Shelf-life for a regular video game usually is about three to five years, and that's it.
In a sense, there is no such thing as a bargain in computing. Models which are popular sell for the price they are supposed to fetch for the best part of their product cycle.
I have too much product, and I'm trying to rein it in and sell more of my main collection. I wish you didn't have to design so often; it would be good if you could keep on selling the same things for a few years and not have to do new things all the time.
In our product development cycle, we ask and listen to our customer about what she wants.
The product cycle for the Oculus Rift will be between the rapid six-month cycle of cell-phones and the slower seven-year cycle of consoles. It's rare to see a phone not coming out every year.
When we launch a product, we're already working on the next one. And possibly even the next, next one.
In the Asian marketplace, we need to come out with products every nine months, not every two years.
Gadgets are usually the last thing I think about, and if there's something new, I'll get to the store for the final shipment of the first generation when it's on sale. So I have last year's stuff.