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Game Companies Face Hard Economic Choices

Hugh Pickens writes "The NY Times reports that the proliferation of free or low-cost games on the Web and for phones limits how high the major game publishers can set prices, so makers are sometimes unable to charge enough to cover the cost of producing titles. The cost of making a game for the previous generation of machines was about $10 million, not including marketing. The cost of a game for the latest consoles is over twice that — $25 million is typical, and it can be much more. Reggie Fils-Aime, chief marketing officer for Nintendo of America, says publishers of games for its Wii console need to sell one million units of a game to turn a profit, but the majority of games, analysts said, sell no more than 150,000 copies. Developers would like to raise prices to cover development costs, but Mike McGarvey, former chief executive of Eidos and now an executive with OnLive, says that consumers have been looking at console games and saying, 'This is too expensive and there are too many choices.' Since makers cannot charge enough or sell enough games to cover the cost of producing most titles, video game makers have to hope for a blockbuster. 'The model as it exists is dying,' says McGarvey." As we discussed recently, OnLive is trying to change that by moving a big portion of the hardware requirements to the cloud. Of course, many doubt that such a task can be accomplished in a way that doesn't severely degrade gameplay, but it now appears that Sony is working on something similar as well.

511 comments

  1. am i missing something? by theheadlessrabbit · · Score: 5, Insightful

    am i missing something, or is the answer to this 'crisis' painfully obvious to everyone?

    stop making these huge, expensive games.
    go back to making small, experimental fun games.

    it seems so simple.

    every game should be a new experience, or at least bring something new to the table. adding a few more polygons, and some better shading algorithms does not make a game more fun.

    --
    -I only code in BASIC.-
    1. Re:am i missing something? by interkin3tic · · Score: 5, Insightful

      stop making these huge, expensive games.
      go back to making small, experimental fun games.

      it seems so simple.

      I agree, you'd think that with the new controller and the lower graphical capabilities, game devs would have thought "well, all we can do with this is make something new and innovative, rather than doing the same thing we did last year with prettier graphics. Spend less money, but put a little more thought into it."

      Most instead went with the tactic of "Lets put out games we already made for older systems with only the control scheme changed.

      When we run out of old games, we'll just

      1. slap something together in 2 hours that will hardly be playable
      2. come up with a silly title like 'ninjabread man'
      3. ??? maybe hope that enough people will accidentally buy our game instead of another game that...
      4. Profit"

      It's not like there's a shortage of good ideas for games on the wii, I honestly don't know why game makers are so resistant to new ideas when their current strategies aren't working.

    2. Re:am i missing something? by Jurily · · Score: 3, Insightful

      I agree, you'd think that with the new controller and the lower graphical capabilities, game devs would have thought "well, all we can do with this is make something new and innovative, rather than doing the same thing we did last year with prettier graphics. Spend less money, but put a little more thought into it."

      I'm sure any dev with half a braincell did.

      The people making the decision, however...

    3. Re:am i missing something? by D-Cypell · · Score: 4, Insightful

      I am not a expert on the process of game development, but it is possible that what you propose would actually be *more* expensive. If the games companies can reuse their research, graphics libraries and game engine software and use it to produce a multitude of similar games that presumably saves money. If they have to re-design, re-draw and re-engineer every title they produce I would think that would be the more expensive option.

      How many sequels to the final fantasy series have their been now?

    4. Re:am i missing something? by Darinbob · · Score: 4, Insightful

      It's the Hollywood blockbuster syndrome. Everyone spends a ton of money on big name titles, and the majority of them lose money or barely break even. A tiny number actually do make money, so people keep trying.

    5. Re:am i missing something? by Anonymous Coward · · Score: 0

      Every Final Fantasy game (except the direct sequel, X-2) has had new, unique art and description for nearly every aspect. Even the chocobos have a unique aspect to them in every game. Final Fantasy is not a series where they borrow from prior games resource wise.

    6. Re:am i missing something? by Anonymous Coward · · Score: 0

      But how many of those final fantasy games have used the same game engine as the previous one? Or the same graphics? They've always redone the whole thing. The concept is the only thing that they've kept similar to previous titles and we keep playing them because each has the familiar concept we love with something new added to it and well made (good atmosphere, etc.).

      However... 25 million to make a game? I am only a student. I've never been in a game company. I admit I have no idea of all the costs involved. Even so... 25 million without marketing costs included? On average? I will not believe that a good and interesting game couldn't be made with a lot less money.

      Hell, as they said, it was less than half of that for previous generation consoles!

    7. Re:am i missing something? by noselasd · · Score: 1

      That's assuming those small games would make a profit.
      Do you have any backup that such small games would sell well enough to turn a profit. (Other than "I like small fun games, so they must sell well !")

    8. Re:am i missing something? by jimicus · · Score: 1

      If they produce every title with graphics, sound effects and music taking full advantage of the console you're probably right.

      Looking at it, the problem seems to be that games studios have set themselves an impossible task - make every game look and sound better than the last. But games have reached a point where achieving this is becoming ever more expensive and the economics are such that producing a console title for mainstream sale which doesn't look like complete arse next to all the others in the shop is virtually impossible unless you've got the resources of someone like EA.

    9. Re:am i missing something? by fractoid · · Score: 4, Funny

      I thought it was more along the lines of:
      1) Woo venture capitalists for funding for a huge, AAA game. Talk lots about the AAA games that make money.
      2) Pay yourself and your friends sh*tloads of money because you're awesomesauce producers working on producing a AAA game.
      3a) Spend all your venture capital on (2), and on flying yourself and friends around the world to industry expos.
      3b) Set crazy deadlines because only 1/3 of your capital is going towards the actual development of the game.
      4) Step back, let the company fold, and leave with your 3 years' worth of executive salary. Blame everyone else for the game's failure.

      I'm still trying to figure out whether 3a or 4 is the '???'.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    10. Re:am i missing something? by BenevolentP · · Score: 2, Insightful

      Yes. No more Fable, Fallout, Final Fantasy, Resident Evil. Who needs big, epic games you can dive into for dozens of hours. Tower defense, world of goo and dwarf fortress should be enough for everybody.

    11. Re:am i missing something? by Anonymous Coward · · Score: 0

      also, development tools purchase model is changing: before developers where paying for the tool chain once, now they pay for each single game released - and the ps3 kit + license + binary signature + sony approval is extremely expensive.

      Also there is a cost involved in "interesting" emergent gameplay. Even stripped of its fancy graphics effects Battlefield Bad Company would have been quite a money hog, just for developing the destructible terrain; GTA4 still has a huge world to be built, need for speed a lot of cars to be licensed...

    12. Re:am i missing something? by Anonymous Coward · · Score: 0

      The real question should be "why does a game cost 25 MILLION DOLLARS?!??!?!?!!?!?1/1!??1?". What am I missing? 25 million dollars (marketing not included) is the equivalent of 500,000 working hours at $50/hour. Let's say a game dev company has 100 employees, that means that the average game takes 1.7 years to come out (except for Duke Nukem Forever). Sounds about right...

      Now, think about it... How many of those 100 (?) employees are actually working for $50/hour? Most of the work is still outsourced to eastern Europe or China where a developer earning $5/hour is rich. Suddenly, 25 million for research and development doesn't sound right anymore...

    13. Re:am i missing something? by KDR_11k · · Score: 1

      Ninjabread Man was a port of a PS2 title that was probably blocked from a US relase by SCEA. It was released in Europe (on the PC as well).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:am i missing something? by KDR_11k · · Score: 1

      Final Fantasy is not an example of reusability, it's being remade pretty much from scratch every time.

      Game engines can be reused between dissimilar games to varying degrees of success. They aren't the main cost in development though, the money mostly goes to the data that gets fed to the engine. Levels, characters, etc. That stuff gets more expensive to make as the graphics get better because every detail on every object costs man hours and those cost money.

      A simple game would require fewer assets to be implemented and as such cut down on the main cause of costs.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    15. Re:am i missing something? by PseudoIdiot · · Score: 1

      stop making huge games? No. Come up with a better model, like the one OnLive is working on? Yes. Even if you don't try a developers title with OnLive, they still get paid. Even if you try 1 title that you even slightly enjoy in a month, the cost of OnLive is as cheap as entertainment gets (with the exception of NetFlix/Gamefly as it would be the same price ;))

    16. Re:am i missing something? by DKlineburg · · Score: 1

      Brilliant!

      --
      Memory is deceptive because it is colored by today's events. - Albert Einstein
    17. Re:am i missing something? by Toonol · · Score: 1

      The designers of Ninjabread man have figured out a way to save money when they later created Ramses II:

      Many critics have called it a carbon copy of Ninjabread Man, due to the identical music, gameplay and level layout, the same basic attacks, and enemies (as well as having most of the same bugs and glitches), because of the use of DDI's GODS engine. (wikipedia)

    18. Re:am i missing something? by KDR_11k · · Score: 1

      That can't be answered without more specifics. Can a well designed small game sell well? Yes, look at the Wii. Will my small game sell well? That depends entirely on what I've made.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    19. Re:am i missing something? by Toonol · · Score: 2, Interesting

      Go by Heinlein's adage that you can track all costs eventually to labor. Figure a game takes three years to develop, and they pay an average salary of $50,000. That's 166 warm bodies. Probably half are artists, modelers, and other creative types; the other half are designers, coders, quality assurance, project managers, and so on. That seems in line with the length of credits I've seen for big-budget games. And remember to figure in $200,000 to get a big-name Hollywood star to spend four hours in the voice recording studio.

    20. Re:am i missing something? by SpecBear · · Score: 1

      And didn't Valve already show that one solution was to charge less for games?

    21. Re:am i missing something? by Toonol · · Score: 4, Insightful

      You know, ChronoTrigger on the SNES had a budget probably 1% of Final Fantasy 12, and yet has just (or more) as epic story and gameplay that you can lose yourself into for many dozens of hours. Gameplay and quality storelines don't require massive budgets for CGI, and inexpensive games don't need to be simple fluff.

    22. Re:am i missing something? by RogueyWon · · Score: 3, Insightful

      The Wii market isn't actually as big as it appears. In reality, it's quite possibly smaller than the 360 and PS3 markets.

      Nintendo did a great job of selling the Wii to non-gamers. They've got a huge installed base out there now and should, in theory, have the kind of market dominance that the PS2 enjoyed last time around. But they don't.

      See, the flip side of selling consoles to non-gamers is that they are... well... non-gamers. If you look at the weekly games sales charts, the only Wii games that really make an impact are Wii Sports, Wii Fit and, to a lesser degree, Mario Kart Wii. All games that are bundled with the Wii console in the most common packages. Elsewhere, the chart is dominated by your Call of Duty games, your Resident Evils, your Maddens and so on. People who actually buy games, as opposed to non-gamers who pick up a Wii and embittered slashdot posters nostalgic for the 80s, do actually tend to make HD graphics and high production values a factor in their purchase.

      Your best chance to sell a game with the Wii is at the point of sale with the console itself. Once this has passed, a large majority of the consoles will sit in a cupboard unused. This was never the case with the PS2, and helped ensure that the PS2 got ports of pretty much everything bar first-party exclusives, despite being the weakest of the consoles around at the time from a technical perspective (and a well known "bit of a bugger to port to"). It's pretty much a three way race in terms of actual games sales (and there are signs that the Wii is really struggling here).

