A game costs a certain amount of money to develop, market/distribute (advertise, CEO's new yacht, etc), and maintain (patches, possible servers, etc). It doesn't particularly matter how much money the game studio gets from an individual gamer, all that matters is how much money they get in total in a reasonable time to turn investment into profit. Sometimes the basic game isn't even profitable at all and profits come from those detestable microtransactions (if it's a free game to download but then you can pay to win, it goes without saying). So, the final price of the game everywhere or only in certain markets is merely something to calculate mathematically to figure out how to make profit in the end. You can't really say how big a portion of the final unit price is the game's value, per se. Sometimes it might pay off to sell a game cheaply somewhere or sometimes just to get a big playerbase, which in itself would work as advertisement. Plus if it's a regular game with DLC/microtransactions, the people who paid less for the basic game might still later invest more in it. This is quite different compared to cars, where every unit has a strict lower price limit because the materials, work, and transportation of a large, complicated physical object simply cost a lot. Especially a digitally distributed game, however, doesn't really have such costs, unless the store platform (Steam, etc) dictates a minimum amount to its share.