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Whether Prestige Titles?

Via some extended commentary on GameSetWatch, a post by Greg Costikyan on the Games*Design*Art*Culture blog on the lack of 'prestige' games in the modern game industry. By 'prestige' Costikyan means titles that may not do terribly great commercially, but that attract a lot of goodwill towards the developer and publisher. From the article: "Suppose Capcom, instead of closing Clover Studios and muttering about 'disappointing sales' had trumpetted Okami's critical success, instructed its publicists to attempt to interest both game and tech media in presentations of art from this beautiful and visually stunning game, and announced their strong support for innovation and creativity in future? They might have produced greater interest in, and sales for, the game, but more importantly, could have worked to establish for Capcom what no company other than Nintendo has in the industry today--a reputation for actually caring about gameplay. Could Ubisoft not have done the same with Beyond Good and Evil? And since Ubisoft is in direct competition in most of the cities where it has studios with EA, which has a reputation for mistreating its staff and a lack of innovation, would this not also have benefited their recruiting efforts?"

52 comments

  1. Which one do you want? by The+Living+Fractal · · Score: 2, Interesting

    The summary talks about visually beautiful and stunning games and in the same thought refers to gameplay. Well, which one do you want? I think we've all established by now that gameplay comes first. So while I do understand the concept that games can be art, I disagree that art can be games - and the sales will show I'm right.

    TLF

    --
    I do not respond to cowards. Especially anonymous ones.
    1. Re:Which one do you want? by Erwos · · Score: 3, Insightful

      It's not either-or choice. I'd prefer both.

      --
      Plausible conjecture should not be misrepresented as proof positive.
    2. Re:Which one do you want? by The+Living+Fractal · · Score: 3, Insightful

      I'm not saying it is an either-or choice. I am saying that art has no gaming value unless infused with gameplay elements. So you can have the most visually beautiful thing in the world but no gamer is going to buy it if it's not really a game (or has poor gameplay)

      TLF

      --
      I do not respond to cowards. Especially anonymous ones.
    3. Re:Which one do you want? by Erwos · · Score: 1

      Well, let me get equally philisophical on you: a game that has excellent gameplay but no graphics at all isn't going to succeed, either. Witness the practical death of IF as games (and the subsequent rebirth as literature).

      --
      Plausible conjecture should not be misrepresented as proof positive.
    4. Re:Which one do you want? by TPIRman · · Score: 2, Interesting

      The summary talks about visually beautiful and stunning games

      No, the summary talks about "beautiful and visually stunning game[s]." Games like Okami and Ico are beautiful beyond the graphical aspects—there's a beauty to their story, feel, and gameplay. Those are the type of games that we're talking about when we discuss possible "prestige" games, not games with all visual splendor and no depth.

      And when we're discussing a creative endeavor, "the sales will show I'm right" is not a particularly compelling argument. In fact, it misses the entire point of the "prestige game" idea.

    5. Re:Which one do you want? by Bastian · · Score: 1

      I'm not sure I understand what you mean by "games can be art, but art cannot be games." On the surface it's a logical contradiction, so I assume you're using either 'art' or 'games' two different ways in that sentence.

      My guess at how to interpret it is "Something that is mostly meant to be a game can have artistic qualities, but something that is primarily intended to be art can't make a good game." I would disagree with that, though. I've seen art that also works well as a game, and while I agree that the gameplay can't stand on the same footing as something that's primarily meant to be a game, I don't really see this as a problem. Games that are games first and art second aren't really great art, either - though they are sometimes good art.

      If you want to see great examples of art that's fun to play, you should really check out the interactive fiction scene. Some works that stand out particularly well in my opinion are Metamorphoses by Emily Short and So Far by Andrew Plotkin. Anchorhead by Michael Gentry is also worth a play - it could be called lower-brow in that its a work of Lovecraftian horror, but I found it to be far more frightening than any of the more modern survival horror games I've ever played - Silent Hill didn't quite manage to give me nightmares.

      There's also some other neat stuff going on with visual games in the indie scene. I remember particularly appreciating Grow: Cube over at Eye Maze.

    6. Re:Which one do you want? by The+Living+Fractal · · Score: 1
      No, the summary talks about "beautiful and visually stunning game[s]." Games like Okami and Ico are beautiful beyond the graphical aspects--there's a beauty to their story, feel, and gameplay. Those are the type of games that we're talking about when we discuss possible "prestige" games, not games with all visual splendor and no depth.


