Going (for) Broke | |
Oh, you better raise the flameshield here, the article points out a lot of stuff the "gamer community" doesn't like. And i don't really feel like arguing for one way or another, as i don't think DLC is the END OF ALL THE GAMINGS!...yet i for one am rather picky when it comes to it. But one thing that might've deserved mention is the DLC Games market, as in PSN and XBLA Titles as well as smaller titles for the PC through Steam or something like it. Unfortunately i don't know just how profitable these games are, but for me, they currently are a sign for the brightest future i can imagine in the games industry so yeah, i like to believe in them ^^. | |
I prefer the AAA big-budget games, so I don't want to see too much movement in that direction. (But obviously, there are lesser-budgeted games that I love, too). DLC (when done properly) seems as good as away as any to continue to generate money from a game once it has been bought, and it avoids front-loading the development costs. Borderlands is a good example of this (the sandbox genre being a convenient one to plug new stories into), and Dragon Age 2's Legacy and Mark of the Assassin DLC were much better than the dross of the first game's DLC (and the Bioware's other weapons/outfit bundles). Maybe the answer lies in better middleware, to cut dev costs? A lot of devs still seem to build their own game-series-specific engines, which is perhaps part of the problem. | |
gaming industry isn't the only one growing, but i agree that there were many stagnant industries. if a best selling game cant pay their wages it doesn't mean that the model is unprofitable, it means someone upstairs had a really deep pockets (aka someone leaked money for personal use). As for DLC.... anyone remember that once what we call "DLC" and pay 10 bucks for now once used to be either a) already in with the original game or b) added in a form of free game patches. many companies that layed off workers actually did so form a divisions that made horrible games. nothing new in "you work bad you get layed off".
I agree that developing your own engine is a costly business. but i want them to do that. its a core part of the game. i dont want every game to look the same just because they all bought one successful engine. sure you sometimes get such awful things like gta 4, which had so bad optimization it can probably go hand in had with SH5, but sometimes you get great engines like cryengine. P.S. a new journalist? welcome :) | |
In the IPTV world there has been a lot of talk about 2nd, 3rd, 4th (yaddadda) screens that people have access to - I guess that for "traditional" gamers it feels strange to talk about this as the growth/boom area, when there are still titles like Call of Duty that can become the best selling entertainment product ever. I think the big problem for established game developers is that now most standard console/pc releases have become a huge multi-disciplinary endeavour just to deliver something that gamers will accept (from Coders, writers, to artists and a whole host in between). Those skills and people aren't cheap they cost and the larger the team the larger to overheads become. If your game doesn't make back the right profit in the right time-frame you can be in trouble financially very quickly. I'm reminded of Mark Kermode (UK film critic) book where he talks about the financing for movies and why big blockbusters from the studios will nearly without fail always make a profit just by sheer scale, yet small to medium sized budgeted films run a very serious risk of failing to make a profit and are a far bigger gamble. (Short version - still have the same costs as the big budget film for production/distribution, but enter a market that is far more fickle, and has less value but more competition). I'm not sure how much you can cut costs in game development when it comes to AAA titles really, it already seems that many share and use common engines it just seems that the industry has a cap on how much each market can earn. | |
Although the financial logic is there, the implications that gamers will now have to pay even more for the game because at some point they paid for some add-on or whatever -and that the attitude is justifable- is well...ludicrous. Justifying an ever more expensive purchase with "well, you asked for it" is pure greed and unethical. Something is trully very wrong within a company if despite massive sales it is still in the red. The answer can't be to squeeze more out of your customers. If the economy is not growing, less people get jobs and therefore less income, and one raises the cost of you products, I cannot see how that's a successful recipe. Maybe in the short term you'll see more profits as your customers slowly stop buying but still purchase enough to make profit. In the long run it would just spell shrinking customer base and bankrupcy. I remember the Extra Creditz guys making an episode on how big publishers spend too much on development because of rushing over pre-production. I'm quite sure that is very true. Although the company will have to cut some staff, the remaining staff should not be pushed into the same inefficent and hemorraghic cycle. That's a topic I