Pleroma

Pleroma

Two absolute fucking classics I've wanted copies of for AGES arrive today.

Two of my favourite video games, and the boxes are in beautiful condition too.

Big box copies of Gabriel Knight: Sins of the Fathers and Frontier: Elite II.

Frontier comes with several books and, what still shocks me today... the single disk it came on.

It's amazing that using procedural generation such a MASSIVE game fits on a single damn disk.

Just amazing from a technical stand point.

One of the books is a collection of short stories set in the game's universe, which is amazing.

The lore book is all written dietetically, too.

The insides of the Frontier: Elite II. A floppy disk and three manuals with simple black and white covers.

Then there's Gabriel Knight. What a beautiful game. One of the books it comes with is the graphic novel prequel story to the game.

But the box also comes with a few other things...

The contents of the Gabriel Knight DOS Disk edition. Three manuals, some warranty materials, and the game itself - on 11 floppy disks. The beautiful box front cover art for Gabriel Knight: Sins of the Fathers. Two pages from the Gabriel Knight comic.

But GK also came with two other pretty awesome things.

Firstly, it has a 5.25" boot floppy labelled "Sierra Boot Disk".

For those who didn't live through this period, it was common. Pre-dating even config.sys and boot menus in later MS-DOS versions, having custom boot disks to load ONLY the right drivers to still leave enough memory to run the game was... pretty standard.

I love that it's in the box.

A 5.25" floppy disk with a hand written label that reads "Sierra Boot DIsk".

And then? THE RECEIPT. From 1994.

$99.95 AUD in 1994.

That's $226.85 AUD in today's money.

Game prices have gone down hugely. No wonder we devs get so badly fucked.

A picture of an original receipt from buying the game at Games Wizards in Lidcombe, in Sydney's west.

@vampiress oof. i'm glad to know canada wasn't the only place with insane game prices in the 90s.

i remember paying $85 for BioForge in 1995

@vga256 I mean given the cost of game development these days that seems like a reasonable price now!

But games in general sold far smaller numbers back then I guess too so they just presumed you'd need to pay more to recoup prices.

But yeah just generally... that's stupidly expensive as most things were back then.

I remember seeing a US games catalogue once back then and just about cried.

@vampiress i learned many years later that a major portion of that was disk duplication and copy protection. i didn't appreciate at the time that adding an extra single diskette to a game might mean a loss of 5%-10% of total sales for the developer

@vga256 You can see why they were so eager to switch to CDs. Like, GK1 has 11 disks, and that's by FAR not the most disks I ever saw a game come on back then in the beginning of the CD era.

@vampiress ack, crazy. no wonder the high list price!

@vampiress @vga256
I had that famously 'quality' game Rise of the Robots for the Amiga on 13 disks (coz they were piddly double-density things.) It went through them in order when installing.. I think I had an error on disk *twelve*. Aaaaargh! 😋

Game prices here in NZ 🇳🇿 were similarly nuts. Typically around NZ$120.00-ish.

(Ugh.. Old rendered stuff looks pants.)

Rise of the Robots, AGA Amiga version. Title screen with overlay text. Rise of the Robots, AGA Amiga version. First fight with Loader Class 1. Rise of the Robots, AGA Amiga version. Fight with Crusher DH94-2. Rise of the Robots, AGA Amiga version. Unidentified robot defeated.

@vampiress in 1982 I happily sold Vic 20 games at £5.95, £6.95, nobody complained.

I remember trying to do mobile games back in 2011 ish and people moaning when I tried to raise the price of a game from 69p to £1.99.

"Oh no, too expensive".

Somewhere along the way our art got utterly and completely devalued.

@llamasoft_ox @vampiress Games in general have been devalued slowly over the past 20-ish years, likely due to digital distribution and too many sales promotions, but mobile games specifically went through rapid devaluation over around 4-5 months from late 2008 to early 2009 during a race to the bottom that was all about visibility on the App Store charts.

Nobody batted an eyelid at prices of several dollars per game on mobile before that brief period of chaos. I made a podcast documentary episode about it years ago.
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@MossRC @vampiress yes, that race to the bottom also helped spawn all the execrable monetisation practices that you see in mobile gaming today, and is the reason I simply do not touch mobile gaming at all, apart from one game, Zookeeper DX, which I paid for outright ages ago and never nags me to buy anything else.