The value of the community experience is highly subjective though, especially for games where multiplayer is optional.
The industry takes charge of the valuation. For them, it is not subjective since the valuation is cast against their production budget and the rate of sales they expect to meet.
The industry conceive their $60,$30,$15 offers (of the same game) in this regard and strictly speaking, there are no discount as customers pay a lesser price for a lesser product (as planned by the industry)
It also means that most if not all the budget goes to implement the $60 game offer. It leads to decisions that are not neutral in terms of game design and games are being substantially changed.
It was stated earlier that the scene is changing. One big change that is being operated is the appearance and the increase of a segment of customers who make money off playing video games. It does not only include professional players but types like streamers, casters who raise $500,$1000,$2000,$4000... per month to stream their game sessions.
The scene now pits people who come to gaming for leisure and people who come to gaming to earn money.
If you are interested in gaming (that is expected good gameplay from games), that is something to watchl.
People who make money from the practice of leisure activities expect first that their support helps them into making money. They are also extremelly defensive/aggressive as they want to protect their way of making money and will try to disqualify any criticism toward the game they use as support to make money.
It is now beyond the industry's reach to go against that segment of customers and more and more games are going to be thought, balanced toward the needs of those customers.
So, yes, big changes coming in the way.