Quote:
Originally Posted by Cadaverous Pallor
I remember when it was $10 per person.  Interesting how the economics of scale seem inverted here.
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First: At this point I am essentially a complete bystander. I have no involvement in any of the decisions made about the games.
But I'd point to a couple other things as well:
1. Game presentation is orders of magnitude (in my opinion, anyway) better than the early days and that isn't cheap (and some of the ways I cut corners on those costs aren't at all viable with the attendance seen now).
2. Back in the early days the game didn't pay for itself, it was heavily subsidized in various ways. If we had needed to cover the true cost of putting on the event we likely wouldn't have been able to put it on.
3. Capitalism. If space is limited and demand for that space exceeds availability then there's a basic graph seen early in every microeconomics textbook that comes into play to some degree. I can tell you that when I was running it, I kept the price suppressed more than hindsight says was correct, not so much because I was a good guy looking out for the little people as because I didn't think people would pay much more. I was thoroughly wrong. Though I was very eager to find that perfect balance point where price would reduce demand to exactly the space available if for no other reason than to not have to deal with people who thought it cosmically unfair that the event could sell out, especially if it happened in two days.
Again, I have no inside knowledge of the current financial situation around MouseAdventure, just a few more factors that may be involved.