State of the IndustryWhat They Say
State of the Industry - RSS 2.0Hackers, piracy, DRM, day-one downloadable content, too many sequels, sexism, widespread acceptance, greater accessibility, immense financial potential, layoffs . With so many dramatic highs and lows, it can be hard to tell if the videogame industry is prospering, floundering, or something in between. Who better to ask than the people who make the games themselves? We asked developers five general questions about how games were doing and their answers remind us that before these folks made games, they played them. They view the industry not just from a business point of view, but from the perspective of people who, like you, just want to have some fun.
We were all so excited to be welcoming in a new audience of "gamers" (really non-gamers who were having fun experimenting with Wii Sports), but then we welcomed that vast new audience by piling as much shovelware on them as possible. So many new gamers burned by so many terrible offerings, resulting in millions of dusty Wii consoles and millions of people deciding that they are not gamers afterall. Could be quite a while before we get them to lay out some cash for games again.
The other is retailers and publishers being dragged into digital distribution kicking and screaming, rather than rushing to embrace the new reality of consumers. People don't want the plastic, and they don't want to pay $60 for more than a few huge games each year. Take a look at music and films to see the obvious answer ... lower cost means more choice and less waste and more people trying things they don't already know they love ... our industry took a beating through its reluctance to embrace this model, and publishers and developers paid the price through a booming used games market that only benefitted a couple of opportunistic retail chains.
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