      If these prestige games have beautiful story, feel and gameplay then I fail to see why they won't sell well. I think they should. So why are we talking about poor sales? If a game doesn't sell well then I further submit to you that it must have some critical flaw involving your aforementioned beautiful aspects. Neh?

      TLF
      --
      I do not respond to cowards. Especially anonymous ones.
    7. Re:Which one do you want? by Dance_Dance_Karnov · · Score: 4, Insightful

      "I fail to see why they won't sell well"

      because the masses are morons with shitty taste. They want violence, tits, and football.

    8. Re:Which one do you want? by Anonymous Coward · · Score: 1, Funny

      I'm not saying it is an either-or choice. I am saying that art has no gaming value unless infused with gameplay elements. So you can have the most visually beautiful thing in the world but no gamer is going to buy it if it's not really a game (or has poor gameplay)

      The stream of FMV connected by repetitive random battles known as Final Fantasy says otherwise.

      Rumor has it there is a game somewhere within the Metal Gear Solid series, but I don't think it's been found yet.

      Hasn't stopped them from selling though...

    9. Re:Which one do you want? by The+Living+Fractal · · Score: 2, Interesting

      Welcome to Earth. We humans (well, most of us) consider tits, breasts, boobs, gazungas, knockers and jugs (among may other names) beautiful. Some of us even consider football beautiful (unless it's this years Steelers). Violence can even be beautiful for the right reasons. Some people (mostly celibate monks) probably disagree. Lucky for us game publishers their definition of beautiful is far different than the average game player... Que Será, Será.

      TLF

      --
      I do not respond to cowards. Especially anonymous ones.
    10. Re:Which one do you want? by Hobbes512 · · Score: 2, Insightful

      If these prestige games have beautiful story, feel and gameplay then I fail to see why they won't sell well. I think they should.
      For a work to sell well, it needs to grab the attention of the mainstream. It should appeal to mainstream tastes. As can be seen with a form like film, not all mainstream works are "beautiful", and not all "beautiful" works are mainstream.

      In other words, the sets of the "mainstream" and the "beautiful" certainly intersect, but neither one is a subset of the other.

      --
      "Quick! To the Bat-Fax!"
    11. Re:Which one do you want? by _xeno_ · · Score: 1

      The thing is, Okami delivers on the violence and tits. (Although it's cartoony violence and tits, so I guess that might not count.) It's not exactly "high art." You defeat one of the early bosses by getting him drunk. One of the unlockable abilities is a "taunt" move where the main character (a white wolf) pees on her enemies. Not exactly high art, and definitely not things that "average Americans" wouldn't understand.

      Unfortunately it is on the stylistic side, and some people find the cartoony graphics a put-off. Plus it deals heavily in Japanese mythology, so most American players (like me) will have no freaking clue about the mythology behind the plot elements. But it really doesn't matter, the game explains everything you need to know.

      Because of this Japan-centric style, "average" Americans are probably less willing to play it than they should. It's a really good game. While the Japanese aspects make the story and setting unfamiliar, they don't prevent someone who knows absolutely nothing about Japanese mythology from enjoying the game.

      --
      You are in a maze of twisty little relative jumps, all alike.
    12. Re:Which one do you want? by SirSlud · · Score: 1

      The GP is really not talking to consumers, hes talking to marketers. Successful marketers are usually petrified, more so than economists. They know you like tits, football, and violence. So thats what they advertise. Its the safe bet. And it pays off. Until you change, and they collapse.

      I think the real question is, "Is there anything we can do to fight the desire to reduce risk by way of marketing tits and football to people?"

      Its the willingness to take risks in actually advertising and marketing new ideas that drives sales; not quality or prestige. Thats the realistic question he's asking. Advertising is the real engine behind financial success, but how can you keep marketing from collapsing under its own denial of reality before radical readjustments in marketing strategies are required?

      --
      "Old man yells at systemd"
    13. Re:Which one do you want? by Mike+Buddha · · Score: 1

      I equate art with an expensive license: it's no excuse for turning out a craptacular game. I've heard time after time that such-and-such a game is beautiful, and not fun. Fun comes first. Make your good looking games, but don't forget they're games, not an art school thesis.

