Actually, someone with a lot more experience than you, me, and most other developers out there, disagrees. Here’s Aerosoft’s project manager Mathijs Kok.
“Although I feel we still need some stabilizing in prices, but I think overall that will be the case. I will take a few months before all publishers fully understand how the increased development costs are balanced against bigger sales. It’s a fine balance. This market is far more price determined then many readers here believe. High-end, high-cost is not what makes the money. It gets the attention but far in the end products that are far less glamorous actually make most money. A fine example is our Twin Otter. Has been selling for 8 years rather well and it broke even with development costs 2 weeks after release.”
I don’t expect prices to go down massively but I do expect that developers will soon learn that now they have a massively bigger customer pool to sell too, and it’ll get even bigger with time and when the Xbox version launches.
With that realization, they’ll also probably notice that by not pricing their product in a way devised for a super-niche market with awful margins (which is a result of having first parties like Lockheed Martin who does literally nothing to widen the flight simulation userbase beyond said super-small niche), many more of these new customers will be willing to part with their money.