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They're called market analysis. What people say they'd be willing to pay for a game and what they're actually willing to pay for a game are two different numbers.
A million people on Steam marking they're willing to pay up to $5 for GTA6 isn't going to make Rockstar put it on sale for that.
1. My finances at the time
2. From what I've read/watched about a game do I think it's worth it.
I do pay full price for some games. Good reviews, and word of mouth, sometimes seeing friends/family playing a game. Clair Obscur: Expedition 33 being the most recent
They can already do sales whenever they want at a price they decide. So its pretty redundant. You'd also be quite surprised at how many people will claim their top dollar is $15 and then buy the game when its say $18-20.
The devs have their own bills to pay and families to feed.
Really, the current system already works as a kind of price bid, and in a much more useful way. The developer puts up the price, and you can "bid" by either buying it or not. If the developer feels like people aren't really buying at the price it's set at, they can reduce it, usually during a sale, and watch how the sales numbers change. Often times they'll set the price, the games sells, then over time those sales fall, and the developer will reduce the price and watch the sales jump up again.
Actual sales (or lack thereof) make for useful data. People who probably wouldn't buy the game at a reasonable price anyway posting arbitrary "bids" do not make for useful data.
Through analytics this can already be achieved more or less.