Despre pret, design, oportunitate:
Quote Originally Posted by IGN
"I want to pick this up and say, oh, it all works. It's all fast. It's all... and then price point was secondary and painful. But that was pretty clearly a critical aspect to it," Newell said. "But the first thing was the performance and the experience, [that] was the biggest and most fundamental constraint that was driving this." [...]

"We knew that the price point was very important, so [...] from the beginning, we designed with that in mind, and we worked very, very hard to achieve the price point that we're at," said Valve hardware director Shreya Liu in a separate interview. [...]

Other considerations were the fit and finish quality, said designer John Ikeda, who said that it had to be "premium in feel, premium in look."

"[W]e weren't going to sacrifice those, so balancing that in this atmosphere of supply chain and manufacturing toughness, was something that we knew from the very beginning that we weren't going to sacrifice, so we needed to find a way," Ikeda said. [...]

"Nobody has ever said, 'Oh, we have a giant success where clearly there's huge demand for this, but our margins are too thin.' Right? And a lot of people have overpriced things and killed the opportunity, and sort of convince people that it's an uninteresting category from the get-go," Newell said. "So we're definitely... our view is... we're doing this for the long haul. And there's a lot of opportunity. And so far, everything we're hearing from our partners, mainly because they're the ones that we've talked about it the most, is a lot of enthusiasm that this is something that they're really going to be happy to see the PC community pushing into this space."
Gabe Newell: Hitting Steam Deck Price Was 'Painful' but 'Critical' - IGN