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
    14. Re:Which one do you want? by Jackmn · · Score: 1
      If these prestige games have beautiful story, feel and gameplay then I fail to see why they won't sell well.
      Excellent, innovative games often sell poorly. That's just the way life works.
    15. Re:Which one do you want? by Haeleth · · Score: 1
      So you can have the most visually beautiful thing in the world but no gamer is going to buy it if it's not really a game (or has poor gameplay)

      And yet DVDs still sell rather well, despite having no gameplay whatsoever and being entirely about sitting passively staring at a story unfold in front of you. Seems there are actually quite a lot of people who rather enjoy the combination of story and visuals, and aren't particularly fussed about getting to mash buttons or push crates. So why shouldn't there be room in the market for titles that are more interactive than movies but less demanding on the reflexes than games?
    16. Re:Which one do you want? by twistedsymphony · · Score: 1
      If these prestige games have beautiful story, feel and gameplay then I fail to see why they won't sell well. I think they should. So why are we talking about poor sales? If a game doesn't sell well then I further submit to you that it must have some critical flaw involving your aforementioned beautiful aspects. Neh?
      One word: Marketing

      Marketing can make or break the sales of anything, good marketing can sell tons of a crappy product and poor marketing can cause a good product to not sell at all. The assertion that people make their purchasing decisions based on quality of product as a result of performing conclusive research and then thinking for themselves to apply that knowledge is a bit of a naive dream world don't you think?

      You don't have to go far to find countless examples of people making their decisions based on laziness, social status, and marketing influence without any actual regard to the quality of product.
    17. Re:Which one do you want? by PrescriptionWarning · · Score: 1

      I keep hearing this saying that gameplay is more important to graphics as if they're completely separate entities, and it's completely wrong. Graphics convey a sense of immersion, and a sense of immersion is what pulls people into living the experience that much more. The only reason this argument ever comes up is from the plethora of games that license a beautiful engine and completely waste the opportunity to create a fun gaming experience. They are equally important in my eyes.

    18. Re:Which one do you want? by iocat · · Score: 1
      Actually, in games today there is a real correlatoin between bad art and bad gameplay. If the art sucks, chances are the budget was low, which means the development time was short, the project was understaffed, and the gameplay suffered. The converse is not necessarily true: there isn't necessarily a correlation between good art and good gameplay. But from where i sit, there is no necessariy inverse relationship between art and gamplay quality.

      But anyway, Greg Costikyan is high. He acts like one of those guys who get off on bagging the game industry constantly, regardless of reality. Without reading TFA (I mean, common, this is slashdot), I think it's retarded to assume that a studio like Capcom either a) isn't know for making good games (in fact, they are know for generally making very good games); and b) that studios are profitable enough to absorb the enormous expense of a pure vanity studio. Games cost a lot of money to make. Publishing is a risky, low-margin business. You'd have to be nuts to intentionally make games that you knew would be unprofitable.

      The real issue is that the game industry needs a new model, where you can make "risky" games AND make a profit on modest sales; something more similar to the "art house" movie model. That's what we should be agitating for (and, to be fair, I think it's what Greg Costikyan is trying to do right now on the business side), not yelling at Capcom for making a totally sensible business decision.

      Finally the comparison to Nintendo doesn't wash: they don't pay themselves a royalty per unit as all third parties do, so their business model is vastly different to third parties', and enables them to spend more on their internal games, which has a direct effect on quality. This isn't to take anything away from the awesome quality of Nintendo's games or developers, but it is a factor.

      --

      Dude, I think I can see my house from here.

  2. Breaking Even by HappySqurriel · · Score: 1

    Most publishers will continue to make games in a series as long as they break even in an attempt to build a brand which may become profitable in the long run. In the previous generation many games were in the $5 Million to $10 Million to develop range and as a result required about 250,000 to 500,000 copies to break even. Nintendo has an advantage by being a first party publisher which enables them to make greater revinues per title, and they're know to keep development costs lower (partially by reusing content between games) so they can break even on much smaller sales.

    One thing that should be interesting to see is how publishers are going to react in the upcomming generation when they could require 1 Million sales in order to break even on a game; will more games become multi-platform, will they reduce risks, or will they step away from attempting to push the systems to their graphical limits?