      If you develop for the Wii as your main platform, you're also, by tying yourself into its control system, ensuring that you'll need significant changes to port your games over to other systems, widening the target audience. On the other hand, develop for the 360, PS3 or PC and it's not that hard to get your game onto the other two out of those 3 platforms. If you're going for one of the really big releases, you'll probably be putting out a PS2 port anyway to reach the huge installed base of people there who still haven't upgraded. It's cheap and easy to stick some motion controls onto that for a Wii port.

    23. Re:am i missing something? by Anonymous Coward · · Score: 0

      I'm still trying to figure out why you think it's still 1998.

    24. Re:am i missing something? by Toonol · · Score: 1

      The attach rate for the Wii is better than the PS3.

    25. Re:am i missing something? by iainl · · Score: 1

      The industry's solution to a financial crisis is to stop making the huge, expensive products that people aren't buying and make smaller, cheaper ones instead?

      Why do you hate America?

      The solution is _clearly_ to give billions of dollars to GM, sorry EA, in Government aid.

      --
      "I Know You Are But What Am I?"
    26. Re:am i missing something? by iainl · · Score: 1

      Jesus, man. You can play Dwarf Fortress without diving into it for dozens of hours? I admire your restraint, although I do somewhat worry that you'll still be on your first go in 2011.

      --
      "I Know You Are But What Am I?"
    27. Re:am i missing something? by CronoCloud · · Score: 1

      Not anymore, last numbers I saw from January showed them equal at about 5. Though a couple of years ago, the Wii did lead the PS3 in attach rate what was it 3 to 1.5?

    28. Re:am i missing something? by Anonymous Coward · · Score: 0

      I know its shocking, people don't want to pay 70 bucks for the latest game that looks pretty but is no fun to play. Shame on us for not buying their crap!

    29. Re:am i missing something? by CronoCloud · · Score: 1

      Yes, but you can throw hundreds of hours into FFXII, while CT you can finish, in about 20-30? And they both cost about the same. The massive budget of FFXII did ensure high production values and massive amounts of stuff in the game.

    30. Re:am i missing something? by ivucica · · Score: 1

      [citation needed, seriously, i'm interested as a gamedev]

    31. Re:am i missing something? by ivucica · · Score: 1

      How many sequels to the final fantasy series have their been now?

      ...and are they all THAT much fun?

      Anyways, what's their ROI? Is it worth more to work on something innovative (or semi-innovative) such as World of Goo and earn much, much more than you invested and planned, or is it better to work on FFXV (or whatever, I never liked any FF) and earn just enough to justify FFXVI, so that wheel can continue to go round and round?

      Is it better to work on 502,660th platformer in the world, or is it better to work trying to design a new genre which might sweep the world given proper marketing?

      Of course it's hard to come up with something new, that's why we don't see anything truly new. Which is why the market for new, innovative, smaller games probably isn't saturated.

    32. Re:am i missing something? by Anonymous Coward · · Score: 0

      Valve reuses the engine and much of the art for most of their games, but still manages to produce fun and unique games. Creativity is a result of the right people and the right culture, not a result of throwing a lot of money at the problem.

    33. Re:am i missing something? by Anonymous Coward · · Score: 0

      Perhaps I should elaborate further: I refuse to believe you need 166 people to make a good and interesting game.

      There are a lot of game engines etc. to be reused but companies don't do it because they want to compete by making the best graphics and most realistic physics simulator (which is normally used to practically nothing)...

      I know that somewhat usable game engine can be coded by one decent coder in one year because a friend of mine (a student with little experience) has gotten pretty far in a lot less time. I am sure that two or three guys with graphical talent could make the mandatory stuff in a year. I can't see why a team of 10 people couldn't create a playable game in two years if the concept etc. is interesting and main goal isn't to create graphics that no modern computer can yet run.

    34. Re:am i missing something? by KDR_11k · · Score: 1

      I looked at their game list back when NBM came out for the PC, about half of them are the exact same game with some data changed (you could clearly see the identical HUD and such).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    35. Re:am i missing something? by KDR_11k · · Score: 3, Interesting

      The NPD numbers showed pretty good sales on cross platform titles for the Wii, significantly outperforming the PS3 and about even with the 360 despite usually getting inferior versions. Yes, the Wii doesn't sell twice as many as the 360 as a pure core console would do with the userbase differences but it's also inaccurate to act like nothing ever sells on the Wii. A part of that is that obviously since the expanded market only came on board when they were given new kinds of games they're not going to buy the old kinds of games that failed to attract them the last two generations. The way to succeed is to make a game that these people want, not to blindly do the same thing you've always done and expect it to suddently work when it hasn't worked for over a decade.

      One of Midway's teams actually figured out how to sell games on the Wii. The trick was to figure out the new customer and give him what he wants instead of throwing your hands in the air and going "they're non-gamers, they don't want games!" Obviously they wanted games or they wouldn't have bought a gaming system and obviously they didn't want core games or they would have bought a core game system last gen already.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    36. Re:am i missing something? by Talderas · · Score: 1

      Square is one of the exceptions, however there is a lot that they don't have to significantly redesign. The chocobo, while different in each game (and not always), still all look similar. Essentially the chocobo was created once, then stylized. The same thing with every major archetype with the series, from monsters to summons. That's significant cost savings on the art budget. Sure they still have to design the model, but they don't have to go through the whole new creation process. Instead they can focus on coming up with a new game mechanic system, and story (though they may have been slacking on the story department). Further, they've been modeling their main characters after the current Japanese pop icons. That helps save on the design budget for characters, and is one of the reasons the latest Final Fantasy games (read PS2 releases onward) have not garnered high approvals from me.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    37. Re:am i missing something? by Anonymous Coward · · Score: 0

      Clever was Nintendo that led several developers into believing Non-gamers would seriously buy games.

    38. Re:am i missing something? by commodore64_love · · Score: 4, Interesting

      It's he same dilemma that faces Hollywood.

      Yes they could develop small well-written movies, but they want to reach every idiot in the world, so they dumb-down the plot and boost-up the special defects. The game business has evolved into that same deadend. (sigh). Gaming was so much better in the 1980s when the graphics were primitive, therefore it forced programmers to focus on the fun. We got all kinds of off-the-wall ideas. Same with Hollywood, where you will find better movies in the "experimental" era of the 1920s and 30s.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    39. Re:am i missing something? by commodore64_love · · Score: 1

      What's wrong with that? Some of the greatest games ever made followed the exact-same formula. Like Megaman on the NES and SNES. Or Infocom's interactive fiction games. Or Pac-man (times however many clones). Or Last Ninja. Or Space Channel 5. Or DDR. Or ...

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    40. Re:am i missing something? by commodore64_love · · Score: 0

      In any case the great-grandparent's post, "The Wii market is... smaller than the 360 and PS3 markets," was flat wrong. Typical anti-nintendo fanboy FUD. If the Wii has an attach rate equal to the PS3, and the Wii has outsold the PS3 by 3-to-1, then the market for Wii games is three times LARGER, not smaller.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    41. Re:am i missing something? by Anonymous Coward · · Score: 0

      Don't it's a post from 2006

    42. Re:am i missing something? by Anonymous Coward · · Score: 0

      People who actually buy games ... do actually tend to make HD graphics and high production values a factor in their purchase.

      obviously not enough of them do, or the industry wouldn't be having this "problem". they've been doomed by their own success, like a popular web site that can't afford its hosting costs due to the number of visitors.

      if blockbuster games can't exist, then they can't exist. OH WELL. time to move on, lest we start whining about bitter posters who are nostalgic for the high-polygon count games of the 2000s.

      if enough people really, truly care about a blockbuster game, it will happen no matter what the cost. if they don't, well, worse things have happened in the world than a niche market that got too big collapsing on itself.

    43. Re:am i missing something? by commodore64_love · · Score: 1

      >>>producing a console title for mainstream sale which doesn't look like complete arse next to all the others in the shop...

      IMHO people who judge a game based on how it looks are as stupid as those who date a woman based on the size of her chest. I'd rather play a game that "looks like arse" such as the classic Super Metroid or Mario 64, then something that looks great but is as dull as dirt.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    44. Re:am i missing something? by commodore64_love · · Score: 1

      I knew I should have been a high-paid executive instead of an engineer. It was the "e" part that confused me. And they sounded similar.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    45. Re:am i missing something? by AvitarX · · Score: 1

      I don't know haw small a game you mean, but the 1,000,000 figure to make a profit is wrong IMHO.

      Look at a game like No More Heros, that game was never expected to sell 1,000,000 copies, and is considered a success. It's not hugely epic, but it certainly isn't a puzzle game either. It plays about as long as many games too.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    46. Re:am i missing something? by Hurricane78 · · Score: 1

      I am a game developer, and in my eyes the most successful games platform out there is... Kongregate.
      Seriously. Those games make more fun than the graphical hailstorm of PC and console games with crappy mechanics and non-existant gameplay ideas.
      xkcd said is best, but I don't have the link handy. With the new donation model on Kongregate, I see a bright future for them.
      If only they would allow other platforms than Flash. Small executables for the desktop PC and consoles.
      Of course, there are homebrew channels for every console and on the PC you can do what you like anyway. But it's not far as round, well-working and organized.

      If I could, I would invest in Kongregate. (I'm already investing in myself. :)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    47. Re:am i missing something? by yanos · · Score: 1

      Some developers are stuck in their development model me thinks. You need to sell a million games to turn a profit? You want to rise the price of the games you made? Bullsh*t to that. The last company I work for was making game on the Wii and the PC. We didn't sell millions of copies but still turn a nice profit. And the game was going for 30$ for god sake! Ok so it was more of casual nature, but that's ok, really. You then take some of that money and try to do a more complex, graphic intensive games.

      I agree with your post. A lot of developing house should *greatly reduce* the number of tripple-A-five-years-in-the-making-top-graphics-open-world-online-multiplayer-with-DLC-and-all-those-other-silly-thing.

    48. Re:am i missing something? by KDR_11k · · Score: 1

      But are all those hundreds of hours as much fun as the 20-30 of CT? Or as much as the 30 minutes of Sonic The Hedgehog?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    49. Re:am i missing something? by risom · · Score: 1

      Go by Heinlein's adage that you can track all costs eventually to labor.

      I think Karl Marx said that before Heinlein ;)

      That said, I fully agree with your post. Especially Software Development is even directly mostly labor costs. Makes it even more unplausible why employers often are so cheap with good tools like proper workstations when 1. the costs compared to the costs of the employee using it are insignificant and 2. the employer can maximize productivity of the employees with the right tools of trade.

    50. Re:am i missing something? by MobyDisk · · Score: 1

      As far as I know, only Final Fantasy X-2 is a sequel. All the others are unique games with a unique engine.

    51. Re:am i missing something? by slackbheep · · Score: 1

      I would just like to say that as a young kid (23 now) The games that completely sold me on videogames and sealed my fate were Earthbound and Chrono Trigger. CT stands in my mind as the example of what a truly great game is with an interesting storyline and fairly simple gameplay while FF12 is too boring for words and was the first Final Fantasy of the "core lineup" that I simply refused to play to conclusion.

    52. Re:am i missing something? by ThePhilips · · Score: 2

      One of Midway's teams actually figured out how to sell games on the Wii.

      Thanks for the link.

