Game Developers Becoming Similar To Hollywood Studios?
CNet is running an article that looks at the growing parallels between the major movie studios and some of the most successful game publishers, which have gradually turned into the juggernauts of the industry as they've absorbed a variety of smaller developers in recent years. "If we consider Hollywood — the model to which the video game industry is always compared — it doesn't take long before we realize that it's dominated by a handful of studios that effectively control a large percentage of the industry, while the independent studios are left trying to defy the percentages and get their innovative and artistic films to the masses. Since most fail, it's the big studios that enjoy profits as the independents try to find some way to stay alive." Gamasutra has a related piece suggesting the opposite trend: "Smaller, less expensive games made by smaller, more agile teams seem like a very logical step, now that the industry structure is better able to support it, with no less than three venues on which to distribute content as a small team. These are downloadable console, direct to consumer PC downloads via Steam-like services, portals, or direct sale, and iPhone and potentially DSi downloads."
If we consider Hollywood -- the model to which the video game industry is always compared ...
Sure it is...
the marketing! I know I will be cursed, booed, spit on and generally carried out on a rail after being dipped in oil and feathers, but i work in marketing. The need for large entities in the business will still be there since marketing costs a lot of money. Sure you can self-publish a game but it will almost certainly drown in the flood of games that are released. A bad game with marketing will almost always outsell a good one with no marketing. The almost part will always be the luck factor.
It's better than all the limited availability nonsense the movie industry tends to pull.
Yes, isn't it dreadful how Steam makes it so easy to buy games? I much prefered the old days, when you had to physically drive to a store and then drive home again and spend an hour swapping CDs. All this digital delivery is a right pain in the ass.
Because they consolidate the industry? You know, steam has been very friendly to indie developers.
Or maybe it's a simple issue with DRM. Oh well, the games are (mostly) cheap, and they can be installed on multiple computers. It's good enough for me.
You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
I was comparing the two more than a decade ago, and discussing it with friends who agreed. The parallels are, dare I suggest it, obvious.
If the gaming industry was like Hollywood, you would have to sleep with some producer, just to get your foot in the door.
Can you really see Hollywood embracing a distribution system that makes it easy for independent studios to reach consumers?
Or does the author of the submission assume that game developer = game publisher?
If the gaming industry was like Hollywood, you would have to sleep with some producer, just to get your foot in the door.
Can you really see Hollywood embracing a distribution system that makes it easy for independent studios to reach consumers?
The flaw in that plan is that nobody wants to have sex with computer nerds. Perhaps, in exchange for allowing them to get their foot in the door, the evil game industry executives can demand sex with the nerd's girlfrien...... oh wait... never mind....
Only to idiots, are orders laws.
-- Henning von Tresckow
As opposed to buying non-tangible product online without any manuals/booklets/maps/goodies, waiting hours or days for gigabytes of game data to download, slowing down your internet connection during that entire time, not being able to install/play those games without being connected to Steam or if they decide to let their servers become too busy, not being able to lend the game to a friend or take it with you somewhere else, being at the mercy of Valve et al if they decide to deactivate your game and/or account and not being able to play those games should Steam ever shut down or if Valve goes out of business.
Yeah, sounds like a fucking great way to buy a game to me...
Wait, sorry, was I supposed to answer the headline or read the submission?
I think "EA" is a step backwards.
ftfy
You can't necessarily make a good movie with a handful of guys and some talent. There are very real expenses involved, including paying or compensating actors.
A game? A guy can sit down and code a game on weekends by himself. Look at Flash games: many of them are more complex than games of the NES era and worlds of fun.
Look at mods like Eternal Silence, Fortress Forever, Dystopia, Insurgency... these are teams of a handful of people (10-50) working on their free time and they put out a quality product.
Random Thoughts From A Diseased Mind (Not For Dummies)
I don't think those two articles are really pointing out opposite trends at all. The CNet article claims the market at large is consolidating into fewer major studios, and the Gamasutra article claims new opportunities for independent studios. These conditions can exist concurrently and in fact do now exist in the movie industry. The majority of the film market is produced by major studios but film-making is still becoming increasingly attractive for independents.
The diffence is that in the movie industry, independents have thrived because of the decreased barrier-of-entry (film-making is now potentially cheaper than ever before) whereas a growth in independent game studios will, I think, come mostly from growth in the gaming market.
Yes, both think more of themselves than the should, the love sequels and remakes and hate innovation and thought in their stories.
What, an article on the games industry is out of place on http://games.slashdot.org/ ? Personally, I think you're out of place anywhere that's not an institution for the handicapped.
I hate printers.
Hollywood can sell the same content six times (cinema, pay-per-view, pay cable, free cable, terrestrial broadcast, DVD -- not to mention airline sales, overseas licensing, etc.). Videogames only run on the machine(s) they're made for.