  3. In other words... by BurningPi · · Score: 0, Troll

    ... prestige games are shitty games that put the company in the spotlight so people will buy the next shitty game the company makes.
    Seriously, why don't the company make a good one. It gets good reviews, people buy it, and the company profits.

    BTW, doesn't that make windows a prestige OS?

    1. Re:In other words... by Simon80 · · Score: 1

      I don't think so, I think the main idea is that they are good games that were underrated in the mainstream. The goodwill comes from showing that you aren't making a game to sell it to the juicy mainstream market and make the most money possible, but for the sake of making a good game that includes some originality.

      The last thing you say demonstrates that you missed the point, and should have made you stop and think. Right in the summary the idea of generating goodwill towards the developer is mentioned. I doubt that very many people feel extra goodwill towards Microsoft as a result of using Windows for the past decade - I certainly don't.

    2. Re:In other words... by justchris · · Score: 3, Insightful
      Wrong definition. Prestige games are games that recieved stellar ratings (usually 8's & 9's across the board from respected reviewers), but whose sales don't reflect the reviews. Okami is actually a good example, it has a 93 rating on metacritic, and a similar rating on gamerankings (can't get to that link from work). Yet it's sales compared to NBA '07, which was universally panned, were less than half at best.

      The fact of the matter is, the majority of game buyers do not buy games based on reviews at all. A mediocre sequel to a mediocre game is guaranteed to outsell a spectacular original game for this reason.

      --
      just some guy
    3. Re:In other words... by Anonymous Coward · · Score: 1, Insightful

      A little off-topic, but the logical conclusion to draw from your analysis is that less people look to video games for emotional or mental stimulation than for convenient/cheap entertainment. This is reminiscent of most film and music as well.

      However, I appreciate those who go out of their way, beyond goals of profit, to create real art from within the boundaries of these media. I don't buy their goods because they "deserve" my money more, though. My reason is more selfish: I buy their goods because they are worth having.

    4. Re:In other words... by Anonymous Coward · · Score: 0

      I agree with your statements but want to change the last word..

      My reason is more selfish: I buy their goods because they are worth experiencing.

      It's entertainment. I want to experience what they are sharing. Some stories/games are like that. They are an adventure, visual presentation, humorous, thought provoking, difficult or a distraction. All are experiences that need to be felt. The most special need to be rewarded, not folded.

  4. Small Gross - Large cost = Large Loss by daVinci1980 · · Score: 1


    Developers and publishers have to care about profit because every title these days costs a lot of money to make. Even 'small' titles cost over a million dollars. That's ignoring advertising costs, which generally are at least equal to (and generally more than) the cost of development.

    Publishers and developers these days aren't interested in building meaningful relationships with developers. They are interested in investing in a one-hit-wonder at the right time, and then moving on.

    It may not be the 'right way,' but it 'the way.'

    --
    I currently have no clever signature witicism to add here.
    1. Re:Small Gross - Large cost = Large Loss by sumdumass · · Score: 1

      Funny, It cost money to make money. Breaking even or keeping a less then succesfule title around could be considered an investment fo th future if that company want to take that approach.

      And the one hit wonder could be the developers second attempt after he found out what went wrong with the first game in the series. I'm sure there is more then one game out there that didn't take off until a second (or later)title on it was made.

    2. Re:Small Gross - Large cost = Large Loss by peterpi · · Score: 1

      Consumers these days aren't interested in building meaningful relationships with publishers. They are interested in investing in a one-hit-wonder at the right time, and then moving on.

  5. Beyond Good and Evil by Anonymous Coward · · Score: 0

    I played through BG&E, and it just wasn't that good. What was all the fuss about? I ended up re-shrinkwrapping it and returning it for a refund!

    1. Re:Beyond Good and Evil by LKM · · Score: 1

      I played it, and I loved it. It's too short, and it had a few problems, but overall, it's one of the best games of the last generation. Interestingly, a friend of mine plays almost no video games, but it seems he played BG&E at a friend's place, and he actually talked to me about it. BG&E was the only video game he ever talked to me about, and probably the only video game whose name he was able to remember.

      In my opinion, BG&E is the only recent non-Nintendo game that can compare to Wind Waker in the "Zelda Genre."