      For quite some time I was alone who had only very little time to play games and consequently my game library (mainly DS now, many PC games, some Wii ones too) was generally made of games which I can pick play for 15-30 minutes, save progress and move on to home chores/whatever. (e.g. try to find console game which can match 15s load time of Doom3 (that's from double click on desktop's icon to actual game play) and 5s (at any moment of game!) needed to save progress and quit game.)

      It's still beyond me why game industry is so stupid and tries to appeal exclusively to the 12-14yo gamer audience (and those "hardcore gamers" who never grew out of their 12-14 basement times), completely disregard all other ages and other audiences.

      --
      All hope abandon ye who enter here.
    53. Re:am i missing something? by Anonymous Coward · · Score: 0

      The Wii is still out there?

      Honestly, I haven't played mine in months, it sits in a box in the basement. My friends have Wiis as well and they equally don't play them ever.

      The problem with making games for "non-gamers" is it gets nice kitchy attention at first, but then they just put it away, while moderate gamers like me, and more serious gamers like my friends just get bored with the games made for 3 yr olds and go to their other consoles.

      I know I've spent way more time playing NHL'09 on my 360 than I did ANY game [combined] on my Wii. And it's not because NHL'09 has fancy graphics, but more so because it's a really fun game to play. Whereas "wii bowling" or whatever is really boring after the first set or two...

      The only thing I ever play on my GBA or DS are emulators for other consoles.

      Face it, Nintendo makes good platforms, occasionally the fun Mario game, but as a whole the company is totally losing track of gamers, the sort of people willing to stock a shelf with 15 to 20 $50 games.

    54. Re:am i missing something? by KDR_11k · · Score: 1

      1. OnLive will have not insignificant operating costs. They've got to keep at least as much cutting edge hardware at hand to satisfy a good usage load. It's worse when you consider peaks, people coming home from their jobs and all simultaneously deciding they want to play a videogame. The hardware must be capable of coping with that peak because people aren't going to keep the service if they end up with a "all capacities are in use, you have been added to the waiting queue" screen when they want to play games.
      2. Didn't we have enough idiots promising us that thin clients would be the solution to all our upgrading needs throughout the past few decades?
      3. I somehow doubt that everyone will receive an equal share of the subscription fee just for adding a game to the list even if nobody plays it at all. That would just encourage shovelware, trying to maximize your part in the game library with a minimum of effort. Communism cannot be grafted onto capitalism like that.
      4. I doubt the subscription fees of OnLive will be sufficient to completely cover all costs for all developers who put games on the system.
      5. A big problem for gaming is that there simply aren't enough people who care about it to cover the growing costs. New business models won't magically make money appear from nothing, the only way is to get more customers and that currently fails because of the content, not the price. The people who aren't gaming are not scared away by the price, they are scared away by what they get for that money. They don't want the games that are being made, a lower price or different sales model won't change that.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    55. Re:am i missing something? by yanos · · Score: 2, Interesting

      I'm not sure you are right. Sure, you won't find games for non-gamers on the monthly top ten, but that's just because of the more traditional market reaction to new releases. You got quite a lot of people that "can't wait" for your game to come out. Then it's released, those guys rush to the store and buy the game. Good sales the first week or two, then it's stalling to an halt. The casual market is different. You can have a game that sell averagely, but chances are that it would sell that way for months. Big difference here. It's more of a long term thing.

      As I said in a earlier post, the company I was working for last year made some casual games on the Wii, iphone and PC. They didn't show up high on the charts but they are still selling to this day. They made quite a bit of profit with this despite the game selling for 30$. Half the price of a normal game. I think it took 9 months to make, with a team of 4 programmers and 3 artists. Compare that to where I work now, teams of hundred, working on he same game for *years*. You didn't make a profit? No kidding!

      So to me, the old model is slowly fading away, and as a game fan I think it's for the best. We're probably going to see more smaller (and arguably more fun and original) games. We are still be playing bigger titles, but they risk beign more sporadic in release.

    56. Re:am i missing something? by Anonymous Coward · · Score: 0

      The Wii market is in fact really big. And especially attractive to companies with smaller budgets, as typical Wii games cost less than $500.000 to produce.

    57. Re:am i missing something? by BakaHoushi · · Score: 1

      Atlus recently (as in the last few years) produced Persona 3 and Persona 4 on the PS2 and both share what is basically the same engine, but with all new art, style, characters, music, and tweaked gameplay. The PS2 still has a huge player base and as a result, the games did extremely well despite being on a "last gen" console (especially compared to how well they would have likely done had they gone to the PS3 with souped up graphics).

      I hate to be the douchebag talking about how the "invisible hand of the market" will somehow make everything better, but... in this case it might. Good developers will find alternatives, mostly, and the bad ones won't. Or will cut half their staff.

      I'm not saying this is all good for everyone, because it's not, and we'll see plenty of shit games go out and some good games die. But overall, the game industry can't die. Even if it means teams of nerds stripping the code out of old games to make new ones in a basement somewhere just because they can, or if only a few monolith developers remain, games will be around.

    58. Re:am i missing something? by brkello · · Score: 0, Troll

      O'Reily, is that you? You are misquoting the person and then stating they are wrong. The post doesn't strike me as a fanboy at all while yours does. Nintendo has sold a lot of consoles, no need to be so defensive about then anymore.

      --
      Support a great indie game: http://www.abaddon360.com
    59. Re:am i missing something? by fractoid · · Score: 2, Insightful

      Maybe because three months ago I had to leave (due to a desire to support my wife and myself with a stable income) a company that's at step (4)? :/

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    60. Re:am i missing something? by hansamurai · · Score: 1

      I highly doubt Chrono Trigger had 1% the budget of FFXII.

      One source I found said that FFXII had a budget of four billion yen, which in today's dollars is 40 million US dollars. We'll round that up to 50 million dollars just for the sake of inflation and all that.

      1% of 50 million is $500,000. Chrono Trigger was released in 1995 by Squaresoft and was developed by the "Dream Team:" Hironobu Sakaguchi, the creator of Final Fantasy; Akira Toriyama, lead artist for Dragonball and Dragon Quest; Yuuji Horii, another Dragon Quest artist and also CT's original writer; Masato Kato, the lead writer; and composers Yasunori Mitsuda and Nobuo Uematsu, two of the most successful Japanese composers ever.

      I can't find any hard numbers, but I'm guessing in today's dollars, Chrono Trigger had a budget between five million and 25 million. The big names alone cost a lot, not to mention the rest of the crew, which was very big.

      But I still see your point, Chrono Trigger is my favorite game of all time, and FFXII's story is probably my least favorite in a long while, though I did enjoy the gameplay, where you programmed your team on how to act in certain situations.

    61. Re:am i missing something? by kohaku · · Score: 1

      Assuming 2 project managers, that's 164 warm bodies, and 2 cold, dead, unfeeling bastards.
      What do you mean i've got a chip on my shoulder?

    62. Re:am i missing something? by Junks+Jerzey · · Score: 1

      Except a lot of people LIKE big games like Gears of War and Halo 3 and BioShock and Mass Effect and Dawn of War II, just as people like movies that cost, you know, lots of money to make.

      I think you're severely underestimating what it takes to build a game. It's not like EA could just start making bubble-popping games and everyone would be happy. Anything with good art and good music and so on is not going to be cheap.

    63. Re:am i missing something? by Anonymous Coward · · Score: 0

      I'm guessing you haven't gotten the memo... Nintendo's third party software sales exceeded Microsoft's in North America for at least the three month period of November 2008 - January 2009; Nintendo, citing NPD, was able to claim victory in the December 2008 report, and Microsoft stressed their superiority in "life to date" third party software sales in January 2009, rather than their usual claims of monthly victory in that field (and February's responses doesn't point clearly in either direction). No arguments about most of those games being either first party or shovelware either, because third parties as a whole have put very few "first string" efforts on the Wii in the first place. I'll concede we don't have complete data for Europe, but Japan is pretty much a given.

      More importantly, over time, the balance is only going to shift in favour of the Wii. Instead of moving the goalposts again and redefining success to avoid having to develop for the Wii as they have so many times in the past, it's high time third parties faced up to the unfaceuptoable: The Wii is here to stay, and its total market potential for sales has, or is about to decisively exceed the XBox 360's. Allocate resources accordingly.

    64. Re:am i missing something? by brkello · · Score: 1

      You are comparing games from totally different eras...that makes no sense. Really, if someone made a game that looked like ChronoTrigger now...as good as it is, it wouldn't compete very well against modern games.

      --
      Support a great indie game: http://www.abaddon360.com
    65. Re:am i missing something? by Panaflex · · Score: 1

      Facilities & rent, benefits, insurance, lawyers, lawyers, lawyers, executive lamborghini, and a steady stream of vaporized LSD pumped in through the ventilators.

      The first year they just lay there staring at the ceiling. Finally someone yells "OMG. I think it's going to EAT ME!!"

      After that, the game design gets a lot easier. Everybody's pretty much onto the same vision, and you can feel a synergy about the place. Especially when you lick the windows.

      --
      I said no... but I missed and it came out yes.
    66. Re:am i missing something? by geminidomino · · Score: 1

      Apparently "people like you" aren't buying enough big games like Gears and Halo and Bioshock and...

      That's what he's bitching about in the article. "A lot" doesn't necessarily equal "a profitable (enough) market."

    67. Re:am i missing something? by Jurily · · Score: 1

      so they dumb-down the plot and boost-up the special defects.

      Even to the point that it breaks the whole film. Like they did with both Batman movies. People who are supposedly afraid act like zombies?!

      And don't get me started on the exploding boat game. ("Let's vote!" - "OK, who's got a pen and pa-" *BANG*)

    68. Re:am i missing something? by mdwh2 · · Score: 1

      Of course it's true that good graphics alone don't make a game, and that there are plenty of fun and addictive games without good graphics.

      But I sometimes think the idea of good graphics gets an unfair reputation. Think of games as an artform - having good playability as well as good graphics, storyline, music and so on, certainly adds to the whole experience. People appreciate more than pure enjoyment in things such as art and music. Even in a book, people recognise that writing quality is important, and not simply how good the plot is.

      Could a game like Morrowind be as enjoyable as a text adventure? I'm sure it would still be fun in its own way, but when I'm wandering around an alien landscape, I'm appreciating the artwork just as much as anything else.

      I also think that at least some developers are doing something right - the amount of time I can lose to a single game has increased significantly since the 80s (to the extent that I limit myself to as few games as possible, due to the risk of it taking up too much of my life).

    69. Re:am i missing something? by AntmanGX · · Score: 2, Insightful

      You could also throw hundreds of hours into Tetris. Easily. There's little relation between the budget and the amount of gameplay.

    70. Re:am i missing something? by Aceticon · · Score: 1

      I got Resident Evil 4 for the Wii: the game was very well integrated with the Wii controls and a lot of fun to play on it. Graphics quality was not an issue at all - while playing you don't really notice the absence of specular reflections on metal surfaces or whatever is the graphics fetish du jour. I do believe that the Wii version of the game did appear in the top charts at the time.

      However, the problem with the Wii is that most games for it are not games target at late-teens/adults but instead are targeted at 5 year olds. My Wii at home has been gathering dust since Resident Evil 4 and whenever I peruse the shops looking for games (I'm an avid gamer on the PC) I check the Wii section and all I see is cuteish racing/platform games with cartoonish visuals or jerky path-restricted world 3D platform quasi-shoot-them-up games (like Metroid Prime) which seem to have been made for 13 year olds with ADD.