Movies can continue to be shown for decades. With a tiny number of exceptions, a game is dead meat within a year.
Movies have star power. The general public doesn't care who made the game.
Filmmaking is very nearly turnkey if it doesn't require special effects. Every game is a unique piece of software engineering.
A big film is 3 hours tops. A big game is 40-50 hours. That's a lot more content.
The economics of the two are very different, and the production models can never be the same.
I piss off bigots.
Given that one of the largest studios in the industry, Activision Blizzard is owned by Vivendi Universal (one of the largest media companies on earth and, last I checked, owner of Universal Studios, one of the largest film production/distribution companies on earth)
Also, we have Sony who seem to have their fingers in media of all sorts (including games) AND the devices to play it back on.
EA arent a film studio (FMVs for Red Alert 3 not withstanding) but they act just like one.
Yes, isn't it dreadful how Steam makes it so easy to buy games?
I can order a game from Amazon.de (Germany), have it at my doorstep the next day and pay 5-10EUR less then buying it on Steam and of course I get a printed manual and a box too. With that given digital distribution doesn't look so great any more.
You can't necessarily make a good movie with a handful of guys and some talent.
Have a look at the recent Half Life short movie or movies like The Man from Earth or Primer, you very definitvly can make a good movie with a tiny budget. The only real disadvantage that a movie seems to have is that you need to have all the crew in the same place at the same time, while a game can be developed by people connected via the internet and can recycle lots of content from the parent game. But of course, a tiny movie budget won't give you the next Star Wars any more then a tiny game budget will give you the next Half Life, that however doesn't mean they can't be good in their own way.
including paying or compensating actors.
That's like saying you can't make a game without compensating the programmers and artists, but you very definitively can, because there are plenty people who do it for the fun of it, not the money.
Marketing baby!
developers != publishers
publishers are 9 times out of 10 owned by larger media conglomerates.
the few who aren't, have abandoned the art.
They're using their grammar skills there.
yes i think at this point i would rather have that. I have been trying to install unreal 3 which is free this weekend and steam just does not have the server support. I need to spam install for a few minutes of download eachtime. I started it last night and woke up this morning to it not doing anything at 25percent weee. might as well grab a torrent.
Hollywood can sell the same content six times (cinema, pay-per-view, pay cable, free cable, terrestrial broadcast, DVD -- not to mention airline sales, overseas licensing, etc.). Videogames only run on the machine(s) they're made for.
You haven't been on the online marketplaces lately huh?
Seems like every time I show up at my buddy's house he's playing a 15 year old game on his 1 year old Wii.
Movies can continue to be shown for decades. With a tiny number of exceptions, a game is dead meat within a year.
Only a tiny fraction of 1% of movies are in theatre for longer than two months.
How long has WoW been sold?
Movies have star power. The general public doesn't care who made the game.
Games have star power. Star voice actors, their likeness, and Spore sold mostly based on the big name of the man who made the Sims.
Filmmaking is very nearly turnkey if it doesn't require special effects. Every game is a unique piece of software engineering.
Reusing the same engine and concept is a videogame tradition.
A big film is 3 hours tops. A big game is 40-50 hours. That's a lot more content.
You haven't been looking at the bonus material, huh?
The economics of the two are very different, and the production models can never be the same.
The economics are nearly identical.
You can't take the sky from me...
the same as any other big business.
Automotive started with 100's of small companies 1890-1910. Soon there was a handful. Then just 'Three', then a global handful. Soon to be a few again.
Game development takes a lot of resources over an extended time to produce content. Somewhere that cash has to be available to fund those resources.
So most games will be produced by large production houses; who will be in constant consolidation.
(On the star-comment, look at the Lara Croft series.. reversed direction of star power.)
But it doesn't need to be this way. The internet, with open source routines, can ruin the consolidation movement. If a lot of small developers re-use open code for most of the heavy lifting (essentially trading or bartering work) then small developers can compete and expand. Look at the music industry too, don't need record labels to publish.
A little cash and a lot of passion and organization has created success with Ubuntu - that has major OEM's pre-installing on hardware now. A different model that seems to be working.
Interestingly though, before Valve adapted that stupid 1USD=1EUR-policy, buying games over Steam was actually quite a bit cheaper than buying it in the store (I'm living in Austria atm and from what I've heard, the situation is similarly bad to how it is in Germany). Before they did, you could easily buy games to USD prices (which sometimes are about half of what you pay in Europe). I still use Steam nowadays to buy most of my games though - importing them takes too long, buying crappy German versions (I'm bilingual and also like to play games uncensored - most games sold in Austria are German versions, which often have had their content censored -, thus I prefer the US version of a game; I also prefer to avoid DRM, even though Steam is a form of DRM as well, at least it doesn't mess up my system like StarForce or SecuRom do) in the store isn't really an option either (and DLing a game, which averagely takes about 2 hours in which I can do some work, isn't that long either).