  6. A symptom of poor management by rabiddeity · · Score: 5, Insightful

    Or, you know, you could actually PROMOTE those games properly. Publishers dump boatloads of money into promoting sequels like the latest Madden 200X (which is already going to sell well without any effort), but I don't recall seeing any advertising for Okami. Certainly there was nothing memorable.

    Of course the standard single page ad in a magazine generally doesn't even play up a game's strengths properly. If "beautiful graphics" are touted on the box cover, I'll see four 1 inch square microscopic "screenshots". If they're trying to promote the story we get a few stale phrases like "expansive storyline". You're not getting my attention, guys. And don't get me started about eye-splitting obnoxious flash ads. Oh, you're selling a game. That's nice. Your ad doesn't even try to tell me how it's different from the other 50 blockbusters on the market. That kind of sloppy advertising works fine for your sports sequel, because people already know what they're buying, and they're lined up to buy the next installment anyway. But it makes genuinely unique games like Okami flop.

    Most companies seem to be blind to the difference between a great product promoted poorly and a mediocre sequel marketed to the gills. If a good game is not selling, fire your marketers and hire new ones. And if a bad game isn't selling, THEN you fire development staff.

    1. Re:A symptom of poor management by SinGunner · · Score: 1

      In Japan, we had a ton of ads for Okami. I don't recall any other game I've ever seen getting that many ads.

  7. Budget by Bastian · · Score: 4, Interesting

    It seems to me that budget is the key reason why game publishers are backing off on the prestige games. Specifically, a lot of people don't seem to know how to make a lower-budget game.

    The article hints at this when they mention that prestige movies tend to be lower budget, and people who work on them are expected to work for lower pay. The huge expensive special effects and highest-paid actors are saved for movies with more mass-market appeal. Meanwhile, a lot of the more, shall we say, experimental games that I see coming out of major game studios still hold tight to their expensive high-detail graphics and whatnot. This makes the games much more expensive to produce, and they effectively price themselves out of their already restricted market.

    I think a key lesson that the game industry could stand to learn is that they don't have to have incredibly complex graphics and endless content in order to make a game look good and get played a lot - Katamari Damacy illustrates this point extremely well. This is another thing that sets prestige movies, which do shun the special effects and whatnot, apart from most attempts at prestiget games that I've seen. Another is that people who pay attention to these games aren't necessarily all that interested in great visuals, anyway. Paying for all of that when your target market doesn't care about it is just throwing money down a well.

    1. Re:Budget by HeavenlyBankAcct · · Score: 1

      think a key lesson that the game industry could stand to learn is that they don't have to have incredibly complex graphics and endless content in order to make a game look good and get played a lot - Katamari Damacy illustrates this point extremely well. This is another thing that sets prestige movies, which do shun the special effects and whatnot, apart from most attempts at prestiget games that I've seen. Another is that people who pay attention to these games aren't necessarily all that interested in great visuals, anyway. Paying for all of that when your target market doesn't care about it is just throwing money down a well. Great point. Now let's hope these game companies figure it out before we're left with a market flooded with First-Person Shooters and nothi... er...

      Nevermind.

    2. Re:Budget by WrongMonkey · · Score: 1

      Part of the reason "prestige" films are made is to generate good will in the filmmaking community. As a consumer, I'm unlikely to have any studio loyalty. But a filmmaker may be more likely to cooperate with a studio that they know supports some artistic material. Even though gaming does have some big names, their involvement in a game doesn't make or break it automatically the way a talented person on a film can, so there's less incentive to create an environment that courts individual talent.

    3. Re:Budget by ClamIAm · · Score: 1

      experimental games that I see coming out of major game studios still hold tight to their expensive high-detail graphics and whatnot.

      Case in point: Shenmue. Moving on:

      a key lesson that the game industry could stand to learn is they don't have to have incredibly complex graphics and endless content in order to make a game look good and get played a lot

      Define "game industry". I assume you mean the "big" companies here, and for them this is probably true. But there are other game makers who have discovered this fact, and they call it "shareware", or are named PopCap.

    4. Re:Budget by LKM · · Score: 1

      I think that's an important point. Game devs are jealous of each other's talents, so they try to hide them instead of promoting them. There are very, very few names that can sell games. Miyamoto is one, and that is probably one of the reasons why Nintendo can make weird games and still make money. If EA creates a game like Pikmin, well, weird game, who cares. If Miyamoto creates a game like Pikmin, I'm going to check it out simply because it's from Miyamoto.