      Where's the Star Wars Jedi Knight style of game for the Wii (no, not the Lego version) with light sabers or a space combat game or a deity simulator or any other of a million styles of gaming which would work really well with a controller you can wave and twist and turn and point?

    71. Re:am i missing something? by tepples · · Score: 2, Informative

      The attach rate for the Wii is better than the PS3.

      Variety says the attach rates are within five percent, but Wii's 2 to 1 lead in hardware sales does tilt the overall sales figure in Wii's favor. But might Sony be using the interactive features of Blu-ray Disc to boost the number of "PLAYSTATION 3 compatible games"?

    72. Re:am i missing something? by tepples · · Score: 1

      and 5s (at any moment of game!) needed to save progress and quit game.

      Would you accept a game that has 5 second save (or backgrounded auto-save) but doesn't allow multiple loads of a given save file?

    73. Re:am i missing something? by Baldrake · · Score: 1

      The problem is that most games are too long. Content creation is where the money is spent. Many games seem to feel the need to provide 100+ hours of play. Give us 10 hours of gameplay and charge less, not more, and the majority of people who never finish today's epic games will come flocking to your door.

      Or the summary -- fewer Oblivions, more Portals.

    74. Re:am i missing something? by tepples · · Score: 1

      And especially attractive to companies with smaller budgets, as typical Wii games cost less than $500.000 to produce.

      True, that's a lot cheaper than the HDTV consoles, but it's still over $400,000 more than a startup has. Which platform should a startup be developing for? Or is it just the wrong decade to start a game studio?

    75. Re:am i missing something? by Anonymous Coward · · Score: 0

      So very true...

      One of my favorite games is nethack. All told, I've probably spent 6 months over 15 years playing variations of hack or nethack.

      My other favorites were the fallout series. Alas, the latest one is boring. Whee, run around and shoot things. Find ammo. Walk around. Except for the higher resolution graphics, it's not any more interesting than the Dungeon Master game I played on an Amiga and Atari ST years ago.

    76. Re:am i missing something? by tepples · · Score: 1

      On the other hand, develop for the 360, PS3 or PC and it's not that hard to get your game onto the other two out of those 3 platforms.

      Even for indies? I thought developers coming from the PC needed a corporation or LLC with a leased office to port even a completed PC game to the Xbox 360 or the PLAYSTATION 3.

    77. Re:am i missing something? by Anonymous Coward · · Score: 0

      Obviously you have no knowledge of the Wii. Developers do not "tie themselves into the control system" in any way, shape or form. You'd be hard pressed to find a Wii title that does NOT offer at least 2 methods of control (Wii motion and traditional joy-pad).

      You're talking out your misinformed a$$.

    78. Re:am i missing something? by ivan256 · · Score: 1

      I bet you're one of those people who like to learn to read all over again every time a new book comes out too.

    79. Re:am i missing something? by CronoCloud · · Score: 2, Interesting

      I do like CT, my username isn't CronoCloud for nothing, but CT is a game of it's time. The amount of characterization in it is limited by the cartridge format. In fact, I think some people look at CT with rose colored glasses. They see characterization where there is actually just enough to get by. FFXII on the other hand is a single player MMORPG. It's for those who liked some parts of FFXI, but found FFXI frustrating in part because of it's MMORPG nature. Frakkin Japanese inspired conformism ruined FFXI for me. That, and the economy of FFXI.

    80. Re:am i missing something? by hairyfeet · · Score: 3, Insightful

      Well, as a fan of the FPS genre how about this: how about we turn down the bling and turn up the fun? Hell, I was just playing Riddick:EFBB and thought to myself "you know, we really don't need graphics any better for this style of game. The characters and environments look good and are immersive, and yet it still runs good on older hardware." yet we still see games going for the uber bling, that automatically cuts a good chunk of the machines out there right out of your customer base, while most importantly not adding a damned thing to your game.

      Let's face it: Deus Ex? FUN. Serious Sam? fun. SoF I&II? fun. These new games are heavyweights on the bling and flyweights on the fun. The AI is crap, the controls usually suck, they are buggy, you get stuck on crap you shouldn't get stuck on, where is the fun? I would be happy to take 2003 era graphics for a no retarded AI, maybe add some Deus Ex "I get to decide how I want to play this" action or some SoF GHOUL "shoot the gun out of the guys hand" or some Red Faction "if I have a fricking rocket launcher I can make my OWN doors, dammit!" but instead we get pisspoor AI, lousy collision detection, cover that either doesn't work when it should or works like an invisible shield,etc. A lot of the new "A list" titles frankly stink. The last 2 I was able to enjoy was FEAR and Bioshock, and while they worked good, they were both still able to play fine on my 5 year old PC. The others like Far Cry 2? Just not fun IMHO.

      If game designers want to know why their expensive as hell games ain't selling, let me count the ways. Too damned high in a dead economy, too much DRM that makes the pirate version safer than the real one(as a PC repairman I have seen what SecuROM+Starforce+Safedisc installed together on one PC can do, and it ain't pretty) and spending WAY too damned many resources on graphical bling bling while spending zero on AI or fun factor. Look, I ain't expecting rocket scientists here. But when your "elite mercs" don't notice the HUGE PILE OF BODIES that once were their buds and just keep tiptoeing through the tulips? Kinda throws the suspension of disbelief. Same thing when I am staring the guy eye to eye from 30 yards of flat ground in broad daylight and he don't even have enough sense to open up on me or duck when he buddy gets dropped.

      So if you ask me why games ain't selling like they used to I would say it is a combo of high price+lack of fun. In this economy I ain't buying a game that the reviews say "looks good, but game play sucks" for $50+, and sadly that is pretty much copypasta from most of the new games I've seen reviewed lately. Maybe when it ends up in the bargain bin like the Sof:Payback I got for $5. But in this economy we just ain't spending $50 for bling bling that is about as much fun as the DMV.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    81. Re:am i missing something? by blahplusplus · · Score: 1

      "The Wii market isn't actually as big as it appears. In reality, it's quite possibly smaller than the 360 and PS3 markets."

      I have qualms with this. The real reason the Wii isn't doing as well as the PS3 and Xbox in terms of games sales is... Developers and publishers were expecting the Gamecube #2 in terms of success and installed base and so focused all their resources towards Xbox 360 and PS3.

      Game developers started planning and developing their games for PS3 and Xbox years in advance and wrote off the Wii as "Gamecube 2", do we not all remember the joke about how the Wii is just two gamecubes stuck together with duct-tape?

      Developers balked at the lack of power for the GC and they were counting on the PS3 to be #1 again with Xbox 360 being #2. So they spent all their development effort towards them. Once the Wii took off developers and publishers were blindsided, and the simple fact is : They didn't commit resources to the platform years in advance.

      Lets not forget that developing games requires years of development, and no one in the developer and publisher community was planning on the Wii being this successful in terms of hardware sales and installed base. The did the math and it didn't add up (then).

      That's the REAL problem. I'd imagine most gamers have two console's today : PS3 + Wii or Xbox 360+ Wii, and the hardcore with all 3.

    82. Re:am i missing something? by snowraver1 · · Score: 1

      Red Faction "if I have a fricking rocket launcher I can make my OWN doors, dammit!"

      I played that game soo much. Awesome game. You bring up a good point though. Why can't I blow up the level using my rocket launcher? It was a great game mechanic; it made every game unique. Red Faction allowed you to blow holes in the floor too to move between levels. There were secret rooms that you could only get at by blowing a hole in the wall first... Great game.

      Red Faction 2 sucked.

      --
      Copyright 2010. All rights reserved. This comment may not be copied in any way including, but not limited to caching.
    83. Re:am i missing something? by CronoCloud · · Score: 1

      Yes, I'm finding FFXII's Boss battles to be much more challenging and exciting than CT's (and CTs' were better than FFVI's). You have to play smarter in FFXII, you can't just power your way past bosses with minimal strategy.

      CT has it's sepia toned 2D charms and I still play it now and again, (working on getting all of the endings in the PSone version), but in many ways FFXII is a better game. Where FFXII fails is in it's music. Part of CT's charms for me is all the memorable music.

    84. Re:am i missing something? by MrAngryForNoReason · · Score: 1

      See what I remember about Red Faction is that the deformable levels were just a gimmick and most of the time there were steel walls beneath the rock stopping you from creating shortcuts between areas. This turned the game into a hunt to find the specific areas that the level designers wanted you to destroy.

      Deformable terrain in games is fun for a while but the inevitable restraints sap the fun from it. These restraints are necessary so you don't destroy the stairs you need to get to the next area and end up stuck in the basement having to reload.

    85. Re:am i missing something? by Jurily · · Score: 1

      This turned the game into a hunt to find the specific areas that the level designers wanted you to destroy.

      They didn't adjust the level design to the new game mechanic. That's not the mechanic's fault. In a game like, say, Stalker, it could be infinite fun. (Killing a bad guy in a house by blowing a wall on them?)

      Or add another game mechanic to counter that, like ammunition shortage. How about dynamically generated levels? Even Diablo had that to a degree.

      Games were fun on the Commodore 64, why can't they be on a freaking Core2?

    86. Re:am i missing something? by Anonymous Coward · · Score: 0

      Yup, you are missing something.

      Us embittered guys from the 80's don't give a crap if game developers make money or not. lol

      So devoting a lot of thought to what they need to do to make money is pretty silly don't you think.

      I mean, after all, they are just games. Imagine if some silicon valley clown tried to patent kick the can ! or charge a million bucks for a high rez 3d image of kids kicking the can ! shiiiiiiii..........

    87. Re:am i missing something? by commodore64_love · · Score: 1

      >>>The post doesn't strike me as a fanboy at all while yours does

      Fail. I don't own a Wii, X360, or PS3 therefore I'm not a fanboy of any of them. And no I did not misquote the original poster. He said, "The Wii market isn't actually as big as it appears. In reality, it's quite possibly smaller than the 360 and PS3 market." If I'm a fanboy of anything, it's being able to catch people in lies/false facts. I love doing that. And this guy got caught posting a false fact.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    88. Re:am i missing something? by Gravatron · · Score: 1

      That's where things like PSN, XBL, XNA, wiiware, etc come into play. Smaller, cheeper games, with smaller, cheeper budgets. Get your game out, build a rep, then earn money (hopefully) to finance your next big thing.

    89. Re:am i missing something? by Anonymous Coward · · Score: 0

      The problem is that the big publishers don't get it. They don't show any signs of doing so soon either.

      Digital distribution of games has shown there is a market for small, simple, fun, not flashy games. Titles like World of Goo, Flower, and anything from PixelJunk, all prove this.

      The other upside of the small experiments is that some will really payoff, and the ideas will be carried forward into other games. You could make the argument that Wolfenstein 3D was certainly an experiment, one that led to the entire FPS genre.

    90. Re:am i missing something? by msormune · · Score: 2, Insightful

      Yeah, if it is so simple then why aren't small experimental games more popular?

      Here's the answer: It's not simple, it's really hard. Everyone thinks they can make a new Tetris if they just put some effort into it.

      Another problem is of course piracy: World of Goo was great, had no DRM and is pretty darn fun and experimental. It still had 90% piracy rate. Guess why? Because a 100 meg game is just too damn easy to download illegally. Not so with a full DVD release.

