this post was submitted on 31 Jan 2024
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I think the answer is that the actual calculus is 'how much is this market-demographic willing to pay for our game'. Which is something that developers have to do on their own with multiple concerns in mind.
Some indie devs quickly turn countries like Brazil from their largest piracy market to their largest actual market just by giving them a bigger discount. Other devs don't have to care about that sort of thing, and assume that their niche / mainstream product will be bought regardless and that the gains from further discounts do not outweigh the discount themselves.
Hyperinflation accelerates the latter logic. Whatever turkish people or argentineans have the money to buy games at this point will pay the full exchange rate - or get an EU/US friend to buy the game for them. Especially if multiplayer. With the full erosion of purchasing power in a country your market shrinks to that country's elite. And the well connected few.
Russia is another great example of that. Steam prices were historically very low due to ubiquitous software piracy. It was so widespread that even large computer stores would sell pirated games. AAA game publishers had to put their games on Steam with region locking at up to 10x discounts for people to actually buy them. Then prices steadily creeped up as more and more people started to purchase games