  8. Ubisoft by DJCouchyCouch · · Score: 1

    Just because Ubisoft isn't EA doesn't mean the conditions there are utopian. It's still a big honkin' international game company. I'm sure you could find at least a few UBI_Spouses there.

    DJCC

  9. Which one do you want?-Geeks? Or squeaks? by Anonymous Coward · · Score: 0

    "because the masses are morons with shitty taste. They want violence, tits, and football."

    Says the demographic that plays GTA and does sex jokes online.

  10. Interesting Title by SuperStretchy · · Score: 1

    "Why Get Hung Up On Game Sales?"

    Correct. Studios should be more "hung up" on Game Downloads. (Think all of the NFS series and HL/HL2+episodes).

  11. Ubisoft isn't exactly swimming in money by MMaestro · · Score: 1

    I don't know about Capcom (they've had their ups and downs) but Ubisoft isn't exactly France's EA. Other than the Rainbow Six series and its spin-offs (Ghost Recon and Splinter Cell series), Ubisoft has been hit or miss when it comes to sales and successful games.

    1. Re:Ubisoft isn't exactly swimming in money by Travoltus · · Score: 1

      But EA is hit and miss when it comes to quality.

      --
      --- Grow a pair, liberals... stop letting the Republicans bully you!
  12. Lack of Advertising by nathanh · · Score: 2, Insightful

    I've played and finished Beyond Good & Evil. It is a brilliant game and I'm glad I found it at the local store. But I only heard about it this year. It completely slipped under my radar. I bought it from the bargain bin on a whim because the cover art looked interesting.

    Psychonauts? I hadn't even heard about this game until the Slashdot story about it being available on Steam. I bought it the same day and it's been very entertaining. It's a little childish and platformers aren't usually my thing but I'm finding it fun anyway. Another one that almost slipped my attention.

    Okami? This is the first I've even heard of this game.

    The failure in all three cases isn't the game; it's the advertising. I receive gamer newsletters all the time - electronic and paper versions - and none of these games were brought to my attention. Even worse, word of mouth failed as well. Usually I can rely on friends to recommend worthy games but I had to tell them about BG&E and Psychonauts.

    Imagine if a movie studio sunk $5 million into a flick and even the movie buffs didn't know the film existed. Yet that is the situation we currently have with $5 million games such as Psychonauts.

    1. Re:Lack of Advertising by Vanye1 · · Score: 1

      All three of these games have been covered on G4's X-Play. Of course, the only reason I know that is because my 12 year old stepson-type (gf's son) watches it religiously.

      Because of the review for BG&E, I bought it (for $10) and like you said, it was a brilliant game. The boy wants to get Psychonauts, but I haven't seen it in the stores anywhere. Okami, not my type of game, but it does have some very intriguing art.

      IOW, I agree. Advertising was damn near non-existent for these games.

    2. Re:Lack of Advertising by powerlord · · Score: 1

      You can pick up a used copy of Psychonauts on gamestop/ebgames website (at least thats where I got mine).

      Box/Manual and all were in near mint condition. No guarantee yours will be like that, but they seem to try.

      --
      This space for rent. All reasonable inquiries will be entertained at proprietors discretion.
  13. You Win by bateleur · · Score: 1

    So as a result of all this, you got to play the games far more cheaply.

    This is the other problem games face (which Greg Costikyan has discussed extensively before): games titles are discounted far too rapidly. A game might eventually sell copies based on its good reputation but it can never make much money that way.

  14. Re:We like insulting ourselves by Anonymous Coward · · Score: 0

    Wow, how insightful. Wait, how do you handle ambiguous sarcasm?

  15. Can't happen. Games are about making money. by kinglink · · Score: 1

    No company is going to spend multi million dollar budgets on a game to make fantastic "gameplay" and be happy with low sales numbers. The simple fact is games are about making money, pure and simple. There are a couple companies out there not interested in making money and they are usually called independents for a reason. However they have to have money to make games and where ever that money is coming from has to not care about making a return. Most companies that produce games don't want to "make a return" they want to aim for a 3x-5x return if possible.

    No studio is going to act like selling games isn't important, even Nintendo doesn't act like that. Nintendo is just smart to keep costs down while keeping quality gameplay alive.