A good education is a bit like a STD - it makes you unsuitable for a lot of jobs and gives you a desire to spread it.
Not true - you are free to take the game elsewhere, as you are free to install on as many machines as you please.
.exe - it'll just work, even off a USB stick.
If you get a new machine, just copy over the STEAM folder and run the
You also do not need to connect to STEAM to play - once it's installed, and you've run it once, you can play it in offline mode from that point on.
Whilst I have heard of people losing their VAC standing, which means they cannot play online on VAC secured servers, the only time I've heard of STEAM locking entire accounts is when a fraudulent purchase is made, or a charge does not process correctly.
and if Valve ever goes out of business, they have already developed and tested a "kill switch" patch for the client, to remove all activation requirements.
Please mod to -1. Offtopic for this thread (post error)
Game publishers are becoming just like the movie studios.... except aren't the movie studios supposed to be dinosaurs from a bygone age, their empires being slowly chipped away as they fail to adapt to the new reality of cheap distribution, mainly because they dare not slight the theaters or WalMart? Does this mean the age of epic scale games with budgets in the tens of millions is coming to a close as indie developers buck the system by distributing their own games while pirates sap the publishers remaining profits?
Film at 11?
You're carefully choosing what appear to be exceptions but aren't on closer examination. You're just being argumentative.
Your buddy's 15-year-old game had to be rewritten for the Wii. The director, actors, editors, etc. have to do NOTHING to take a movie to another medium. Yeah, you can use a emulator -- but how many real people, i.e. Wal-Mart shoppers, use emulators?
When a movie leaves a cinema, then its REAL economic life begins. When a game leaves the shops, it's done. And don't even think of comparing WoW to a movie. Their economics are completely different, as I said. Do you pay to see the same movie monthly (jokes about the Friday the 13th series aside)? No, you don't. Does a movie require a huge live team to be working all the time to be generating new content? No, it doesn't. They are entirely different. Casablanca continues to make money for Warner Brothers without them doing anything at all.
Star power: you're gonna compare Will Wright to Angelina Jolie, are you? If you think that's star power, you're severely deluded. Will Wright will be lucky to earn over his lifetime what Angelina Jolie can earn in a single movie. She's a star. He's a well-respected game designer.
Reusing a game engine and concept doesn't change the fact that every game is a unique piece of software engineering. Does a movie have to be tested for months by dozens of people to make sure it works in the projector? No. Either you don't know anything about software engineering or you're pretending, quite successfully, to be stupid.
40-50 hours of bonus material with a movie? Not in any cinema I've been to. When I buy a game, that's what comes IN the game.
The economics are NOT nearly identical. Not in what people are paid, not in how long they work, not in what gear is required and how it is used, not in how games are sold, not in how they are marketed, not in how they are financed, not in how they are licensed, not in how the accounting is done. Movies routinely cost tens of millions of dollars -- a $25 million movie is a cheap movie. A $25 million game is an expensive game.
You really don't know what the fuck you're talking about. I have a feeling you're not in the game industry at all.
I piss off bigots.
and if Valve ever goes out of business, they have already developed and tested a "kill switch" patch for the client, to remove all activation requirements.
This is an oft-repeated statement with little proof behind it, but lets assume it is true
What I wonder is: will Valve actually be allowed to do this? Sure, they can free their own products (Half Life, etc), but to "unprotect" games from other publishers that are hosted on Steam seems of dubious legality. I have a hard time imagining EA has agreed to such a thing.
Of course, whether a company that is going under will have the resources (or the rights) to free up its own IP is also a major question.
I agree with you. Just wanted to point out making NES games would probably be much easier nowadays. Compilers have become very good so the developers could probably move up from assembly to C. This doesn't change the fact though that many early NES games only had two programmers etc.
Once you start despising the jerks, you become one.
Not to mention they can decide at ANY time you are a filthy pirate and demand you pay TWICE and you have NO say or choice in the matter. I know because I was fucked by HL:GOTY edition. Some pirate group put out a keygen that could spit out valid numbers like nobodies business, so what happens to us that actually PAID for the game? That's right, we got fucked by Valve. I even offered to email them a pic of my discs with the days paper behind it so they could see I owned the damned thing but nope, pay again was all I got from their rude ass customer "service" which acted like I was a dirty scumbag for actually buying their product.
Well I learned my lesson. It will be a cold day in hell before I EVER give those bastards a penny. And if it is on Steam? Too bad because I will never use it. All of you with Steam accounts are just one keygen away from losing one of your games or more. Enjoy that sword of Damocles hanging over your head. Now I won't own any game that I can't find a crack for FIRST. That way I DECIDE when and where it works, not some company. When I pay for it it is mine, NOT yours.
ACs don't waste your time replying, your posts are never seen by me.
