided if a game is for you or not. Having all these online connections and access to resources like this is so powerful, studies have shown that this kind of influence will determine whether you will buy a game or not. If a game doesn't sell well, sure, you could chalk it up to negative press. But that's the world we live in. Gamers, or even just consumers for that matter, don't want to be scammed. We don't want to bad experience. We don't want to waste our money or our time. And if you think about it, the gaming industry, its history of abusive monetization strategies, its many launch failures, they are all key factors into what created the gaming community as it is today. We have YouTube segments like "Before You Buy" because of the gaming industry. Your game didn't sell well? Don't blame the gamer. Blame lies on the various root causes created by the developer and publisher. The developer for releasing a lackluster/mediocre gaming experience, and/or a game riddled with bugs, etc. And also the publisher for its part in its aggressive marketing activities, expenses, and its control over development when producing the final product. If we didn't read or watch reviews and gameplay, and blindly bought a game without any research whatsoever, would the game sell better? The answer is a resounding 'no'. That's not how the world works. Like I said, word of mouth in this community spreads fast. If enough people have a negative experience with their purchase, it's going to receive negative press. And just like that old saying "bad news travels fast", that's exactly what happened to Days Gone. John Garvin's quote about people not buying his game at launch, it really brought himself a lot of negative and unwanted attention from the gaming community, which lead to bad press all over the internet. It was bad press not only to himself, but to the game, and the companies behind it.

Getting caught up in the drama

And a little over a year later, John Garvin came back under the spotlight and blamed 'woke reviewers' on why the game sold poorly in a reply to a fan on Twitter. This caused yet another backlash from the community and generated even more bad press. So much so, that Bend Studios issued an official response to fans over his comments, stating that it “does not share his sentiment” and that what he said doesn’t “reflect the views of our team.” It's this kind of drama that, honestly, keeps people away from buying your products. It certainly makes me not want to even check out Days Gone, even if it is freely available on Playstation Plus. If a game is being wrapped around so much negativity, why would I want to be a part of that? If a game or any company for that matter, is being wrapped around any kind of negativity, why would anyone want to support that? In a nutshell, they don't. I'm mean, just look at the news in the last few years regarding GameStop. This once respected video game establishment used to be a haven for gamers. It was the go-to place for all your gaming needs.

Declining since the mid-to-late 2010s

But over time, due to the shift of video game sales to online shopping and all the various negativity surrounding the gaming store in general, no one really shops there anymore. They have a torrid history of not taking care of their employees. There are countless stories form all over the country about stores pushing preorders, upgrades, Pro memberships, Game Informer subscriptions, and more, onto its customers. And the constant press GameStop gets about how terrible it is to shop there is just astronomical. Its amazing that to this day, they still even exist as a company. It's this kind of negative press, not to mention even my own negative experiences from shopping there, that has kept me and many others, from stepping foot into a GameStop ever again. Bad press, bad experience, and companies treating their employees badly? No one want to be a part of any of that.

And don't even get me started about all the horror stories of "crunch culture". So many horror stories about games being rushed out to meet deadlines have been appearing in the public lately. Stories about companies forcing employees to work endless of hours of unpaid overtime, trying to meet unrealistic deadlines that end up causing all sorts of PR issues. Its' been crazy to watch stuff like this unravel. And it's funny that this continues to happen when history has shown time and time again that a game's quality can suffer from rushed work. It hurts everyone. The gamer, the publisher, the developer, everyone. And at the end of the day, all it shows is companies only care about your bottom dollar, and will do just about anything, like rush a game out and overwork its employees, to get it. It's really depressing to see how connected all of this is. Though, it's not all doom and gloom. There are some companies out there, like Sony, that are known to give their studios the time they need to give their games the attention they deserve. This kind of creative freedom and flexibility has shown very successful results for everyone because of it. Just look at the success of games like God of War, The Last of Us, Ghost of Tsushima, Marvel's Spider-Man, and more.

The height of video game achievement in modern gaming

But even with all the time in the world, not all games are perfect. Some can still fail. And even for Days Gone specifically, a game from Sony's first party studio, Bend Studio, it received mixed to average reviews upon release and didn't do comparatively as well as other games in Sony's lineup. Maybe the timing of its release window came too close after the launches of Assassin's Creed Odyssey and Red Dead Redemption 2. You've basically got well-established IPs vs a brand new IP. There's always risks involved when trying something new versus playing a sequel in a well-established franchise. Maybe it was the world full of zombies games. Oversaturation could be a factor. Maybe it was the marketing strategy. Honestly, I have no recollection of it having a marketing campaign on par with say, God of War. And I am one who is obsessed with news in the gaming industry. I like being in-the-know of things like this and don't remember the push for this game to be a huge one. Honestly, there's so many "what if" factors that it's really hard to tell. The fact-of-the-matter is, the game already came out. And four years later, the community is still talking about it thanks to the off-hand comments made by the former director of the game. As sad as that is, in the end, it’s just one of many games out there that had potential, but ultimately fell short. And it's one of the many reasons why I, and many other gamers didn’t pick it up at launch. I did, however, eventually pick the game up as part of the Playstation Plus Collection.