    However even more so many companies do care about gameplay, but they want to appeal to the entire gamer audience (larger audience, larger sales) so they'll put in great gameplay as well as great graphics. That doesn't mean they don't care about gameplay, it's just not the only concern. I'm sure in a happy world we could allow places like clover studios to live, even while it's hemorrhaging dollars. But in the real world that's not going to happy, not in America, definitely not in Japan, and definitely not in the game industry.

  16. Prestige Games != Prestige Film by Anonymous Coward · · Score: 0

    The games industry as a whole is very short termed focus. It's all about the next big thing - not the big thing ten years from now, or the thing that was big ten years ago. It contrasts starkly with the modern film industry in this way.

    I dislike your term 'prestige'. I'll use the one that the movie indy uses - 'Sleeper'.

    Thumbing through my copy of last month's Develop Magazine I found an opinion column commenting on the closure of Clover, pretty much stating that train of thought. Kevin Smith's 'Clerks' is an example of a sleeper hit. Terrible budget, no big names, yet launched Smith's (arguably brilliant) directing career and people will watch it today and still enjoy it as much as they did back in '94. I think the article said something about "Rise of the Triad" being released in the same year and introducing us all to CTF, but not being held in the same light.

    Much as the games indy's trying to be the film indy, it's failing. Film can take risks because it DOES look to the future with that gleeful eye whilst keeping it's glass eye on the budget. It can afford to launch art house and doesn't mind sponsoring new talent Maybe that's because the bankrupt wannabe director doesn't need to model top-of-the-line actors or use cutting-edge technology to get thier audience's attention (If you can use unknowns in a Black and White film as well as you can use HDTV and A-Listers then go ahead!)

    The Games Indy's more like the Television Industry. Very "next thing to get the ratings" focussed, and will only repackage the stuff from ten years ago when it feels like it can squeeze an extra few dollars out of it. THAT must be why BAFTA ran the Videogame Awards in Britain... guess our consoles are still very much dependant on needing TV's to work.

    I wonder how many people in twelve years time will be watching the first season of Lost on DVD? Now if you'll excuse me, I'm going to go back and play some Zool and watch.

  17. A very long response by The-Bus · · Score: 1

    I'm going to assume, by your domain, that you're in Australia. Thay may be the reason you haven't heard of certain games. Until I just searched for it as an example, I had never heard of the (probably $5M+ film) Like Minds; but it's well-known in Australia. There's plenty of great (and not so great) UK music artists that chart immensely over there and we never hear a peep from here or we get their album a year or two later.

    In video games, sport games are what comes quickest to mind. Ask an American if he prefers Brian Lara Cricket over EA's Cricket and they'll look at you a bit odd. Compare the launch titles here and in Japan. The PS3 has two or three Mahjong games. The Gameboy Advance had the hit-game I Am an Air Traffic Controller.

    Now, none of this necessarily really applies to Okami because it's not an American game but it's been mentioned a lot of times (more than, say Osu! Tatakae! Ouendan! but less than the Katamari series). So you should've heard of it. Certainly most big review sites have a review of it: Metacritic lists more reviews of Okami than of Madden 2007 and FInal Fantasy XII. The New York Times mentioned it. Slashdot has had at least three Okami or Clover Studios-related articles.

    And who knows. Maybe Capcom missed out on reaching 50,000 more people like you and that's why Clover studios closed down.

    The truth is, more than marketing is necessary. Good marketing or bad marketing can sometimes raise or sink a game, but it's not the end-all be-all. There's a lot of other factors, and outside, uncontrollable circumstances ("luck") have something to do with it.

    I personally think creating groups/communities outside of your regular one (friends/family) can only help gaming. These can be formal (creating clans in Halo 2, guilds in WoW) or informal: Microsoft's Xbox Live friend list is ingenious. You get to see what other people are playing and when the list is suddenly populated by a new game, you may feel compelled to get it because it really is what "everybody" is playing. Some games I believe even have options to message friends to let them know about this game. Others give you special things (unlockable maps, characters, vehicles) if you recommend a game to a friend (and codes are exchanged).

    I don't know if this is what drives the 360's allegedly "troubling" high tie-in ratio where owners buy more games than other consoles. But, from this angle, more inter-connectivity seems like a win-win for gamers and developers.

    --

    Small potatoes make the steak look bigger.