And how would you take it elsewhere? Go through the whole download again? Waste DVDs burning it? With physical media it's easy, just grab it and go.
The same applies to getting a new machine, although I suppose you could copy the files across a local network. What happens if the old machine died? You have to download all of your games all over again. With physical media you can easily install at your leisure.
What if you don't want the game any more and want to sell it? You can't. Again, with physical media this problem doesn't exist.
IIRC, offline mode is only good for a limited amount of time (ie. 30 days). If you don't connect to Steam after that time period, you lose the ability to use offline mode. Also you have to actually be online to activate it (makes a lot of sense, huh?), so if your internet connection goes out or the Steam servers are unreachable, you're SOL. Say goodbye to your games.
Still, people losing their account does happen and people can get locked out at the whim of a single company or employee of the company for any reason, real or bullshit. From their EULA.
13. TERM AND TERMINATION
Either you or Valve has the right to terminate or cancel your Account or a particular Subscription at any time. You understand and agree that the cancellation of your Account or a particular Subscription is your sole right and remedy with respect to any dispute with Valve.
C. Termination by Valve.
1. In the case of a recurring payment Subscription (e.g., a monthly subscription), in the event that Valve terminates or cancels your Account or a particular Subscription for convenience, Valve may, but is not obligated to, provide a prorated refund of any prepaid Subscription fees paid to Valve.
2. In the case of a one-time purchase of a product license (e.g., purchase of a single game) from Valve, Valve may choose to terminate or cancel your Subscription in its entirety or may terminate or cancel only a portion of the Subscription (e.g., access to the software via Steam) and Valve may, but is not obligated to, provide access (for a limited period of time) to the download of a stand-alone version of the software and content associated with such one-time purchase.
3. In the case of a free Subscription, Valve may choose to terminate or amend the terms of the Subscription as provided in the "Amendments to this Agreement" section above.
And how about their region locking? I travel a lot and have sometimes bought games while in other countries. Or what about people who move, do they suddenly lose their entire library of Steam games?
I can't trust a company on just their word that they will unlock games if they go out of business or stop the service. If they go out of business, what incentive do they have to provide anything? If they stop the service OR go out of business, they may not even be able to provide the ability to unlock games if the specific game developer or publisher doesn't permit them to.
B. LIMITATION OF LIABILITY.
NEITHER VALVE, ITS LICENSORS, NOR THEIR AFFILIATES SHALL BE LIABLE IN ANY WAY FOR LOSS OR DAMAGE OF ANY KIND RESULTING FROM THE USE OR INABILITY TO USE STEAM, YOUR ACCOUNT, YOUR SUBSCRIPTIONS AND THE STEAM SOFTWARE INCLUDING, BUT NOT LIMITED TO, LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES. IN NO EVENT WILL VALVE BE LIABLE FOR ANY INDIRECT, INCIDENTAL, CONSEQUENTIAL, SPECIAL, PUNITIVE, EXEMPLARY DAMAGES, OR ANY OTHER DAMAGES ARISING OUT OF OR IN ANY WAY CONNECTED WITH STEAM, STEAM SOFTWARE, MERCHANDISE THAT YOU ACQUIRE VIA STEAM, ANY INFORMATION AVAILABLE IN CONNECTION THEREWITH, OR THE DELAY OR INABILITY TO USE MERCHANDISE OR ANY INFORMATION, EVEN IN THE EVENT OF FAULT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY, BREACH OF CONTRACT, OR BREACH OF VALVE'S WARRANTY AND EVEN IF VALVE HAS BEEN ADVISED OF THE POSSIBIL
But consumer choice, you being able to buy both the digital download and/or the physical CD, means a lot. And I think that was the point.
And if it is on Steam? Too bad because I will never use it. All of you with Steam accounts are just one keygen away from losing one of your games or more.
If you don't purchase the boxed game, this is not an issue.
The collision with a keygen serial number can only happen if you use the boxed game to unlock the download from Steam.
But of course, a tiny movie budget won't give you the next Star Wars any more then a tiny game budget will give you the next Half Life, that however doesn't mean they can't be good in their own way.
I think a group of talented people could easily take the budget for the original Star Wars (about $13 million) and make a much better movie than any of the last three that George Lucas has put out.
Sure, you wouldn't have monster special effects, but you don't need those to make a good movie.
Offline mode works indefinitely, as far as I am aware. I recently went without an internet connection for approx. 4 months, and regularly started steam in offline mode and played (valve and non-valve) games throughout that period with no lock-out occurring. While I can't guarantee that it doesn't cut-out at 6 months or a year without connection, I highly doubt it.
Your counterexamples are too insignificant to refute the general principle: the economics of games and movies are very different. Repetitive hallways in Halo don't change that basic fact.
