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    Home»Gaming»Wardogs Dev Says Games Are Too Cheap and Blames GTA 6 for Not Raising Prices
    Gaming

    Wardogs Dev Says Games Are Too Cheap and Blames GTA 6 for Not Raising Prices

    By RepublisherSeptember 24, 2026No Comments4 Mins Read
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    Wardogs Dev Says Games Are Too Cheap and Blames GTA 6 for Not Raising Prices
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    Video games are extremely fun and all, but the ongoing financial instability across the gaming industry has sparked some pretty intense debate among developers, executives, and players alike – and for good reason.

    Following many years of relentless studio closures, corporate restructurings, and thousands of layoffs, industry veterans are struggling to agree on what is actually broken behind the scenes. While some prominent figures point toward corporate mismanagement or executives’ greed, others believe the core issue comes down to a fundamental mispricing of video games in the modern market.

    This conversation ignited earlier this week again when Double Fine founder Tim Schafer spoke candidly with the BBC about the industry’s turbulent state, admitting he struggles to understand the current economics of game development and suggesting that corporate greed might be driving the wave of downsizing. However, not everyone in the development community agrees with that assessment.

    Related

    Double Fine Boss Hasn’t Lost Faith in Game Pass Despite Departure

    Tim Schafer still believes that Game Pass could be a positive for smaller devs seeking to get their games into the public eye.

    A Controversial Stance on Game Pricing

    Responding directly to the ongoing discourse, Wardogs lead developer Joe Brammer took to X (formerly Twitter) to offer another perspective on why studios are struggling to stay afloat. According to Brammer, the underlying financial math isn’t nearly as mysterious as people make it out to be.

    “Games too cheap, cost of development too high,” Brammer stated. “GTA 6 had a chance to raise the bar, and they didn’t do it, so we’ll keep going round… Let’s not pretend we don’t know why, guys like Tim should stand up and say ‘games need to cost more’, not act like we don’t know.”

    To emphasize his point regarding production costs versus retail prices, Brammer pointed out that he recently paid £30 for a single one-way train ticket in the UK, comparing it to Wardogs retailing at £36.99. In his view, entertainment software offers vastly more value relative to everyday expenses, making current game pricing unsustainable given how expensive modern development has become.

    To emphasize his point regarding production costs versus retail prices, Brammer pointed out that he recently paid £30 for a single one-way train ticket in the UK, comparing it to Wardogs retailing at £36.99.

    While Brammer’s frustration with rising development budgets is understandable from a production standpoint, his choice of comparison certainly raises a few eyebrows. Pointing to British rail fares as a benchmark for fair pricing is a notoriously flawed argument, largely because UK train tickets are famously overpriced due to privatization and a distinct lack of government subsidies, to the point where exorbitant travel costs have become a running national joke. In the end, comparing video game price tags to a notoriously broken transport system doesn’t necessarily make $70 or $80 games feel like a bargain to everyday consumers struggling with general inflation.

    Furthermore, placing the burden on blockbuster titles like Grand Theft Auto 6 to artificially push price floors higher across the entire industry overlooks player reality. While mega-franchise releases might command premium pricing without tanking sales, forcing higher price points onto average mid-budget or indie titles could easily backfire, pricing casual players out of trying new intellectual properties altogether.

    Not to mention that different countries face drastically different tax rates and economic realities, meaning flat price hikes across different regions can quickly alienate global audiences. In places like Brazil, where I live, for instance, paying $70 or $80 for a single release is already nearly prohibitive for the average gaming community, and we even saw an indie developer explaining on his YouTube channel how the vast majority of his game’s revenue came directly from Brazilian players simply because he localized the price to fit the local market by offering a permanent 65% discount. So, things are far from being that simple.

    Whether studios adjust their pricing strategies or focus on controlling inflated development budgets remains to be seen. However, as the debate between pricing and production costs continues, convincing players that games should cost even more will likely remain an uphill battle.

    Next

    10 Expensive Games That Nobody Asked For

    Discover 10 expensive games that no one wanted—massive budgets, poor demand, and releases that left gamers wondering why they were made.



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