haven't seen addressed too frequently and is probably one of the most important reasons development costs keep skyrocketing, even for modest releases. We're also seeing were DLC will head with the whole Mass Effect 3 confetti show going on. Bits and pieces of the game all over the place, and you have pay to acquire each piece. I for one find that practice despicable considering the already pretty high entry cost to the party. Little mobile games with lower cost may make more sense to adopt this model, but middle to big productions should not be allowed to do this. It may all make the company more profitable, but that doesn't make them less of a jerk, and I personally don't deal with jerks. Yet I am well aware that the materialistic way of thinking and very good marketing will make a lot of people buy stuff they used to get for free. The saying is true: a fool and his money are soon parted. EDIT: Food analogy-> mobile gaming is, as the whole, something like fast food restaurants, with super-size me packages and all. If gives you a quick fix and satisfies the right buttons in your pleasure zones, but it's not good for you in the long run and usually far more expensive that it should be. Big productions have the feel of gourmet banquets, or very sophisticated bistros or whatever. I can't believe we want to do away with fine food and turn every feeding option into fast food. I don't mind a company making profit from Fries-R-Us to take risks in some Frech cuisine café. I do however, don't want fries in my Duck L'Orange. | |
DLC is kind of like communism. Good in theory, bad in practice because people in power abuse it. DLC as frivolous stuff like hats and weapon skins is fine. It's like upgrading to the chrome package on a truck. DLC as content additions is trickier, though. Adding new maps/quests/levels or whatever is a pretty good practice if priced well. Full on expansions are good too. But things like day 1 DLC (that adds content), particularly if it's already "on disk" is just sleazy. I'd say Fallout 3 is a good way to do DLC, as each one (Broken Steel, The Pits, Mothership Zeta, etc) all added completely new content. Unfortunately a lot of idiots think they can "protest" bad practices like Day 1 DLC by pirating the game. This isn't too much of an issue on consoles, but for PC gaming it's seriously detrimental. There's more PCs out there with graphics cards than there are consoles, yet the sales are 1/5th as high while torrent downloads are 10x higher compared to console torrents. I think there's an obvious problem and it'd driving developers away en masse. | |
Sorry DLC is like communism - really? Looking at the facts it would seem DLC has been very successful as part of the bigger picture of micro-transactions as a business model. If it wasn't financially viable it wouldn't happen. It is happening and developers/publishers are making money - so currently it's successful. Honestly how much of the hate for DLC is a fear that the industry is changing into something you don't recognize, the old models aren't dead and buried yet, but as gamers/consumers it seems we are happy to change our habits in a meaningful way towards micro transactions. Something to consider even if Micro-transactions/DLC was banned tomorrow all the money being poured into those games that currently use it would NOT automatically make it into the older business model games. It's being invested in this new model because it generates such a return, a return the older models cannot match it seems. If that goes so does a large chunk of the newer money that is pouring in. | |
You know, other than the commentary on Origin, this article seems post-dated by about five years. Anyhow, it's fairly simple. I liked New Vegas and I ended up spending about 95 dollars on it in total and I didn't like Origin's service and I still haven't bought ME3. | |
More or less this. Vote with your dollar people. | |
Another article that defends DLC as a necessity and ignores the successful developers and games that don't seem to need DLC. It also ignores the basic fact that the best-selling games have budgets in the 10s of millions, and revenues in the 100s of millions. They don't need DLC to make a profit. The article cherry picks the data points to make a false point. The false point is anti-consumer and pro-corporation. Garbage. | |
I suppose DLC can work okay on a console, but as more of a PC gamer now I fell it's a negative trend that we're getting pigeon holed with because of all the cross-platforming that goes on nowadays. The article states this:
But we've always had this in PC gaming, they were called expansion packs. Where a DLC is usually a small addition to the game, expansion packs were usually as big as the original game. Further more with, what you get from your average $5-10 DLC is in PC gaming comparable to something the modding community would make for free. I don't know if it would actually happen but with the push for DLC will the publishers at some point begin viewing free user mods as competition and try to cut them out? Just imagine Bobby Kotick getting his grimy little hands on Bethesda, and cutting the world building kit out of TES: VI so that all the mods will be replaced by paid for DLC. | |
