[quote name='Nameless One']People, people, people....
If you calculate the value of a game based on it's time, please stop buying anything but MMO's, because nothing matches the worth those offer.
Seriously, stop equating $/hour ratios. 5 hours with a game that's fun is much better than 50 hours with a game that's boring. And in case you're not sure, MadWorld is fun.
Anyway, because of it's terrible sales, I would caution really CAG's to wait another month or two. It's either going to drop to 20, or be really hard to find. But if you haven't picked it up yet, I'd wager that you weren't that interested to begin with. So what's risk is there if it does disappear off of shelves?[/QUOTE]
Hey, seeing as I'm not Donald Trump, here's how I look at things: I can get games like Saints Row 2, Fallout 3, Sacred 2, etc. for $60 or less and get hundreds of FUN gameplay hours out of them; or, I can spend $30 on Madworld and have 5 hours of fun.
Sure, if I was forcing myself to play some shitty game for 60 hours because I got it for $10, then I'd be an idiot and there's no point in even having this discussion; or, if I was Bill-freekin'-Gates and my level of disposable income is enough to buy a few countries, then I would've grabbed this on day one for $50.
That said, I'm sure Madworld a game that I would enjoy. But I'm also certain that, when stacked up against titles that offer a much larger FUN/$ ratio, I can hold off on it until it hits $20.
It blows my mind when people get all "it's a great game, so overpay for it and support the developer" about our industry. Look, the corporate entities WANT you to think like this, so your passion blinds your reason. Last time I checked, just because a title didn't sell over 250k copies, the gaming industry suddenly went into a creative recession. In fact, Madworld is the pefect example of this: it's a "hardcore" game developed solely for a platform that isn't able to move these kind of games; but the project got green-lighted anyways, because it was a corporate financial decision that the game was cheap to make and was worth the risk.
Gamers aren't afraid to spend money, but they also aren't afraid to speak with it: if Madworld sold poorly, there's a reason for it. My assumption is, it was on the wrong console, and it was too expensive for its length, especially in a world of Bethesda RPG's and the like. Deal with it.
Me, well, I'll have just as much with the game as you did; but I'll also have an extra $30 in my wallet to spend on some more fun