And speaking of the Playstation Plus Collection, that has gotten me to think about gaming subscriptions in general. Subscriptions like Playstation Plus Premium, Xbox Game Pass, Nintendo Online, and more. With all this rise in gaming costs, are subscriptions, and following a model like Netflix for video games, the answer to our gaming future? It's an interesting concept. Though, there’s not a standard practice on how the gaming subscription services should run exactly. Every company seems to be in an experimental phase of sorts as each one is offering different things. And while it’s not consistent across the board, it is striking up a lot of conversations in the community, both good and bad.

Here's the perception that I feel about companies pushing for you to join in on their gaming subscriptions: "Games cost a lot, right? Well, check this out. Instead of buying a new game outright, how about you subscribe to our online membership? Here's what we offer: For 'X amount of dollars' a month, you can play high end games at launch (Xbox), plus a library of older titles (Xbox, PS4/5, Switch), and at no additional cost. Sounds great right? I bet you're wondering what the catch is. Well, here's the catch. The catch is, you won’t own the game. Or, in a sense, you will technically own it as long as you are a subscriber. We're basically granting you a digital license to have access to play our games. But be warned, games will come and go on this platform as licensing is still a thing. It costs money to have these games on our service after all. But at least you'll have access to play all these games anytime, so long as it's still available, when we say it's still available...and at only the cost of a subscription! Sounds amazing, right?"


Well, yes and no.


First off, I'm not gonna lie. There is something enticing about paying, say, $9.99 for a month to be able to play some of the latest new gaming releases on Xbox. Starfield, Atomic Heart, and Redfall look like a lot of fun. And instead of spending $210 on all three of those games (the base games at $69.99 each), I can save $200 by paying a subscription for a month. That would certainly save me a lot of money in the long run and I would have that freedom of trying something without the worry of wondering if I just wasted my money.

All your favorites in one place! ...aaaand it's gone!

But the part that scares me is that it is not a forever thing. Sure I could keep paying for a subscription. But it's not a guarantee how long a game stays on the platform. Since the launch of Xbox Game Pass in 2017, a lot of games have come and gone on the platform. Far too often I see articles pop up from various publications letting consumers know what games are about to leave Game Pass. So now, instead of worrying if I can afford a game, it creates a new worry about the possibility of missing out on a game, or not having enough time to be able to enjoy a game. But if I really wanted to, I could treat a subscription as a 'demo' of sorts. I could use it to try out a game and, if I really like it, I could then look into purchasing it. If not immediately, then later down the line when it's on sale.

Why buy at launch when this always happens?

And speaking of sales, have you ever notice how many online gaming sales there have been in the last few years? I started to notice it since the start of the pandemic. Xbox, Playstation, and Nintendo seem to be taking a page out of Valve’s book as they are very similar to the ever popular Steam Summer Sales. It's funny because it’s like when Steam has a sale, then everyone else has a sale. It's like they finally got the memo that people were flocking to Steam to get high quality games at very low prices. But it's everywhere now. There’s winter sales, holiday sales, end of the year sales, new years and more. When one sale ends, another seems to almost immediately begin. It’s wild. And the sheer amount of games on sale these days, not to mention how much they have been discounted, are astronomical. I have seen games that have launched at $70 a pop, and then suddenly they’re 25%-50% off within the first 3-6 months of release. And sales have been so consistent that they make it seem not even worth buying a game at launch. Just wait till it goes on sale! It's kind of confusing from a consumer standpoint if you think about it. It's like what do these companies want? Obviously your money.

Wait, where's Batman?

But that's my argument. When developers get mad at you for not buying their game at launch, but then every gaming company slashes prices on hundreds of digital titles almost every month, what would you do? Well, I'd buy it on sale obviously. It's that simple. I also notice lately that when a game reviews poorly, they go on sale even faster. Take Gotham Knights, for example. The game was received very poorly, both by critics and gamers. With a game like Batman: Arkham Knight, a previous entry in the series, this next game in the series had a lot to live up to. After its release however, it didn't sell well. So less than a month later, the price was dropped to 40% on consoles. That's pretty wild.

Better keep that old console handy

And you know, gaming subscriptions and all these crazy digital online sales sound decent in the short run. But that only helps me out with access to new/newer games. It doesn't help me in the long run with services that host older titles that may no longer be in production. Not to mention the games that were only ever available digitally and never saw a physical release. While Xbox has done a commendable job working with publishers and developers to bring most of its legacy content forward through backwards compatibility, there are many companies that chose not to follow this path, choosing to leave their old content behind. And that's kind of frightening considering we don't do that with movies. When games are no longer available digitally, no longer supported by their own companies, and when these companies don't do anything to preserve their own content and just let it disappear, that's where the gaming community turns to emulation.

