With the recent Ultracore debacle in mind, it's more apparent than ever having runs in limited quantity brings more bad than good to the table:
*Games are announced with short notice before their pre-orders, which gives a very small time window to both have the money and time to make a pre-order.
*The small time window and quantity also leaves room for inflating the prices.
*Scalpers hoard multiple copies they later sell for topgold profit at eBay.
*If a game has more than, say 1000 potential buyers, many of them will miss out if the quantity is 1000 copies.
*Rarity rather than quality will be a bigger factor in sales, which devalues the software itself.
*etc. etc.
So, well, what can we do? I guess avoiding buying games which are in no need of re-print, is one thing. Case in point:
https://kotaku.com/look-at-these-sta...xes-1835822477
Gleylancer is a different matter, as the game is so rare and expensive these days, a re-print is warranted.
Those of us who are developers can avoid limited runs. I'm not totally against it. Having a collector edition as part of a Kickstarter campaign is completely justifiable to cover the big expenses of game dev. Plus, the amount of time to get to know about the game and to get a salary to pay for it, is much bigger. AND, Kickstarters also usually have a regular edition which gets re-printed if sold out and still in demand. These quick cash-grabs don't!
It's a late night and I'm probably rambling too much, so I'll just stop here.


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