    91. Re:am i missing something? by Gravatron · · Score: 1

      People keep saying this, but its been what, 2 years since release and even the big developers aren't really showing massive improvements. Its just a continued cop out by nintendo fans to explain their consoles short commings.
      Its not a question of resources, its a question of market demographics. The wii is selling as a partygame/minigame console, not as a platform for major blockbusters. Nintendo can get away with those because their brands are so well known. But for others, the money seems to be comming from enhanced ports, minigame collections, or simple, easy to explain games. The problem is those types of games just don't have the budgets or the team commitments to be mindblowing, and the market is just too finicky and too ADD on the wii to really go after those types of games. If you can't explain how to play in 2 mins, I don't expect the game to sell really well on the wii.

    92. Re:am i missing something? by ShieldW0lf · · Score: 0, Flamebait

      Hey Dad, I want to make games every day and not do anything productive!

      Ok Junior. I'll keep going to work on the farm, and you go play.

      Thanks Dad!

      Ok Junior... I'm old now, and I can't keep working on the farm like I used to. You're going to give up on playing games and go work it.

      Awh... Dad! Can't you just go play with the numbers some more and send some soldiers to steal someone elses food?

      No, sorry. I tried... but it's not working. Half of them are in the same boat as us, and the others keep shooting back...

      But I don't know how to do anything but play games all day!

      Yeah... looks like I made a big mistake...

      --
      -1 Uncomfortable Truth
    93. Re:am i missing something? by ThePhilips · · Score: 1

      and 5s (at any moment of game!) needed to save progress and quit game.

      Would you accept a game that has 5 second save (or backgrounded auto-save) but doesn't allow multiple loads of a given save file?

      Actually in Doom3 the "5 seconds" are for saving and quitting: press F6 (quick save) and type "~" followed by "quit[Enter]". (Starting is even easier: double click Doom3 icon, wait few seconds for game to enter full screen mode and press immediately F9 (quick load): Doom3 would skip into screens and load game immediately.)

      And no, I obviously wouldn't accept game which doesn't allow me to start game from the save two/more times. That's just stupid and senseless limitation.

      --
      All hope abandon ye who enter here.
    94. Re:am i missing something? by MrAngryForNoReason · · Score: 1

      Both Crysis and one of the new Battlefield games allow you to blow up buildings. Driving jeeps through houses in Crysis is a great tactic. But the kind of physics required to model knocking a house down require powerful processors and graphics cards.

      Limited ammo brings back the issue of getting stuck. If you use all of your rockets blowing holes in the wrong walls then you can't progress in the game.

      Don't get me wrong I don't think all games need to be big blockbusters. I have got a lot of fun out of stuff like Spectromancer, Defense Grid and World of Goo and I think smaller games have a definite place in the market. But I wouldn't want the industry to move away from AAA titles entirely as games like Call of Duty 4 and Fable offer something that smaller titles don't.

    95. Re:am i missing something? by CronoCloud · · Score: 2, Interesting

      I just thought of something. In 1995, Chrono Trigger was the pinnacle of 2D RPG technology. It had a HUGE team working on it. It wasn't some kind of garage game but was meant to be a technological and graphical tour de force for the SNES in the same way FFXII was to the PS2.

    96. Re:am i missing something? by Gravatron · · Score: 1

      Its not just an engine you create upfront though, its all the internal toolsets as well. Once all thats in place, all you do is plug in the new levels, art, sound, etc. Is that still expensive? sure, but with a full set of tools, they don't spend so much time trying to make things work and are able to spend more time actually making a game.

      Look at Insomniac for example. They are cranking out a game a year now, Because after resistance 1 they now have all they need to make new ps3 games and get them out quickly. That's got to have an improvement on their bottom line, with less man hours now required per shipping product.

    97. Re:am i missing something? by RogueyWon · · Score: 3, Interesting

      Unlike most of the others who've disagreed with my post (the whiny rant from Millennium above is an absolute classic case of slashdot wounded-pride mentality - predictable and priceless to see it coming from a 4 figure UID - especially when he throws the "fanboy insult in when I haven't even stated a preference between the 360, PS3 or PC) you make an interesting point with a degree of validity.

      I've no doubt that developer expectations did harm the Wii's lineup of titles early on. None of the current gen consoles had a great starting lineup (the PS3 was arguably the best, with Resistance, but that's just picking the best of three bad options). However, the 360 in particular very quickly got a heavily fleshed out lineup, while the Wii... well... didn't. The most substantial additions to its lineup have all been first party titles, which, as in the Cube and N64 generations, have been few, far between and of variable quality (from stellar down to mediocre-verging-on-poor).

      However, the Wii's runaway sales success was apparent very, very quickly after the late-2006 launch. We're now well into 2009, almost two and a half years later. By now, developers should have had time to respond. I know that development times are longer these days, but if developers were really serious about climbing onto the Wii, we would have a huge number of big upcoming Wii releases being previewed and hyped like crazy at the moment (even if they're still 6 months from launch), spanning all genres and target demographics. As it is... well... there's Madworld. There might be one or two others in genres I don't follow. But broadly speaking, it's clear that the big release target systems are still the 360 and PS3.

      Nintendo's advantage was always going to decay in the second half of the cycle. Despite the arrival of the economic downturn, HDTVs are continuing their steady penetration of the home TV market. The technological gap between the Wii and its competitors is going to start becoming more apparent to the average game-player (which is to say, people who don't see themselves as gamers, but do buy and play the odd game). Moreover, the Wii-mote isn't quite the "cool new thing" like it once was. After the hype of the first year or two, there's a growing recognisation that it's basically a fun little gizmo which is good for some types of game and dreadful for others. It's fairly clear now that there are plenty of genres where it won't supplant the more traditional console controller, or the keyboard+mouse combo.

    98. Re:am i missing something? by hemorex · · Score: 1

      The solution will be in tools that provide the appearance of higher production values without costing so much as these bloated dev and content creation teams. Speech synthesis with proper inflection, graphics tools that enable faster creation; THESE will bring production costs in line.

    99. Re:am i missing something? by Anonymous Coward · · Score: 0

      Is that supposed to be funny?

    100. Re:am i missing something? by interkin3tic · · Score: 1

      I'm sure any dev with half a braincell did.

      The people making the decision, however...

      Oops, I didn't mean to malign the wrong person there :-)

      On a tangent, I know from my own research that half a braincell quickly becomes no braincell due to programmed cell death, therefore those devs quickly become the executive types.

    101. Re:am i missing something? by interkin3tic · · Score: 1

      As always, sheildwolf, I have no idea what you're attempting to communicate there.

    102. Re:am i missing something? by KDR_11k · · Score: 1

      I prefer at least having a different story rather than the same one with a different font.

      Seriously, these games are shovelware, they're terribly short (NBM is supposedly 4x as long as the tutorial), they're designed to exploit their themes (playing as Elvis, a harry potter ripoff, a gingerbread ninja, ...) and they were obviously made to produce as many different games to throw on the shelves with a minimum of effort. That a sequel is like the previous game is understandable, that's what a sequel is for but why would one have five differently themed games with exactly the same mechanisms? You could say that's what all popular games are but at least they don't have the same HUD!

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    103. Re:am i missing something? by DarKnyht · · Score: 1

      Hey, I am 30, married now and have a kid. Once I could go home and play the latest Final Fantasy for hours without interruption. Now I am lucky to get 15 minutes of peace. My game choices have changed to reflect this fact.

      World of Goo was great because I could play it for 15 minutes, beat a level or two and walk away. Legend of Zelda: Twilight Princess was great, but difficult because I had to find hours I no longer have to devote to the dungeons.

      Right now I am playing Metroid: Prime and Final Fantasy CC: My Life as King. I am stuck on Metroid because I cannot devote the time to find/reach the next plot point, and I don't want to use a guide to cheat my way there. On the other, I have completed the first playthru (165 days) and am working on 125 on the second one.

      My point is, while I like epic games they no longer really fit in my life. I am sure there are quite a few people my age in the same situation. I can afford to put down $5-20 on a World of Goo (20 or so in 2 years) more often than I can put $60 on a Metroid, and thus I am very selective in my picking of those games (2 in 2 years).

      Games are a hobby and something of a luxury, providing for my family and being with my daughter is a priority.

      P.S. This is not to mention that most of the "Blockbuster" titles (RE, No More Heroes, Mad World, etc.) is not something I think my very young child needs to see and/or hear, and thus it is no longer something I consider for purchase.

      --
      Voting them all out of office, now that's change I can believe in.
    104. Re:am i missing something? by KDR_11k · · Score: 2, Informative

      Yet they are making money and the companies who are keeping track of gamers are not. There are too few core gamers and they have too high expectations which means making games for them is a losing proposition.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    105. Re:am i missing something? by Anonymous Coward · · Score: 0

      Only a handful of FF games re-use an engine. Square-Enix did cut costs by using the Unreal engine on their latest game "The Last Remnant".

      Whoever comes out with a low cost, easy to use, flexible game engine for game developers is going to win in the changing market.

    106. Re:am i missing something? by Anonymous Coward · · Score: 0

      But broadly speaking, it's clear that the big release target systems are still the 360 and PS3.

      and those systems are still losing which just drives home the point that no one cares about big release games except for a small group of people who can't possibly sustain the business on their own.

      it's basically a fun little gizmo which is good for some types of game and dreadful for others

      it's "good" for the types of games that lots and lots of people will pay money for. it's "dreadful" for games that fewer people will pay money for, but unfortunately those games cost $25 million dollars to make.

      it's unsustainable. the blockbuster video game industry is going to die because there aren't enough people who care enough to pay enough to recoup the development costs.

      and will anyone cry about it?

      only the aforementioned hardcore gamers.

    107. Re:am i missing something? by KDR_11k · · Score: 1

      What you describe is pretty much the arcade market. That's what the Wii is aiming with, arcade-like games. However I don't think people are actually pointing at the arcadyness when they say the Wii has no serious games.

      What does mindblowing have to do with it at all? And why is it bad to make a game that you can actually play without a tutorial? Last I checked that was good game design, not boring the player with some forced introduction and instead letting him get to the meat of the game right away, the part he BOUGHT THE GAME FOR. I'd rather have a game that gets going right away than one that requires me to sit through a lengthy lesson on the controls that I could have guessed by myself.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    108. Re:am i missing something? by ivan256 · · Score: 1

      It seems to me that you're contradicting yourself.

      Which do you value? Changing out the content, or changing out the engine?

      Why should the HUD ever change for a series of games with the same mechanics? If the gameplay is good, new content should win over new gameplay every time.

    109. Re:am i missing something? by Anonymous Coward · · Score: 0

      So you are saying I should hook my SNES back up to actually play through that game?

      Very well.

    110. Re:am i missing something? by Dragoness+Eclectic · · Score: 2, Insightful

      I'm a fan of strategy games rather than FPS (I'm too slow and nervous to handle mobs jumping out of the woodwork at me), and I still play Pharaoh/Cleopatra (even Caesar II on occasion). The graphics are SVGA at best, but for a bird's eye view of a city, who needs more? The gameplay continues to fascinate after a decade.

