Which "practices" do you refer to? Short games? $60 pricing? $60 pricing for short games? None of this is new at least, the market has long since generally accepted the fairness of this kind of transaction, going on 4 generations now. And it has gotten increasingly defensible from the standpoint that price for premium releases hasn't budged now in about 4 generations of hardware yet the overall quality of the content, at least on the audiovisual front, has increased dramatically.Wow people are defending these practices??
So these practices are well established, haven't been rejected wholesale by consumers over the years and meanwhile the price:content ratio has only improved over time. Nothing "wow" about it if you've paid attention at all.
The launch window has been hyped and compressed into such ridiculously slim period of time, an AAA game practically fails if it doesn't warrant midnight (freaking MINUTE 1, nvm Day 1) openings for its release at this point. This is race-to-the-bottom business behavior that lower initial pricing isn't going to cure. Set the new normal at $40 and you'd still have people come out of the woodwork to bitch about short SP-only games selling for that much when they can get some MP/Open-World/RPG grindathon that lasts them much longer for the same price.That said, the launch window is such a critical sales period for your game, I feel strongly that the ASP would hold higher if these single player experiences would swallow the pill and launch at $40 out of the door.
Changing pricing isn't going to help as long as it's conflated with ridiculously front-loaded launch window marketing practices that can massacre a game's relevance to the customer base within days of release.