The $80 Game Is Here: What It Means for Gamers and Why It Matters

Prices are rising everywhere, and video games are no exception. What used to cost $60 now often costs $70. This year, some companies are going even higher. Nintendo and Xbox have started selling new games for $80. They say it’s because making games costs more now. Teams are bigger, games take longer to finish, and marketing budgets are huge. But many players aren’t convinced. To them, it feels like they’re being asked to pay more without getting much in return.
Why game companies say prices are going up
Game companies say higher prices reflect the growing cost of making modern games. Today’s AAA titles can take years to develop and require large teams of writers, artists, designers, and engineers. On top of that, marketing budgets can rival or even exceed development costs, especially for big releases.
Take Cyberpunk 2077, for example. The game reportedly cost $174 million to develop, with an additional $142 million spent on marketing. Despite a rocky launch, it eventually became a commercial success. But not every big-budget game ends up with that kind of recovery. Ubisoft’s Skull and Bones, by contrast, spent over a decade in development and may have cost between $650 million and $850 million. So far, it hasn’t come close to recouping that investment.
To offset rising costs and manage financial risk, some publishers are adjusting game prices. Launching at $80 helps them bring in more revenue early, especially from dedicated fans who buy on day one. If a game underperforms later, that higher upfront price can soften the blow. It’s not the only reason prices are rising. But it’s part of a broader strategy to make big-budget development more sustainable. Often, that means leaning on the most loyal players to pay more upfront.
Nintendo has confirmed that first-party Switch 2 games will carry a $79.99 price tag, starting with Mario Kart World. Xbox has now followed suit, confirming that The Outer Worlds 2 and other first party future releases will also launch at $79.99.
How gamers are reacting
The reaction from gamers has been mostly negative. Many players feel that $80 is just too much, especially when so many games already include extra paid content, season passes, or deluxe editions. For some, the price hike feels like a cash grab. It’s seen as another way for big publishers to make more money without offering much in return.
Social media, forums, and comment sections are full of frustration. Some gamers point out that not all higher-priced games are better. In fact, a growing number of AAA titles have launched with bugs, missing features, or unfinished content. That makes players even more wary about paying extra upfront.
For players, the message is clear. If they don’t speak up now, this pricing trend will likely continue to grow worse.
What games are launching at $80 or might soon
The shift to $80 games is already happening.
Nintendo has confirmed that its first-party Switch 2 titles will launch at $79.99, starting with Mario Kart World. While not every title on the platform will carry that price, most major releases are expected to follow suit. Xbox has also adopted the same model. The Outer Worlds 2 will launch at $79.99, with a $99.99 premium edition offering additional digital content and story expansions.
Other companies have considered the move but pulled back after backlash. Borderlands 4 was initially expected to retail at $79.99. The game’s developers had justified the price by pointing to rising development costs, which they said were nearly double those of Borderlands 3. But when fans protested, Gearbox and 2K reversed course. The standard edition is now officially priced at $69.99, following weeks of community pressure. CEO Randy Pitchford even acknowledged the change publicly, urging fans to “show support” for the decision.
Then there’s GTA 6, which is still surrounded by pricing rumors. Some believe it may break the $100 mark, though publisher Take-Two has not confirmed any final price. The company has said it supports “variable pricing,” meaning future titles could cost more depending on how valuable they believe the product is.
Right now, $80 is shaping up to be the new ceiling for AAA titles. But as publishers test the waters, it’s clear that fan response can still influence what companies decide to charge.
Why players need to push back, and what happens if they don’t
This isn’t the first time game companies tested how much players are willing to tolerate. In 2006, Bethesda released paid horse armor as downloadable content (DLC) for The Elder Scrolls IV: Oblivion. It cost $2.50 and added nothing but cosmetic armor for in-game horses. At the time, it was mocked across the internet. But it still sold.
That one small purchase opened the floodgates. What started as a joke became the first step in normalizing paid cosmetic DLC, then loot boxes, battle passes, and microtransactions in full-priced games. Over time, players went from buying full games to buying pieces of them.
The $80 price tag risks creating a similar shift. If players accept it without protest, publishers may take it as a green light to raise prices again. Today it’s $80 for a standard edition. Tomorrow it might be $90 or $100, especially if a big title like GTA 6 sets the precedent.
Games are already packed with extra monetization. Raising the base price just adds more pressure on the consumer, not the publisher. That’s why it’s important to push back early. History shows that once a bad idea takes hold, it doesn’t go away. It grows.
What gamers can do instead?
Gamers aren’t powerless. In fact, recent events have shown that when the community speaks up, companies listen. Borderlands 4 dropped its $80 price after enough players pushed back. That proves one thing: the best way to fight this trend is to stop paying for it.
The first step is to hold off on day-one purchases. Waiting for reviews, patches, and community feedback protects you from spending full price on a broken or shallow game. It also sends a message to publishers that hype alone isn’t enough to earn your money.
One way to push back is by supporting developers that prioritize strong design, storytelling, and value over inflated pricing. Clair Obscur: Expedition 33, developed by Sandfall Interactive, is a standout example. Though technically a new studio, Sandfall delivered a 35-hour RPG experience with stylish turn-based combat, deep character mechanics, and an emotionally layered narrative. It draws from classics like Final Fantasy X and Persona, but confidently carves its own identity with theatrical flair, rhythm-based mechanics, and striking art direction rooted in French culture. It may not have a blockbuster budget, but it plays like one.
Baldur’s Gate 3 by Larian Studios is another prestige title that proves big games don’t have to come with exploitative monetization. It launched as a complete, polished RPG without microtransactions, battle passes, or live-service hooks, and earned both commercial success and critical acclaim because of it.
Indie developers are also worth celebrating. Hades 2 by Supergiant Games continues the studio’s tradition of delivering high-quality games at fair prices. Balatro, a roguelike deck-builder by solo developer LocalThunk, became a surprise hit based entirely on its creativity and smart design. Palworld from Pocketpair, despite its small team and unconventional concept, reached a massive global audience. And Hollow Knight by Team Cherry remains one of the clearest examples of how a small team can create a deep, unforgettable experience without padding or upsells.
Spending less doesn’t mean you value games less. It means you’re setting higher expectations. Supporting studios that respect your time and money is the most effective way to shift the industry toward quality, not just profit.
The future of game pricing depends on what players do next
The rise of $80 video games isn’t just about inflation or development costs. It’s about testing what players will accept. If history has shown us anything, it’s that once companies realize they can charge more without losing customers, they will keep pushing the limits. But gamers still have the power to push back. By making informed choices, delaying purchases, and supporting studios that prioritize value over profit, players can send a message. The future of gaming doesn’t have to be defined by bloated prices and corporate overreach; it can be shaped by the people who actually play the games.
Patrick Yu is a Senior Project Manager at Level Interactive and has 8 years of experience writing business, legal, lifestyle, gaming, and technology articles. He is a significant contributor to Acer Corner and is currently based in Taipei, Taiwan.