Go down to Main Street and ask how many people have heard of George Clooney. Then ask how many people have heard of Carmack. Then go away. Only fanboys and industry veterans have heard of Carmack.
The economics of many things which have similar production models are very different.
Um... did you ever take any classes in logic? This has exactly what to do with my point?
Once again, I suspect I'm dealing with a person who either isn't in the game industry or hasn't been there very long.
I piss off bigots.
He didn't say what 15-year-old game he was talking about. Fine -- there are emulators on the Wii. It doesn't change the basic point that the game industry's economics and the movie industry's economics are not remotely like each other.
When it takes as much money to make a big game as a big movie, and that game earns for the next 50 years, then they'll start to have something in common.
I piss off bigots.
If the gaming industry was like Hollywood, you would have to sleep with some producer, just to get your foot in the door.
It almost is that way with the console makers. They have historically cared more about the trappings of a business than about the product. Nintendo in particular states on warioworld.com that it still requires the Wii and DS devkits to be kept in leased office space, not a home office. If your team isn't rich enough to relocate to one location and set up an office, you're restricted to PCs running Windows, Linux, and Mac OS X. The big drawback of PCs is that the screens hooked up to those usually aren't big enough for four people to fit around; unlike consoles, most people don't have a PC next to the TV.
I'll concede the region locking point - however, I wonder what would happen if you were to contact Valve, should you move and lose access - I expect you'd have to proof it was your account, though.
.gcf and .ncf files.
If you want to take it elsewhere, just put the applicable folder from steamapps and put it on a USB stick - I have an 8GB USB stick with STEAM installed, Audiosurf installed via STEAM, and the rest is music, and I can take that, plug it into any computer, log in and play. Likewise, I have previously installed L4D and Gmod onto the same USB stick, and both worked flawlessly.
STEAM also allows you to back up entire game packages, be that to USB, DVD, or something more esoteric, merely by rightclicking the game on the list and selecting backup. or, if you prefer, manually backing up the
Oh, and note; if you purchase a third party game via STEAM, you get a key. it is very easy to view said key - merely rightclick the game on your game list, and select "View Game Key".
I personally have a great deal of faith and trust in Valve - call me a fanboy if you will. I feel they have created a powerful platform, and that STEAM will only grow in years to come - it and Impulse are the only examples of Digital Distribution done right - no install limits, idiot proof. if you want to complain about something, complain about the goddamned adverts, and the fact that some of the third party files seem to take a lot longer to download.
If you want to complain about third party pricing, keep in mind that Valve don't get an awful lot of say in that.
Just wanted to point out making NES games would probably be much easier nowadays. Compilers have become very good so the developers could probably move up from assembly to C.
There are people on nesdev.com/bbs who are trying to make some support libraries for programming the NES in C, but it's not practical so far, for two reasons:
Given that one of the largest studios in the industry, Activision Blizzard is owned by Vivendi Universal (one of the largest media companies on earth and, last I checked, owner of Universal Studios, one of the largest film production/distribution companies on earth)
Vivendi sold an 80 percent stake in Universal Studios to General Electric's NBC in 2004 but kept Universal Music Group.
Hmm...All of my personal programming with the NES was with assembly. You're right though. It would need a special C compiler to work well. Dunno.
Once you start despising the jerks, you become one.
Games are different. When a new game comes out, no matter how obscure the developer is, I'll have no problem getting and playing it (as long as it's released for my platform, but that's a different matter).
Unless it's region coded to the USA and you live in the UK or vice versa; that would be the closest to your "no cinema near you" situation.
Other situations that hurt obscure developers: It doesn't come out at all because the company holding the digital signing key to the platform rejects all titles produced with clever workarounds for a shoestring budget. (I'm looking at you, Nintendo, and your ban on home offices.) Or unless the platform that it does come out on isn't very popular. For example, a game designed for the Pandora handheld system won't sell because there probably won't even be 10,000 Pandora systems produced, and indie PC games in the "party" genre wouldn't work well because there aren't a lot of gaming PCs connected to a TV-size monitor.
on a console, not a TV
should have been "on a console, not a PC running Windows, Linux, or Mac OS X"
Unless the support consists of "expansion packs", or additional games that run on the same engine. Look at Super Mario Bros. 2: The Lost Levels: it's the same game as Super Mario Bros., just with different maps. With an appropriate scripting system, it's possible to make a Free engine designed for proprietary everything-but-the-engine, and some games recommended by the FSF use this approach.
One person with some skill in game design and programming can make a living from their own wares if they are willing to do what it takes to start *ANY* small business *ANYWHERE*.