"Hey look, everyone's spending money on social games!" "I guess we'd all better start making social games!" Given a few years the tides will shift again and you'll have an industry geared to producing cheap, plastic, throw-away games wondering where all their money's gone. Social games are the industry's second childhood and they won't last. At least, I bloody hope they don't. Perhaps I'm giving humanity too much credit. Personally, I'm disappointed that MW:Online and MW:Tactics are being released free to play, because you just know that that means they've had to come up with dozens of ways to inconvenience a player to encourage them to spend little bits of money. "Buy an extra garage slot!", "buy an xp boost!", "buy a random booster pack!", "buy more attacks to use today!", "want to change your mech's name? No problem - just fill in your credit card details!". I want to go back to buying games - whole games, not day one DLC with 4GB of patches the next day to get the broken mess to turn over - and the FTP revolution's only just beginning :( | |
Dude, it's already happened. There were a wealth of mods for BF 1942 - it was open, accessible, and people loved it. BF2 had a strong following and mods and custom maps as well. BF3, however? Completely walled garden. Just one little example, but there's plenty out there - very few games these days support player-made content, because the stuff fans produce for the love of it competes with what publishers want to push you. Just another reason people rag on DLC, especially day 1 DLC. | |
How do you manage to argue that DLC is a good thing because players are willing to pay more than $60 and that iOS games are also a good thing because players are no longer willing to pay $60? | |
The AAA game industry is oversaturated and underpriced. Too many devs trying to replicate CoD-level success, and no one is charging nearly enough for their efforts. There won't be an industry-wide crash so much as this "restructuring", which is fine by me. I'd like to see the "hardcore" games become niche once again. That's when you're treated to gems like Planescape: Torment instead of [insert 3rd or 4th sequel in linear narrative with minimal gameplay elements game series]. | |
Stuff like this is why I make it a point to reward companies like Valve and Bethesda. Not only do they allow for Mods, they give out the tools to make them and offer support. Most games, I'll wait until they're $20 or so to get; Skyrim I pre-ordered, because I knew that not only was I going to be getting a huge game with a lot of playtime, but there'd also be Mods down the road to make the cost even more worthwhile. | |
I will sound like a luddite, but the problem is that the bar has been raised unreasonably high; games now MUST have stunning graphics, full voice acting, and a variety of content that do not necessarily make them more enjoyable, and sometimes even harm or constrain them. Examples? I recall a Square guy saying it would be impossible to make a new Final Fantasy as vast and open as the classics, because each environment would need an absurd amount of detail. So have fun with Final Fantasy 13, corridor simulation. Voice acting can be immersive, but used wrongly... well, no one used to think of Samus Aran as helpless, submissive, traumatized, and broken, but that's how Other M fleshed her out. It simply flies in the face of all we knew about her. Gran Turismo 5 was delayed repeatedly as the devs added tons of details to over a thousand cars. Will any single gamer ever play all of them? Then again, much of it is repeated filler with minor variations: 50 Skylines, 30 NSXs, 31 RX7s, 27 Lancers, 27 S2000s, 27 Imprezas, 22 MX5s, 15 Fairladies, 12 3000GTs, 11 Miatas, 10 Impalas, 9 Camaros, 15 Corvettes, 16 Civics... how much could they have saved if they had instead chosen just a few truly good cars? | |
If you are going to throw out specific numbers like that you should probably cite your sources. | |
From http://www.tweakguides.com/Piracy_5.html
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I can accept the argument about DLC, it can be a good thing if it is reasonably priced for what it offers.
Paying real money to buy a virtual tractor is hardly gaming. Most social networking games are incredibly shallow and highly monetarised. They might be a good cash cow for unscrupulous developers, but to more discerning, quality-oriented gamers they are junk. Yes, there is a market there, but the appeal is altogether different. People who want an intense gaming experience are not going to touch FarmVille with a bargepole.
Haha, no. It's exactly the opposite of communism. | |
Someone already mentioned this, but people who think "social games" are the future are fucking deluded. Those "social" people aren't going to pay jack shit, and the ones that do, it won't be much. The gamers before and now are the ones keeping the lights on, and if you start to develop crap that only "social" gamers will play, don't be surprised when you find yourself bankrupt. | |
Going (for) Broke
The game industry is shifting away from million-dollar budgets and huge development teams to a more sustainable model.
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