      The Civilization series is much the same, though Civ IV certainly has lots of "teh shiny"--but they also added some interesting extra factors (religion, better diplomacy) and cleaned up some annoying AI behavior that Civ III had. Until Civ IV came along, I thought Civ II was the best, but Civ IV has NPC nations that actually respond well to diplomacy (read: trade goods, don't beat them up), as opposed to just putting off the date of their sneak attack if you're diplomatic (read: pay the Danegeld), which they did in Civ II.

      I tend to stick with a game I like for decades--sometimes I still break out Angband and play it.

      --
      ---dragoness
    111. Re:am i missing something? by KDR_11k · · Score: 1

      When you have no better data the graphics are a reasonable first estimate for the total quality because on average a game has an equal amount of effort put into every aspect, usually a game with good graphics (by that I mean well designed and polished, not technologically superior) will also have effort put into the code quality and game design while a game with badly designed graphics will often have its other components similarily badly designed. Super Metroid and Mario 64 weren't bad looking for their time so pointing at them is dishonest, they're just old, not ugly by design.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    112. Re:am i missing something? by KDR_11k · · Score: 1

      The difference is still fairly small compared to the total cost which would go down massively on a smaller project. Besides, small projects can often use off-the-shelf engines too so that's not a big money saver. A good engine may make content development easier but when you only have maybe 30-40 pieces of content to deal with the time spent on the tools may be greater than the time spent on doing the work by hand.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    113. Re:am i missing something? by PitaBred · · Score: 1

      It's cheap and easy to stick some motion controls onto that for a Wii port.

      And that is exactly why a lot of ports to the Wii flop. Hard. If the controls suck, you won't sell copies of the game. Gamers, your audience, live and die by reviews. It takes a lot of finesse to make a game properly use the motion controls, and if you can't control the game or feel like it doesn't work right, then you won't like it, no matter how pretty it is. Control schemes should NEVER be "tacked on". If they are, you deserve your fate.

    114. Re:am i missing something? by DeskLazer · · Score: 1

      don't forget to place blame on piracy! instead of actually paying devs and setting a realistic deadline.

      I think after 3b is the ???? because your profit comes before the company folds, and then you can blame these things.

    115. Re:am i missing something? by hairyfeet · · Score: 1

      But you are kind of making my point for me: making a REALISTIC depiction of a house being blown down, with perfect particle physics, does require lots of horse. Red Faction didn't have realistic squat. And you know what? It was fun. I could NOT care less if every damned particle behaves like it would in the real world. It is a game, if I wanted perfect realism I'd play paintball. What I want is the fun. What I want is not to be carrying more firepower than Rambo yet get stuck by some wussy door made out of fricking wood. You telling me that my belt fed 50 cal can't even cut down a wood door that looks like it came off a trailer? Lame.

      It is a combo of the game designers/game companies/game reviewers that have gotten into this "must have the most realistic game EVAR!" pissing contest. As a fan and someone who has lots of buds that play the genre I can say without a doubt that most of us don't give a crap about that, especially if it means we have to build an uber PC ever damned year just to keep your lousy game from looking like a fricking slideshow. My PC is a 3.6GHz P4 with a 7600GS OC. There are a LOT of machines out there in that ballpark, specs wise. It play Bioshock and FEAR and most importantly does the work I need it to do without me dropping $1000 on a new PC.

      All this "uber realism" is doing is cutting your market down to a tiny fraction of the PCs out there, when the simple fact is you build the fun and we'll be happy to play even if the graphics are 2003 standards. Because it is a GAME, and we want to have fun playing it! Why do you think the Wii is the #1 console? It sure ain't the graphics. I'm betting because it is fun. So instead of making "realistic splash models" and all that crap, how about just letting me blow up stuff real good? If it makes a big boom I really don't care if the pieces land where they would in real life. And I bet if you talk to most gamers(except for those whose epenis is tied up in a rig that costs more than most folks cars) I bet they'd say the same thing. We are tired of ultra real games that need a supercomputer to get more than 6fps on, and which are about as fun to play with as an excel spreadsheet. Which is probably why me and my friends keep going back to games like Deus Ex, Red Faction, SoF I&II, etc, even though the graphics are dated now. To paraphrase an ex-president "It's about the fun, stupid!" and frankly most of the new games for me go straight into a drawer after one playing, if they don't bore me so bad I don't even bother finishing them. And that just ain't worth $50+ to me, and apparently it ain't worth $50+ to a lot of other folks too.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    116. Re:am i missing something? by scot4875 · · Score: 1

      Your description of Metroid Prime is completely off. If you're looking for something for the Wii to spend your time on, the Metroid series is fantastic. (Yes, I'm slightly biased, as Super Metroid is still probably my all-time favorite game)

      I say this as a gamer with close to 30 years worth of experience who is bored to tears with first person shooters. Metroid Prime/Echoes/Corruption are all top-tier experiences.

      --Jeremy

      --
      Jesus was a liberal
    117. Re:am i missing something? by Anonymous Coward · · Score: 0

      Only 2 project managers? You have obviously never read the credits for an EA game.

    118. Re:am i missing something? by ultranova · · Score: 1

      Deformable terrain in games is fun for a while but the inevitable restraints sap the fun from it. These restraints are necessary so you don't destroy the stairs you need to get to the next area and end up stuck in the basement having to reload.

      Give the player the ability climb most surfaces. It's pretty feasible, given that the player character is almost universally an elite mercenary ninja marine of some sort.

      Or just make the player a Demon God from El-hazard with nuclear blasts and an ability to fly, and bring the collateral damage to truly epic level. Thought I'm sure they'd still put in minibosses that take hundreds of nucular hits to kill...

      Still, wouldn't you love to play Grand Theft: Apocalypse ?-)

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    119. Re:am i missing something? by Remus+Shepherd · · Score: 1

      Eh...not quite true.

      Puzzle games are a different animal. They can use the same puzzle over and over again, with algorithmically generated variations. For Tetris, the algorithm just chooses between 6 blocks and where to start them. Some players are happy with no more than that.

      But most games have 'content' -- pre-generated tasks, events, and challenges. This content has to be created by a human, by hand. (Well, it doesn't have to be, but as games have gotten more complex, very few of them even try to provide algorithmically generated content.)

      So the manpower you put on a game does translate into replayability. And manpower directly correlates with budget.

      What we need is more games with engrossing gameplay and randomly generated maps, enemies, and challenges. The state of game AI isn't quite up to managing that, yet, but it'll get there.

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    120. Re:am i missing something? by Chosen+Reject · · Score: 1

      The problem is those types of games just don't have the budgets or the team commitments to be mindblowing

      Just so there's no confusion: you are making this comment on an article about mindblowing games not being profitable.

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    121. Re:am i missing something? by Brian+Gordon · · Score: 1

      Deus Ex? FUN.

      I am staring the guy eye to eye from 30 yards of flat ground in broad daylight and he don't even have enough sense to open up on me

      I agree that all these flashy games are no fun at all, but I'm fine with other people blowing their money on them because they're raising the bar for computer graphics. Yes it's completely cost-infeasible and they'll run themselves into the ground but we have a long way to go to total realism, which I badly want to see in my lifetime.

    122. Re:am i missing something? by shutdown+-p+now · · Score: 1

      Of the recent example of the "no bling but lots of fun" variety, I strongly recommend that you have a look at Left 4 Dead. It's not particularly innovative on the whole, though there are certainly a few nice touches, but sum is so much more than its parts...

    123. Re:am i missing something? by Chosen+Reject · · Score: 1

      However, the Wii's runaway sales success was apparent very, very quickly after the late-2006 launch.

      Hindsight is always 20/20, and it wasn't that apparent. Go back and look and you will find people who doubted that the Wii's sales would last as long as it has. In fact, just 4 months ago some were saying it would stop, but the sales look like they're keeping pace with last year. If I bothered to, I'm certain I could find more articles, comments, threads, and the like all saying that Wii couldn't possibly maintain its sales. In fact, every article that shows shock/excitement over its sales is validation that people were not expecting it to do as well as it has.

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    124. Re:am i missing something? by Anonymous Coward · · Score: 0

      So you're more of an ass man then?

    125. Re:am i missing something? by ElleyKitten · · Score: 2, Informative

      Yes, I'm finding FFXII's Boss battles to be much more challenging and exciting than CT's (and CTs' were better than FFVI's). You have to play smarter in FFXII, you can't just power your way past bosses with minimal strategy.

      I could not disagree more. In FFXII, you set up your gambits with basic strategies, like heal your friends, and then you walk towards monsters and your characters automatically kill them, with no more input from you. You do that enough times, and then you can walk up to a boss and watch your characters kill it. I didn't get to the end of the game, the last place I remember going through was the Feywood, but the battle system seemed basically non-existent to me. And the storyline started out really well, and then started to just consist of 10 minute cut-scenes that said you had to walk to the other side of the map, and here's some bullshit about why you can't take a boat/airship. I got bored and gave up.

      The only regular RPGs I've played that required real strategy and not just leveling up have been the Valkyrie Profile series. In the first VP, I met a boss that was crazy hard, went away and leveled up a bunch, and still got killed just as easily. Went online, found out the recommended level level him was 10 levels below me, wtf? But my problem was that I had the skills on my characters set up all wrong, and my strategy sucked as. Then I play VP2, and almost got my ass handed to me in the first dungeon because I didn't take the time to learn the battle system or think about what I was doing. Both of them have an excellent story, btw.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    126. Re:am i missing something? by BenoitRen · · Score: 1

      That third-party titles for the Wii don't sell well is a myth:

      Sega's Mario & Sonic at the Olympic Games - 6.93 million
      Sega's Sonic and the Secret Rings - 2.02 million
      Activision's Guitar Hero III: Legends of Rock - 4.10 million
      Activision's Guitar Hero: World Tour - 2.63 million
      Global Star's Carnival Games - 3.19 million
      LucasArts' Lego Star Wars: The Complete Saga - 2.24 million
      LucasArts' Lego Indiana Jones: The Original Adventures - 1.13 million
      LucasArts' Star Wars: The Force Unleashed - 1.21 million
      Midway's Game Party - 1.94 million
      Hudson's Deca Sports - 1.72 million
      Capcom's Resident Evil 4: Wii Edition - 1.66 million
      Capcom's Resident Evil: The Umbrella Chronicles 1.26 million
      Ubisoft's Rayman Raving Rabbids - 1.5 million
      Ubisoft's Rayman Raving Rabbids 2 - 1.62 million
      Ubisoft's Rayman Raving Rabbids: TV Party - 1.28 million
      Ubisoft's Red Steel - 1.09 million
      Ubisoft's Shaun White Snowboarding: Road Trip - 1.03 million
      EA's MySims - 1.42 million
      EA's Rock Band - 1.28 million
      EA's Smarty Pants - 1.23 million
      Disney's High School Musical: Sing It! - 1.38 million
      Namco Bandai's We Ski - 1.33 million
      THQ's Big Beach Sports - 1.17 million
      Majesco's Cooking Mama: Cook Off - 1.10 million

      Even more numbers:
      http://platformers.net/2009/02/npd-january-2009-life-to-date-numbers/

    127. Re:am i missing something? by Anonymous Coward · · Score: 0

      How did they sustain a multi-billion dollar industry for so long? Or did that not exist in your insane fanboy world until 2006?

    128. Re:am i missing something? by amoeba1911 · · Score: 1

      Hollywood blockbusters almost always lose money, even the big movies everyone saw. Forrest Gump is an example with net loss of $60 million. This is not because they are not breaking even, this is because it's really just a creative accounting scam.

