BioWare Goes Episodic With New Games
The word from the site Computer and Videogames is that BioWare will be offering episodic content for all of its upcoming games. This includes Mass Effect, Dragon Age, and Jade Empire: Special Edition. CEO Ray Muzyka, in an interview with CVG, talks about this and many other elements of the coming year in PC gaming. From the article: "The videogame market is very cyclical and PC and console gaming have an uneasy alliance - as new console systems are released, early adopter fans move over to check those games out and as PC systems reach and surpass console systems at the end of a console life cycle, a good number of those early adopter fans move back over to PC gaming. Console gaming is huge of course, especially when you add in hardware sales, but it's hard to quantify the enormous impact of online gaming on the overall PC market - retail sales just don't capture the revenues from the increasingly successful PC MMOs as well as digital distribution and episodic gaming (which are both gaining strength year after year)."
I have no problem waiting a few extra months, even a year, and paying more upfront for a lengthier, complete game. Besides, I don't like games that intentionally leave you hanging so you'll buy the imminent next episode. Before this episodic content craze, games would at least offer some degree of conclusion because the next installment would be a few years away.
Maybe I'm being too cynical, but why else would publishers push for episodic gaming if not for more profit? Selling less content for more money is all this is about.
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Burning Crusade is a bad example of an expansion pack. You pay that monthy fee partially because you expect new content to be delivered without your having to fork over _even more_ money. The whole draw of MMOs, I always thought, was that your continuing investment paid for continuing support and improvement of the game.
The way the industry works now, almost no developer can afford to self-fund a "full-size" game. For most of those who can, it's an all-or-nothing bet; if the game tanks (And many great games regrettably do), the developer goes out of business. So for the overwhelming majority of developers, to do a full game it means getting a publisher to fund development. Publishers are understandably cautious about funding more risky (but potentially great) games. As a result you tend to see lots of knock offs, sequels, and crappy movie licenses. Innovation is stifled. Add on that most developers exist only so long as they keep getting publishers to fund them.
One way to escape this is to simply develop smaller games. That's great if you like that sort of game, but not so good if you really want to develop a sprawling RPG, a large FPS, just about any adventure game, or something similar.
Episodic content is potentially a way forward. These days the overwhelming expense in a large game is the content, not the programming. A first episode that represents, say, 20% of a game may only need 40% of the content. (Even better, episode two probably only needs 15% more content to generate the next 20% of the game, assuming you're releasing episodes quickly enough that you don't need to update your engine or art.) It's a much lower risk. More developers can afford to self-fund in this model. More risky ideas can be tried. I'm quite confident that Bone and Sam & Max weren't going to be funded by a major publisher as full games. As the developer typically self-publishes, if the game is a success the developer can bank it to support future development, possibly even more traditional big-single-release games.
Episodic content is problematic. As a customer you're left hanging mid-story. (Did we say you'd be playing Episode Two within six months of episode one? Did you purchase Episode One on that basis? Hope you don't mind waiting six more.) If the developer goes bankrupt or cancels an unprofitable line you may never see the conclusion. (Sucks to be you, Sin Episodes fans. Of course, you can suffer that even in "full" game releases.) While episodic content is almost exclusively sold online, reducing overhead and costs, you pay what overhead there is once per episode, driving costs up. I'm not a fan of episodic content for these reasons. But I believe at least some developers are embracing episodic content as a way to escape extremely cautious publishers.
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