It's surely healthy for Valve's bottom line, but it introduces an element of unpredictability into pricing, creating an inconsistent reinforcement regimen, which is the kind that most effectively reinforces a behavior (namely the purchase of games).
Discounting also debases the perceived value of something, which, in addition, I suspect, to reducing the joy of ownership and use, should further encourage consumption.
I find myself more and more bored of video games, and I wonder whether this is partly because Steam and Humble Bundle's discounting practices have ruined the experience of acquisition and ownership, reducing it to a kind of gluttony and buffer-style gorging.
I also wonder whether Nintendo's pricing does a better job of maintaining the integrity of the experiences they want to offer players.
And when I say "sustain in western countries" I'm talking the bog bottom line of "us federal minimum wage", coming down to approx. $15k/year. That's 1000 copies of a $15 game that is probably upped to 1800 copies after valve and other's cuts. Even that paltry marker is hard just becsuse the market is so saturated (and not in a good way).
It's only gonna get worse as a generation that is raised on mobile games and game pass settle in. The idea of spending money upfront from a game may be lost entirely.
>I also wonder whether Nintendo's pricing does a better job of maintaining the integrity of the experiences they want to offer players.
That was indeed an explicit strategy of Nintendo. Keep a premium brand and a price thst reflects that. Sales are rare to maintain this idea of an evergreen title that is always selling.