Can anybody recommend a good guide to starting a software development business and growing it past the home office stage? In particular, Nintendo platforms require developers to keep devkits in a separate office.
bullshit. i havent read 3 manuals or booklets since 1986. if a game requires extensive booklet/manual reading, it means that it has failed in terms of user friendliness.
if i need ANYthing, i resort to online forums, communities, guilds. it is high chance that someone had exactly the same problem with me before. i dont have time to waste while solving/learning specific stuff through an arduous booklet.
yes its a fucking great way to buy a game. i dont waste gas, i dont waste time, im with my family, in my pajamas. yea. people can shove physical media up their butt all they way to their neck. no offense.
Read radical news here
grab and go. easy. and ONE problem comes up with your fuckiing cd, a dent, a scratch, even some incompatibility with your particular dvd/cd reader and that cd they printed, you drive back to the fucking store.
with the download, if i have to redownload, computer does it itself. i can spare that time to other things.
Read radical news here
So I should be punished for actually BUYING the full product with the nice box and manual? And folks wonder why piracy is on the rise. How about NOT treating your paying customers as criminals, how about that? It isn't like I was the only guy either. Look up HL:GOTY edition and screwed in Google and you will find countless stories JUST like mine.
Either you refuse to sell the boxed product and go download ONLY(and forget about anyone who doesn't have broadband or who has caps or like me that like a nice box and manual) or actually SUPPORT YOUR DAMNED PRODUCT!!! But screwing a customer who just handed you $50 is NOT the way to do business. I will NEVER buy from Valve again, and I buy lots of games, as I don't care for movies. But between all the Trojan DRM crap that makes a PC as unstable as Win98 and crap like this I'm frankly surprised they have any customers at all. But don't worry, I'm sure some hacker group will eventually find a way to screw Steam and then y'all will get the fun of dealing with their customer disservice. I've dealt with friendlier folks at the DMV.
ACs don't waste your time replying, your posts are never seen by me.
At the same time those mods:
1. Build on a significantly developed technology base that the creators probably could not have made on their own (or it would have required a much longer development time)
2. While above 'amateur' in quality, are not necessarily at commercial quality (Dystopia's levels could use some work)
3. Have low exposure and low adoption; I'm lucky to see 2 Eternal Silence or 3 Dystopia servers with a lot of people even at prime time. And this is after the mods became Steam Installable; they did see a huge spike at first but interest dropped off rapidly.
4. Are made as a hobby; some of us like to make games for a living. Many modders want to use the mod as a springboard to an actual job, so it's sort of like an unpaid internship to them if they can get a job.
I've worked at both small and big game dev companies; I prefer the big one I've been at far longer than any small developer I've worked at has managed to stay alive (I think the record for steady paychecks at any small company I worked at is one year; I've been at a big publisher/developer for over 5 years now). One advantage larger studios have is that they can keep people employed (barring major cuts of course) - there isnt much of a hire/fire cycle between, to keep the skill pool constant. People can be shifted around to other projects after one finishes or to help one finish up.
Being part of a large developer allows long term budget planning - the studio's financials are bolstered by continued sales of the products they make. At independent developers it was always a work for hire contract with the publisher and no residuals, so it was hand to mouth the whole time. Good luck negotiating residuals if you aren't self funded, and you need even better luck to get self funding as a small studio, regardless of the pedigree of developers. Publishers take a big cut from the sales for independent studios; not so with publisher owned studios, where the studios get most of the revenue, and provide responsibility profit to the corporation.
Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
To answer your question because I asked them this because I often travel to Thai -> UK.
No.
You only lose access if you buy the game in Thailand and try to use it in UK. If you use your UK account in Thailand it's no problem.
I was wrongly locked out of steam once for unknown reasons. It took me some days to get Valve to fix the situation, meanwhile I could not play on a scheduled LAN tournament. As you can imagine Valve is not my favorite company.
Do you really believe they have already made a patch to remove all activation requirements?, and have to keep that patch up to date all the time? No I can assure they have not, I mean why should they, there is no financial gain for creating such a patch, and If they go bankrupt, no patch will ever be made.
Everyone interested in indie games should sign up to computer graphics world and Game Developer mag. They give away subscriptions if you're a developer. You know, basically anyone who fills out their form. Their online articles are decent too.
One of the best features of Game Developer is the postmortem, the what went right, what went wrong. Fascinating stuff about the industry for an indie publisher or an outsider to read.
The Indie Games show off some of the best out there.
While there are some very good indie works out there it is like the movies. You can tell the difference between a hollywood movie and a indie film, just like a AAA game title and an indie title. Although there are enough gems in both indie movements to make it interesting.
"This is an oft-repeated statement with little proof behind it, but lets assume it is true"
The same could be said of piracy's "But I'll pay for it...eventually" so I guess we take our truths were we can.
Shai Schticks:"You don't make peace with friends, you make peace with enemies"
The geek sees everything as code.
Rapture must first be imagined before it can be built. The "heavy lifting" has nothing to do with how to animate water.
It has to do what role water will play in the game.
That is why the underworld of Grim Fandango seems more real and compelling than the generic fantasy lands of the high tech shooter or RPG.