    129. Re:am i missing something? by Anonymous Coward · · Score: 0

      Skip step one and you have ION Storm :D

    130. Re:am i missing something? by metamatic · · Score: 1

      You are totally wrong about Metroid Prime. Given that you liked RE:4, I'm betting you'd love Metroid Prime.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    131. Re:am i missing something? by DigitalCrackPipe · · Score: 1

      If it costs 25M to port an old game to the new system, they're doing something wrong.

      On the other hand, maybe they're not porting the right games to the Wii - I had to buy gamecube controllers and some used games to get my multiplayer-shooter-on-the-same-screen fix.

    132. Re:am i missing something? by Anonymous Coward · · Score: 0

      Inflation.

    133. Re:am i missing something? by mpeskett · · Score: 1

      I got Deus Ex after seeing something describing the amount of choice/freedom in the game, and how much you could change the flow (if not the ending) of the story if you tried hard enough...

      Then, after making my way through some strange problems, (hypersensitive controls mainly - most likely caused by the age of the thing... got them fixed eventually) I got the game running and the first level was immensely frustrating.

      Maybe I just sucked at it, but to my mind it wasn't made even close to clear enough where exactly I ought to be going, and the bad guys were just annoying... always knew I was behind them when I tried to attack stealthily, and once I'd used my 6 bullets I was essentially reduced to ducking around in the shadows with a crowbar, hoping not to be seen.

      I was disappointed...

    134. Re:am i missing something? by hairyfeet · · Score: 1

      You chose the wrong weapon at the front. At the start of the game your brother will offer you a choice of the crossbow or the big gun, don't choose the big gun. If you choose the crossbow and then look around the level(especially on the ground level as well as under the dock where you first start) you will find upgrade packs that can be used on your weapons. You use them on your crossbow if you don't want to go Rambo. Do that and pretty soon(I had mine working decently before I assaulted the tower) you will be dropping them with quiet death.

      Plus it is pretty damned funny to watch them try to run when you nail them with a sleeping dart before eating the ground. You might also want to try "No One Lives Forever" 1&2 if you like a good sneak. Those games also are great for the sneaky, and have some pretty damned funny dialog as well. Where else are you going to find a game where a NPC tries to sell a bad guy a monkey, or where two female henchmen talk about making sure one's boyfriend stays loyal by poisoning him daily and refusing to give him the antidote until he comes home?

      But with Deus Ex whether you are going to go Rambo or stealth through that first level really depends on the choice your brother gives you. There is also a LOT of loot you can find before you ever reach the tower if you search around. These will make the first level a LOT easier to deal with. After you beat the first level you can then begin tailoring your characters cybernetics to the playing style you wish to use. Give it another try and choose the crossbow and search around before going near the tower. I bet it will play differently if you do.

      Which is of course why that game was fun, as I can do the whole "sneaking death" bit that I enjoy and my oldest can go Rambo and rack up the carnage like he likes. But if you want to sneak check out that first level before the tower closely, as well as searching the bodies for loot. With those sleeping darts you can drop them in one shot, and as long as you don't drop them next to their buddies you can clean the place out without anyone knowing you were there.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    135. Re:am i missing something? by tepples · · Score: 1

      That's where things like PSN, XBL, XNA, wiiware, etc come into play. Smaller, cheeper games, with smaller, cheeper budgets.

      But these environments still need an office for the developer to even be considered. Take Nintendo's requirements for example: "We require that companies are working from secure business offices. Home offices are not considered secure locations." That excludes a lot of indie developers working on their first title so that they can even afford an office.

    136. Re:am i missing something? by NeoStrider_BZK · · Score: 1

      Becouse this is a new challege and game developers usually are frightned from it. I was part of the GlobalGameJam 2009 and was hell of scared of what I would have to create. And the theme was really a nightmare to work with. In the end, we managed to create in mere 48 hours on of the most fun and addictive games I ever created in the last 15 years of indie game development. Well, maybe the gamedev are willing to try, but the suits who control the company doesnt allow them...

    137. Re:am i missing something? by PingPongBoy · · Score: 1

      >Most instead went with the tactic of "Lets put out games we already made for older systems with only the control scheme changed.

      Reality rears its cute head though - people are buying the games, or else they wouldn't be made. If someone buys a new system, but couldn't find an old game that would work (even if the old system was at a buddy's place), they just might not consider the next new system.

      I do find games to be difficult to play because of the unnatural controls. Prodding a few buttons to move a two dimensional image isn't as rewarding as it seems after a few minutes of diversion. There isn't that much adrenalin in a simulated world, is there? There are better controllers under development, and I am patient enough to wait for them.

      The game market should be left to developers that can make profitable games. Crap games don't deserve any attention. This is the reality of the economy today. We face our frailties and try to do better. The old way of borrowing and hoping the easy opportunity of earning the easily purchased rewards is over.

      --
      Know your pads. One time pad: good for cryptography. Two timing pad: where to take your mistress.
    138. Re:am i missing something? by ookaze · · Score: 1

      It's cool because your post clearly puts out nearly every real reason why all these publishers are taking heavy losses, and what's wrong with them.

      The Wii market isn't actually as big as it appears. In reality, it's quite possibly smaller than the 360 and PS3 markets.

      Nintendo did a great job of selling the Wii to non-gamers. They've got a huge installed base out there now and should, in theory, have the kind of market dominance that the PS2 enjoyed last time around. But they don't.

      And it begins... Some people stil have not recovered from the shock of the Wii's success it seems. Actually, what isn't as big as it appears is the HD consoles market. People in the game industry are so desperate, that they try to put the HD consoles together and try to beleive they have a market as big as the Wii, but this is not the case at all.
      The Wii market is actually bigger than it appears. As this article is centered around the USA, let's stay there. No need to talk about the two other big markets, where the Wii just obliterates its HD competition (Japan), or put them to shame (Europe).
      USA is less clear, with the year headstart of XB360 alone on the market. The Wii flew past the XB360 in installed base. Cognitive dissonance impose to the people shocked by this to say that the Wii market is not as big as it seems because of non-gamers. But NPD, the very company that puts the USA games sales every month for the USA and Canada, said explicitely that the Wii is selling more games than the HD consoles since early last year.
      Then MS retaliated by saying that 3rd parties still sold most on their console. Yet, NPD also revealed explicitely that the Wii sells more 3rd parties than the HD ones since november 2008. And it consistently does since then, despite blockbusters going out for the HD consoles, and nothing new for the Wii.
      Actually, the growth seen in the games industry is entirely thanks to the Wii console and its market, with unprecedented hardware sales and software sales.
      If someone actually believes (and not wishful thinking) that the Wii market is lower than it seems despite obliterating its competitors in the USA, it only contradicts their point that non-gamers don't buy games : they would have to buy far more games for the WIi than gamers for HD consoles.

      The "PS2 market dominance" bitter people are talking about, that the Wii lack, is only the 3rd parties support. The Wii is dominating even better than the PS2. The PS2 was first to market among the 3 staying competitors, and rode on PS1 success. The Wii is dominating more than the PS2 was despite no correct support from 3rd parties, and not being first to market among the 3 competitors.

      See, the flip side of selling consoles to non-gamers is that they are... well... non-gamers. If you look at the weekly games sales charts, the only Wii games that really make an impact are Wii Sports, Wii Fit and, to a lesser degree, Mario Kart Wii. All games that are bundled with the Wii console in the most common packages. Elsewhere, the chart is dominated by your Call of Duty games, your Resident Evils, your Maddens and so on.

      It was apparent you didn't know what you are talking about, and this sets it. Wii Fit and Mario Kart Wii are not bundled with the Wii in any common package.
      Especially these two games that come with peripherals. Only Wii Sports is bundled with the console.
      It's funny also that you manage to mistake the NPD top 10 with "weekly games sales charts". Actually, the weekly games sales charts show thme full of Wii games, even 3rd party ones despite them being of lower quality. Because if the 1st party games cited sell more than 10 millions units each, it's just because they're the best games on the console, those with the most effort put into them, on the best selling console with the bigger market.
      If the Wii games you magically forgot about, like Guitar Hero, Tiger Woods, ... sell more on the Wii, there's a reason.

    139. Re:am i missing something? by ookaze · · Score: 1

      Nintendo's advantage was always going to decay in the second half of the cycle. Despite the arrival of the economic downturn, HDTVs are continuing their steady penetration of the home TV market.

      Which Nintendo's advantage are you talking about? Given its sales growth, the Wii has not yet entered its second half of the cycle.
      People were touting how the XB360 didn't have a price drop 18 months after its release. Yet, the Wii is nearly 2.5 years old and still has not seen one single price drop. So they still have the advantage of price drop, colors and redesign. You can add the new control scheme. What exactly is decaying?
      It's funny you talk about HDTV. These are old rehashed stupid debunked arguments from 2005 though. You believe people buy HDTV because of HD?
      Whatever, but the Wii, despite the arrival of the economic downturn, is posting huge sales in february, sales that the other consoles usually get in november only, the highest month for sales behind december. It was above 700k consoles sold in the USA alone this february. Despite the economic downturn, that stupid analysts, who once again show how clueless they are about Nintendo's strategy, said was going to be hit harder by this economic downturn.

      The technological gap between the Wii and its competitors is going to start becoming more apparent to the average game-player (which is to say, people who don't see themselves as gamers, but do buy and play the odd game).

      Still the same silly argument. A console is not in the technology business, it's in the entertainment business. Just like movies.
      If people don't care about your games, HD will not make them care more. People don't care about the technological gap, they care about the entertainment value.
      A SD movie looks better for most people than any HD game. Same for a HD game versus a SD one. People just don't care, and rightly so, as it's not what's important.

      Moreover, the Wii-mote isn't quite the "cool new thing" like it once was. After the hype of the first year or two, there's a growing recognisation that it's basically a fun little gizmo which is good for some types of game and dreadful for others. It's fairly clear now that there are plenty of genres where it won't supplant the more traditional console controller, or the keyboard+mouse combo.

      LOL, it's a fad amirite?
      That's why it sold 700k in february 2009 in the USA alone? That's why it sells more than any other home consoles worldwide every month?
      The guys that publish those genres that don't translate well to motion control, or rather to the Wii controller, should go to task quickly to find some gameplay that does, unless they want to die with their genre. Keyboard + mouse now? This is getting pathetic really. We're talking consoles, things you play in your living room with others, not closed in your dorm room in front of a computer.

    140. Re:am i missing something? by Phoghat · · Score: 1

      The games industry is surpassing the movie industry in profits. Games often cost $60 and above for price of admission. Blockbuster movies cost $100-200 million. Price of admission ~ $10 . Do you see a trend here?

      --
      Think of how stupid the average person is, and realize half of them are stupider than that.
    141. Re:am i missing something? by Krakhan · · Score: 1

      You definitely don't know what you're talking about if you think the Metroid series consists of path restricted linear games.

    142. Re:am i missing something? by Krakhan · · Score: 1

      Then how do you explain the success of Mega Man 9?

    143. Re:am i missing something? by default+luser · · Score: 1

      I agree, the freedom to load and save whenever I want is why I play PC games. I can get immersed for hours, or duck-in for 20 minutes - either way, I'm under no pressure to reach a save point.