Games are art and must be preserved

It's a touchy subject, emulation. One that has been conversed and debated for years. But thanks to emulation, an old game can still exist and still be playable on modern hardware. While emulators are legal to download, own, and run, it's illegal to upload and download video game ROMs. But there is an ever growing emulation community where their stance is emulation for the purpose of gaming preservation. If a company isn't going to bring their old content forward in some way, whether is be backwards compatibility, digitally, or through a subscription service, the emulation community has been known to take things into their own hands, to make sure games are not lost into the void.

Some of your favorites all in one place!

And what's interesting is, the stigma around emulation seems to be waning as the technology is being used by many major companies out there. Microsoft's Xbox Series X/S consoles can run many games originally released for Xbox 360 and the original Xbox thanks to software emulation that Microsoft built internally. Playstation also uses emulation to bring back classic titles from past consoles on their Playstation Plus Premium subscription. Though titles are limited and many have been known to be buggy, it is currently the only option Sony provides to play classic content on their current consoles. And Nintendo, a company who's been notorious for cracking down on the emulation scene for years, have used emulators in the past. Today, a small selection of older titles are available through Nintendo's Switch Online subscription using emulation software.

I have nothing to play

All of this is well and great and all. But at the same time, the overwhelming landscape of subscriptions, emulation, digital only, DLC, season passes, and more things than I can even count, is missing something. I'm from the generation of truly owning my video games. Having it forever, having the freedom to play a game when I'm ready, and for as long as I want without worry. I came from the NES era where cartridges ruled the world. When you bought the game, you owned it. Even when the technology evolved and cartridges turned into into compact discs (CDs), to digital video discs (DVDs) and eventually to HD DVD vs Blu Ray, they were still our games. We hold them, we keep them, we play them, and we preserve them. There is value in that. Your collections are personal. They are a part of you. The experience that comes with acquiring and owning a game, in my opinion, is just as important as the experience it is playing the game. It's about personal connection. It's about discovery. It's about sharing in that experience. With the future of digital games, gaming subscriptions, and the decline of physical gaming stores like GameStop, there's a part of that full gamer experience that is disappearing. A digital landscape may be our future. It may be convenient. But it's a landscape that is filled with uncertainty. There's something about it that just doesn't feel right.

The price of gaming is steep

In the end, no matter which way you look at it, the price of gaming is steep. It's an expensive and grueling industry, with no guarantee for success. In what is supposed to be a medium that brings us all joy and satisfaction, the gaming industry has a history of being mired in disappointment and sadness in various way for developers, publishers, and gamers alike. Nothing is ever perfect, sure. But in a world where everyone is fighting for your attention with their products and services, where everyone is rushing to meet deadlines and demands, and where the rising costs of games on all sides has evolved to the point where it's where it's not feasible to take risks and try something new, it's a challenging landscape to traverse. And when games fail in sales or at launch, when the individuals in charge decide to place the blame of their own failures onto those they are trying to bring joy, it only makes things worse. Worse to a point where many aren't even willing to try your products going forward. Sure, we can all point fingers at each other. But that doesn't fix the underlying issues. The best thing you can do if you fail is to learn about what failed, and why it failed. Learn from the mistakes and use that knowledge to make things better going forward. That being said, it's worth noting that the gaming community, as it is today, was created because of the various actions and negative experiences made by the gaming industry. Gamers will continue to speak out against the industry's many abusive practices, they will continue to find ways to preserve the games that they love, they will continue to weigh in their options and their wallet on what they buy, and most importantly, they will continue to look out for one another. That's what a community does.

It's like a staircase but for money

As of 2022, gaming is a $221.40 billion dollar industry. And according to many reports and fancy looking bar graphs, it's looking to be worth $321 billion by 2026. You know, that's absolutely wild when you think about it. Gaming has come a long way over the decades. For over thirty years I've watched the gaming landscape evolve, for better or worse. But I've always been hopeful. This kind of medium is near and dear to my heart. Why? Because of connections this medium brings to the world. The variety of stories being told in games, the stories being shared in the community from the experiences with these games, the innovations in technology making these games more fun, the many different ways to play solo or together, and the experiences being shared by playing together. This medium is what gives me hope for humanity because of the ways it brings us together. Because in the end, it's about community, it's about personal connection. And it is my hope to see that with this kind of growth, we'll see new and fun innovations in the future that will continue to bring us all together. And it's hard sometimes, when as gamers, we see a lot of these connections being blocked or severed because of a barrage of negative practices. And the bottom line is money. But the gaming industry wouldn't be what it is today without the support of the gaming community. In turn, the gaming community is what it is today because of the gaming industry. In a sense, one cannot live without the other. And I think that's something that each and everyone of us needs to be reminded of. The gaming industry is not just filled with companies and the products they make and the services they provide. It's also filled with the people purchasing them, playing them, and most importantly, sharing them. Were as much a part of this, using their products to enrich our lives, as much as they are creating and distributing them. We're in this together. And only together can we improve the landscape of this medium going forward. How we do that is a discussion for another time. Until then, thanks for reading.


Sincerely,

BlueNile101






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