I've seen it. The thing is, when you say "Game", it can be anything from 5 minutes to hours upon hours of play.
When I say "movie", people think 90 minutes+, not 3 minutes. That's a short film.
If we're talking a game that you can get 40 hours of quality play out with decent graphics compared to a 90 minute movie, I'd wager that the game would be cheaper and easier to produce.
Random Thoughts From A Diseased Mind (Not For Dummies)
Because finances aside, if they go completely under and fail to release such a thing it is possible the most culpable individuals (read: executives) could potentially face criminal charges for fraud and theft. It's an outside chance, but it's also fairly trivial to write a nuclear option patch that completely defeats the possibility.
Try not to take me more seriously than I take myself.
If you prefer physical media, you can burn it yourself: Using the Steam Backup Feature
Not true - you are free to take the game elsewhere, as you are free to install on as many machines as you please.
But you have to activate them online after doing so.
And if you have more than one game in your account, and you playing one of them online, your wife or kids can't play another one online.
Offline mode is a pain, doesn't always work, and of course, restricts you to games that can be played offine.
If you get a new machine, just copy over the STEAM folder and run the .exe - it'll just work, even off a USB stick.
After you connect to the steam service to activate them, of course. Otherwise pirating steam games would be as simple as just copying someone's steam folder...its not.
You also do not need to connect to STEAM to play - once it's installed, and you've run it once, you can play it in offline mode from that point on.
Offline mode is flaky. And only applies to offline games. And you need to connect before you can go offline.
and if Valve ever goes out of business, they have already developed and tested a "kill switch" patch for the client, to remove all activation requirements.
Pure fantasy. Under what circumstances would valve go out of business and activate this feature?
If they are bought up, it will be up to the new owners, not Valve. The moment they are even in talks to sell Valve, their is absolutely no chance in hell they would be allowed to devalue the company by 'freeing' up all the activated games. Same if they go into bankruptcy protection - they are obligated to operate the business in such a way as to preserve their assets for their shareholders and creditors to sell off...again unlocking all the games would NEVER be allowed.
What does that leave? Valve's owners get old, bored, and decide to just shut it down instead of selling it off? What are the odds of that happening? Seriously.
Yes, you need to connect to STEAM to validate the install - but usually only once. for third party games, I'll concede this may be different - STEAM allows the developer/publisher to set the intervals for validation.
Offline mode was flaky - but in recent months, when I've had to use it, I have had no issues with it - YMMV.
Your buddy's 15-year-old game had to be rewritten for the Wii.
No it did not http://en.wikipedia.org/wiki/Console_emulator You clearly have no clue what you're talking about.
The director, actors, editors, etc. have to do NOTHING to take a movie to another medium.
Wrong again http://en.wikipedia.org/wiki/Remaster
Do you pay to see the same movie monthly (jokes about the Friday the 13th series aside)? No, you don't.
Cable movie channels.
Does a movie have to be tested for months by dozens of people to make sure it works
Yes it does: Focus groups.
40-50 hours of bonus material with a movie? Not in any cinema I've been to. When I buy a game, that's what comes IN the game.
The bonus material are on the DVD you buy, you imbecile.
You can't take the sky from me...
Because finances aside, if they go completely under and fail to release such a thing it is possible the most culpable individuals (read: executives) could potentially face criminal charges for fraud and theft. It's an outside chance, but it's also fairly trivial to write a nuclear option patch that completely defeats the possibility.
You'll want to do some research into how a corporate bankruptcy actually proceeds.
If they go completely under, they are REQUIRED not to go and devalue the company assets so that they can be sold to pay back creditors, bond holders, and maybe even shareholders. Most of the time, the bankrupt company is picked up for pennies on the dollar by another company interested in some element or other.
Releasing a 'nuclear option patch' to give away all the games is simply not an option.
The trustees over seeing the bankruptcy would have to approve the release of such a patch, and it would never happen, because it would significantly devalue the asset. As the assets were sold off, ownership of the steam servers, customer accounts, and whatnot would eventually end up in some other companies portfolio, and it would be entirely up to them what to do with it. (Former) Valve executives would not have any say in the matter, and if they wanted to shut it down they could. Its just that simple. Valve has no contracted obligation to its subscribers to release a patch if the service shuts down, and the new owner is not bound by something the former exec's " informally said -they- would do if -they- shut it down".
In reality-land there are very few scenarios where the current Valve-execs would be shutting it down -themselves-.
I've just copied & pasted this from a post I made in the previous discussion about whether physical distribution will survive.
I've never been able to actually find that quote [that they'll release a free activation tool], which is generally attributed to Gabe. I find it hard to believe that they would actually do that however as firms go bust when they become unable to meet their financial obligations. In just about every jurisdiction ever destroying your most valuable assets before defaulting on all your debts is considered criminal and I don't think the directors of Valve would be prepared to do jail time for us.
