No. A game you`ve got "tens of hours of enjoyment from" is worth its price, end of. Buyer`s bias is an interesting mental device , sure, but so is logic where somebody might spend 50 hours on DoD and yet claim it`s garbage. "RL cred?". Please. Seems you want to have the cake and eat it - play the game and yet still be able to join in with the cool kids on the "hey, there`s a fish in that barrel" exercise.
No yourself.
Walk a mile in shitty shoes, go ahead. The distance you cover doesn't make the shoes worth their price, even if they were comfortable at first. Your feet are bleeding and blistered; you bought shit shoes.
Eat some half-raw chicken. As you're crapping your guts out, consider the meal worth its price; you did eat some if not all of it, after all.
Read an awful book. You didn't just waste your time and money on drivel; you went cover-to-cover so it was worth its price.
I could write more god-awful analogies, but my point is something is only worth its price if you're happy with the end product.
If a movie has a shit ending, I want my money back or I'm not watching something by that director again. "Worth it" is subjective, but it's also detached from the actual quality of the product.
You can only take "The meek will inherit" so far before it becomes "I love getting my face stomped on!".
Sometimes I pay for shit games, guilty as charged. Sometimes I enjoy shit games! How much enjoyment I get out of them doesn't force me to change my judgement. There's no "cool kids" to join; if something sucks, say so. I'm not going to say "oh but the soundtrack was pretty groovy" or "some of the setting was amusing". No. It's a shit game. If you like it, you like shit games and/or are unable to tell when something is good or bad.
No doubt there`s a need for discussion about roguelikes and money - the arrival of digital distribution is a seismic shift for the genre & community. For me it`s much less about the (rather silly) "should the devs get paid" question but how/if commercial development affects the games` quality itself.
I`m afraid though that the kind of argument you offer - RLs should be free because they always were, because AAA games might be crap but at least they have gfx/music/story and because of some other "armchair economist" type stuff - is just too ridiculous to work with. No really, talking about dev entitlement when your posts could be prime examples of that dreaded term "entitled gamer" (hate it because it`s mostly used by people who defend extensive DLC and microtransactions, ugh) is just a little bit too much.
But I AM an armchair economist. I've been following AAA AND Indie. Pc, console AND mobile. Over the years, watching attitudes and dogmas shift. The death of PC gaming and its recent resurrection due to new funding models. The rise of pre-order mentality. The almost-universal catastrophic failure of crowdfunding. People happily buying into "Early Access" games (ie. developers losing any and all sense of shame). Major studios straight up announcing they're quitting consoles to chase the mobile gaming money.
Talking about how their latest major release ended up costing them millions because not enough people bought it. Talking about how they need to CHANGE their franchise in order to DRAW IN more buyers, even if that goes against the wishes of the CURRENT fans. Indie devs talking about fickle buyers and low sales. Mobile devs talking about the race to 0.99c price point due to the insanely overcrowded market.
These things interest me, so I keep tabs. Maybe it all sounds ridiculous, but I'm not inventing some crazy system of economics to fit my agenda of evil and cynicism.
Look at this:
I'm not convinced mainstream gamers want to touch traditional RLs with a 10 ft. pole. Simultaneously, I worry that most serious RLers won't step away from the classics. What's left?
This is the core of the matter.
You're at the Temple of the Roguelike. Go to some major gaming forums, start a thread; tell people you're going to be charging this or that much for a game that may or may not have a tileset. May or may not have ANY sound.
I'M skeptical about their response, but I'm also known for being negative.
All this is speculation, and most of it coming from someone who only mentions the downsides of everything.
So go ahead, release a game. Ask indie devs with multiple games out what their metric for succes is, share some info with other RL devs. (Share some info with meeeee! I'm actually curious, moreso in hard sales figures than whatever morals you have on worth and value and appreciation!)
What's your day-one sales? What's your daily sales in the first week post-release? Second week? Third week?
I think the market for rogueli
Kes is already small. In this small pool, most will likely already have a game-of-choice (Nethack/Crawl). The pooldwellers may or may not all look favorably on your attempt to sell them something. Once you've saturated the pool of "people who actually like RLs", how much do you think you'll sell to outsiders?
I can't imagine people making bank on such a small niche of games. I said it before, don't blame the consumer. Blame yourself for picking a poor target market. Nobody's forcing you to ask money for a game; perhaps blame yourself if nobody is willing to buy.
If I'm wrong, by all means share some figures. I'm not clairvoyant, unless the future turns out to be
shit as far as the eye can see.