By your argument, paper books should be less than the indie game as well, since printing and shipping costs are really not that high - or so I've heard.
Perhaps, but that's a different discussion. However the interesting thing here is that in many cases, the paperback is actually cheaper than the e-book.
(FYI, every e-book I bought has cover art, and they still need to do media promotions, etc).
An e-book doesn't need that any more than the variety of games you find in the humble bundles, which is what is being compared here. If they choose to pay extra for that, well, that's on them. That doesn't increase the value of the product.
And the editors? They don't work for free and contribute to "the project". That would be like an indie-game developer having to pay for all his artwork and music from a profession artist.
Uh, yeah, and I mentioned editors as part of the cost/time investment in getting a text ready to be published.
Also, just because it takes 2x-10x more time to do, they should get paid more? Really?
I dunno, when I spend more time working I like to get paid more. Don't you?
So construction for five hours should get paid as much as programming for five hours? I don't think you understand how labor costs work.
So then going by that, the per hour cost for creating a game should be a good deal more than writing a book, because it requires good writing skills in addition to other skills.
Also, the writing isn't the hard part (or so I've heard) - it is thinking about what to write.
And any game that is good enough to turn a profit also requires just as much (if not more) thinking about what to put into it.
It make take 10 hours for someone to code up a good pong game, but I won't buy it because the idea is stale. His effort isn't worth much.
And none of the games we're talking about here are stupid shit like yet another pong rehash. Those games don't even make it to Steam. Some of those games in those bundles are pretty damn good, and provide far more hours of entertainment than any e-book you'll ever buy. And they take more time and creativity to produce. Yet they generally sell for less than the average e-book.
Also, most writers I know or have heard of are full time writers i.e. they don't do a day job on the side. Except for people who are starting out as writers. And guess what? Like the first indie game a guy-in-his-basement releases, very few people buy the first works of any author (I'm sure you can find exceptions, but I'm talking about the average).
Which is completely irrelevant in this discussion, because the same applies equally to game developers.
I don't know what the "proper" price for ebooks is. I don't "believe" it is almost the same as a printed book. But I haven't heard any really good arguments either way, since I am not in the industry and I can't fact check where the majority of costs for printed books are.
You also don't have any good arguments either way.
It's pretty obvious why e-books are priced the way they are. The book industry is dominated by large established corporations, and the nature of the industry makes it a lot harder for newcomers to breakout and become popular than in the video-game industry. Thus, the corporations can set whatever prices they want without fear of competition, because the majority of the competition will never be discovered by the customers anyway.
It's different with video games where you not only have word-of-mouth advertising, but you can also see what games your friends are playing (yes, steam can almost always tell you what game your friends are playing even if it's not a steam game), often see how many hours they play it, and talk to them in real-time while you're playing them. As a result, it's much easier for indie games and new developers to make a big splash (Minecraft is a perfect example) and the big players are forced to adapt or die. And guess what - the big players who aren't adapting ARE dying.
So what is the proper price for e-books? The price the market would dictate if the collusion between the big players were abolished. Failing that, the solution is a Steam-like platform for e-books, which works on all e-book readers as well as PCs; one that lets you add friends, see your friends' libraries, see your friends' friends, see what books they're reading at any given time, chat with friends via IM or VOIP, etc. (Some of these features, obviously, would be opt-in.) Create a ubiquitous platform like that for e-books and you'll see the newcomers and indie writers suddenly having some relevance - and just like in the video game industry, the big publishing houses will have to adapt or die.