Having said that, Steam is making Valve huge sums of money so they're not likely to go bust. Even if they do, Steam is only worth so much because it's running as a going concern, shutting it down would destroy its value.
We don't own games on Steam, we purchase subscriptions. Read the subscriber agreement. A new owner might decide to charge a pound for downloading the games more than five times, for example. Under UK (and I think EU) law if you make unfavourable changes to a contract you have to let the other party opt out. I'd take that to mean a full refund for everything I've purchased but we all know if Steam ended up with a new owner with that mindset they'd make a refund process very difficult.
Nick
The economics of the two are very similar.
How much does Will Wright get paid? How much does Will Smith get paid?
END OF DISCUSSION.
I piss off bigots.
I heard from a friend that you can deactivate steam games and give/sell the codes to people.
Then he gave me a code to the original half-life. :D
I've never done it myself, but it's something to look into.
Oh, and region locking is total BS. I hate that.
It's different though. it doesn't take any more effort to frame a shot with a cheapo camera versus an expensive one, and writing a story is the same for everyone. Independent film has fewer limitations that independent gaming. Advances in game design are technology driven, so you need to have access to the latest software and cutting edge developers in order to harness that. This takes money, so independent games tend to go for simpler designs more reminiscent of older games. However, most gamers want an increasing in the sophistication of game design, which is why I believe that the indie scene has rightfully been largely ignored. Talented people are producing good games, that unfortunately are below standard fare for today in terms of complexity. After all, it took Valve to get Portal off the ground. How much of an impact did narbacular drop make again? I really have yet to see an indie game that seriously pushes game design forward. I have seen many indie films push storytelling and filmmaking forward.
It's a valid question. If Valve goes bankrupt, would a bankruptcy judge allow Valve to deploy their "kill switch"?
In bankruptcy, the creditors are in charge, and I find it likely that the creditors would object.
That said, I love steam and I'm willing to bet that valve will be around for a long time. When I get a new computer, I just install steam, and all my games are right there. No hunting for CDs, and then having the pain of changing multiple CDs mid install, etc. Plus an integrated friends list and achievements. I've never been big on selling my games, so that detriment doesn't affect me much.
If you had super powers, would you use them for good, or for awesome?
I hate moaners. Have a super day.
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and if Valve ever goes out of business, they have already developed and tested a "kill switch" patch for the client, to remove all activation requirements.
What I wonder is: will Valve actually be allowed to do this? Sure, they can free their own products (Half Life, etc), but to "unprotect" games from other publishers that are hosted on Steam seems of dubious legality. I have a hard time imagining EA has agreed to such a thing.
As far as I understand, Valve's part in this bussiness is to copy-protect the games, if they go of ou bussiness, they just stop doing that — protecting the games (using "kill switch"). This has nothing to do with voiding copyrihts or something.
Allowing you to download the product in addition to having the physical disks is a convenience, not a right. Valve doesn't have to offer this...they do so because they are a fairly nice company overall.
Yes, you had a problem, but the only thing you lost was the ability to download that game from Steam. Perhaps Valve's customer service could have been better, but their lack of resolution for the issue doesn't stop you from playing the game. You still have the game you purchased, and it still works just fine.
The main article was about business model convergence. When I go to computer graphics conference like SIGGRAPH the two technology appear to borrow more of each other's ideas. The movie animation house are leverage the cheap and ubiquitous gamer hardware, i.e. GPUs. The gamers are employing more visual and story arts in solidifying their products.
If you have the physical disks, you can install and play any Valve game (or at least anything HL2 or before) in single-player mode without even having an Internet connection.
No online though, which of course was the ONLY reason to buy the damned thing instead of pirating it! And don't I feel great for not just snatching the thing when all I got was the freaking finger from Valve. Of course the pirate version had ALL the single player and multiplayer mods with a really nice installer, so yet again the pirates got a much better experience than me, the guy who actually bought the fucking thing. Between that and all the damned DRM bullshit that the other companies put you through, again giving the pirate the BETTER experience for a whole $0.00, is it any wonder piracy is on the rise?
I don't know about you but frankly I'm getting pretty fucking sick of handing over my hard earned cash and then getting kicked in the nuts for my trouble. It is like that scene in "Time Bandits" where Robin Hood has his men punch the hell out of the peasants so they feel they have "earned" their reward, but we are PAYING for the privilege of getting punched! And meanwhile the pirates just laugh and laugh and laugh as they enjoy their DRM free games that just fucking work. And the game companies are surprised piracy is on the rise? If I treated my customers that way I would be out of business in 90 days or less. Maybe if that happens to a few of the sorry bastards they will remember they actually NEED customers and stop treating us like shit!
ACs don't waste your time replying, your posts are never seen by me.