I think that when games shift to predominantly direct download media the pricing will come down to be something more reasonable. The main reason for the 'incomplete' games you see today is the publishers trying to rush it out the door so they aren't paying out the nose for labor, which is to offset the large amount of physical discs/packaging that get printed and end up in a landfill with the 'Super Bowl Champion' shirts and hats for the team that lost.
Of course, they could just as easily go the other direction, keep prices static despite the decrease in production overhead, and just pocket the difference because people are going to buy the same amount of games regardless.
All that aside, I have no problem paying $60 for what I feel is a good to great game, when you compare the number of hours you sink into it with other forms of media, i.e. $10-15 gets you two hours of movie entertainment, $10-15 gets you 30-45 minutes of music. The only time pricing becomes an issue is when a studio releases an obviously incomplete game(distinct from a short game), and tries to patch it up post-release.
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