      I make some exceptions for this: I recently bought HAWX, even though you can't save during a mission. But the missions are short, so I don't feel so bad if I have to quit. Still, in four days, I've already had two missions interrupted by real-life, and had to re-fly them; a single-use quick save/restore system would be prefect for this.

      I don't understand why console game designers are so against the idea of a quicksave. When I first played Defenders of Oasis on my Game Gear in the early 90s, I was amazed to find that the game saved my progress constantly and automatically (a welcome feature, since it ate through batteries in 2 hours). I could put the game down anytime, and loved it, but this never made the transistion to regular consoles. Okay, so it makes the game less difficult - make it OPTIONAL, and only turn it off automatically if the user selects the highest difficulty level. What's so wrong with this?

      Autosave/quicksave is the only way I can enjoy immersive titles these days; I'm not playing games for the difficulty/stress (I get enough of that in real-life), I'm playing for the STORY and FUN. Unfortunately, anything I play these days that has an immersive storyline, I need to be able to drop at a moment's notice.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    144. Re:am i missing something? by KDR_11k · · Score: 1

      Game development costs were lower last gen, the summary here already states we're looking at an increase from 10 million dollars per game to 25. Means the average sales have to go up 150% to make up for the increased expenses in order to sustain the industry.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    145. Re:am i missing something? by commodore64_love · · Score: 1

      >>>When you have no better data the graphics are a reasonable first estimate for the total quality because on average a game has an equal amount of effort put into every aspect,
      >>>

      Bull. The Nippon Ichi games are among the best RPGs ever made, but they "look like arse" due to their decision to use 2D sprites. Another game that unfairly suffered criticism was XIII (13) because it used comic-style graphics. Ditto Zelda the Wind Waker. Ditto Eternal Darkness and Ico and Colossus (supposedly they all had bad texturing).

      Gamers put way too much stock in how a game looks, and if it looks even slightly inferior they pile tons of criticism on it, even if it's garnered 10-star reviews for play quality. In most cases graphics is the least-important thing about a game.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    146. Re:am i missing something? by Gizzmonic · · Score: 1

      Pick up Madworld, No More Heroes, The Conduit, or Target Toss Pro: Bags, ya hump!

      --
      (-1, Raw and Uncut is the only way to read)
    147. Re:am i missing something? by brkello · · Score: 1

      Yes, you did misquote him. You did not include the whole middle part of this quote which changes the meaning of his statement. You then go on to refute your statement rather than his.

      How does not owning any of the next gen consoles prove that you aren't a fanboy? This site is obviously biased towards certain companies. His post seemed neutral, yours seemed to be biased.

      I am similar to you in that I enjoy to point out flaws in people's posts (particularly those that are modded up only because they agree with the Slashdot groupthink instead of being true). I take hits in my karma sometimes because I refuse to just go along with everyone else's opinion when I don't think it is well reasoned or true. Unfortunately, people don't understand modding someone down because you don't agree with them isn't actually how this is supposed to work, but meh...there are still enough level headed people out there to mod you up if you make a good point even if it isn't a pro-Nintendo/Apple/Linux post.

      --
      Support a great indie game: http://www.abaddon360.com
    148. Re:am i missing something? by mpeskett · · Score: 1

      I think I took the sniper rifle... on the basis that taking all the fuckers out from a distance would make things easier. Maybe sniping is best left until after putting some more points into that skill... or until you're on a map with some godforsaken ammo for it.

      May well give it another go some time, it's on the to-do list alongside an ever-increasingly large stack of of other games/films
      (download speed > consumption speed)

    149. Re:am i missing something? by KDR_11k · · Score: 1

      I'd counter that with a list of games that look like ass and play like it too but that list would be so long I'd be unable to compile it. How you think XIII, WindWaker, ED, Ico or SOTC belong on the list is completely beyond me. You haven't seen bad graphics if you think those are examples. I'm talking about the no-effort slapped together garbage that populates 90% (approximation using Sturgeon) of the retail shelves. Stuff like the various Petz games, almost the entire catalog of Midas Interactive, Data Design Interactive and Neko Entertainment. Yes, those have a small number of games that are worth it but they have so much garbage that it's better to ignore them by default and only look at the ones you hear good things about. The overwhelming majority of games that look like ass do so because the developer is incompetent or just didn't care and put a similar effort into all other parts of the game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    150. Re:am i missing something? by hairyfeet · · Score: 1

      The sniper rifle is frankly useless until it has been upgraded 3 or 4 times, while the crossbow is useful right out of the box. If you want to do the whole "sneaking death" bit use the crossbow(and be sure to check out the level INCLUDING under the dock in the water BEFORE you assault the tower) and spend any upgrades you find on the first level on it. I have found you should ALWAYS have the crossbow in your inventory if you want to sneak. The ammo is plentiful and if you stick to the shadows and use the sleeping or poison darts you can drop them from a good distance as it doesn't matter where they hit. If you use the standard steel arrows you will HAVE to take head shots, as anything else will simply set off the alert.

      Now once you get off the first level you can begin tweaking your cybernetics to give you a sneaking advantage. BTW there is a bug when you first start the game that will give you a free upgrade. The pistol skill will be set to 1, set it to 0 and use its upgrade on another ability. When you start the game you will see the pistol is back at one and you still have your other ability upgrade. Use the upgrade on stealth or hacking skills to give you an advantage sneaking on the first level.

      I hope this helps. Deus Ex really is one of the greats, but you really have to choose wisely and search well on that first level. After that first level it is MUCH easier to tailor your playing style on the game. For me, I bumped up hacking, small arms(so I can have an ultra accurate crossbow) and stealth abilities so I could bring sneaking death to my enemies. But it really does give you a LOT of choices, more like an RPG than FPS in that respect. Truly a great game and worth you giving it a second shot. But I would avoid the sniper rifle until I had upgraded my stats and the crossbow/pistol. BTW, if you look around and collect lots of cash you can go to the UNATCO base and a soldier there will sell you a scope for the small arms which works on the crossbow. Kinda kills the point of the sniper rifle, as finding ammo for the rifle is a royal bitch as you found. Meanwhile the crossbow will be quite plentiful if you search bodies. You can often even recover the dart you fired in the first place. Give it another try-you'll be glad you did.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    151. Re:am i missing something? by mpeskett · · Score: 1

      Heh... and there I was thinking "The hell... crossbow? Why in satan's glorious name would I want a crossbow?"

      Well, I'll get around to another go eventually (I'm not kidding about that to-do list, if I put all those films on a playlist and just let them run end-to-end, then played through each game as fast as possible and without any breaks, just tried to burn through it all as fast as can humanly be done, even then I'd still be at it a week from now)

    152. Re:am i missing something? by Anonymous Coward · · Score: 0

      am i missing something, or is the answer to this 'crisis' painfully obvious to everyone?

      stop making these huge, expensive games.
      go back to making small, experimental fun games.

      it seems so simple.

      Simpler than forming the GIAA -- you gotta be kidding!

      That's where the real money is.

    153. Re:am i missing something? by Paranatural · · Score: 1

      Pharoah/Cleopatra is a highly underrated game. I had high hopes for Children Of The Nile but it just wasn't as fun. They took a macro approach that made things less interesting.

  2. This is easy to fix: by B1oodAnge1 · · Score: 2, Funny

    Only make good games.

    I could easily predict what titles will only sell a few hundred thousand copies just by reading design proposals.
    Where can I sign up to be paid for this cost cutting service?

    --
    RUGBYRUGBYRUGBY
    1. Re:This is easy to fix: by interkin3tic · · Score: 5, Insightful

      Exactly

      Reggie Fils-Aime, chief marketing officer for Nintendo of America, says publishers of games for its Wii console need to sell one million units of a game to turn a profit, but the majority of games, analysts said, sell no more than 150,000 copies.

      That's because the majority of wii games are shit that SHOULDN'T turn a profit. Why people aren't changing that I don't know. It seems to me that if you put out a crappy game for the wii and it sells crappy, that might tell you something.

      (Hint: put out a good game for the wii for good sales)

    2. Re:This is easy to fix: by iocat · · Score: 1

      Here's a simple formula almost every publisher uses. For every $1MM of development budget, I need to sell ~100K units to break even. (This assumes normal cost of goods, 20 - 30% of the dev budget spent on marketing, etc.) So, if you're pitching at $10MM game, you better expect to sell a million units. But few Wii games especially have bdugets anywhere close to that. OnLive doesn't fix this model, anyway, although I guess it lowers COGs.

      --

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

    3. Re:This is easy to fix: by dword · · Score: 1

      Of course they don't make profits! Those pesky pirates keep cracking their DRM and distributing the games online for free... If it wasn't for them, every single game would become a best-seller and hundreds of millions of people would buy it instantly, because all the games that cost around 25 mil must be really good! It's one of the basic principles of economics: if you want something good, you have to pay the price, so, if we put in a lot of money in a game, it's pretty clear that the more money we push into a game, the better it will sell! It's the same like it is with the banks: more loans lead to a better economy.

      These are things that everybody knows about economy!

    4. Re:This is easy to fix: by Goffee71 · · Score: 1

      Crappy shovelware games do not cost $10m to produce, therefore they only have to sell a small number to break even, I think this $10m figure is in reference to higher-production value "AAA" titles and if you follow the Hollywood model for that you want one smash hit out of four!

      --
      If he's the Walrus then can I be a penguin please?
    5. Re:This is easy to fix: by Anonymous Coward · · Score: 0

      So my brother bought a game a while back but he wasn't able to play it because a DRM program locked him out of his own 30 dollar game. So my question is, was he really sold a game or DRM? And why was it advertised as a game?

    6. Re:This is easy to fix: by Hognoxious · · Score: 1

      For every $1MM of development budget

      Mixing Roman and Arabic numbers is very confusing.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    7. Re:This is easy to fix: by kick6 · · Score: 1

      I could easily predict what titles will only sell a few hundred thousand copies just by reading design proposals.

      What special ability do you possess that makes you more capable of doing this than the people design studios have already hired? There's no gaurantees just from reading a design proposal that people will like your game.

    8. Re:This is easy to fix: by hal2814 · · Score: 1

      "That's because the majority of wii games are shit that SHOULDN'T turn a profit."

      Hey, lay off or the Ninjabread Man will kick your ass!

      On a more serious note, that's true of every single video game console ever made. The crap to good ratio is always excessively large.

    9. Re:This is easy to fix: by interkin3tic · · Score: 1

      Of course they don't make profits! Those pesky pirates keep cracking their DRM and distributing the games online for free...

      Damnit man! Don't say that, they'll hear you and start saying it with a straight face about wii games! This is how the whole "Used game sales basically steal from game developers" thing got started: a joke on /.!!!

    10. Re:This is easy to fix: by B1oodAnge1 · · Score: 1

      What special ability do you possess that makes you more capable of doing this than the people design studios have already hired?

      Apparently the people they have are out of touch with their customer base, since they are failing at their job.

      There's no gaurantees just from reading a design proposal that people will like your game.

      That's correct, but you failed to notice I don't claim to be able to tell what games will be blockbusters, only what games should never even be started.
      I can surely tell you what games *won't* sell by looking at a design proposal and the history of the people planning to make the game.

      --
      RUGBYRUGBYRUGBY
    11. Re:This is easy to fix: by servognome · · Score: 1

      Only make good games.

      I could easily predict what titles will only sell a few hundred thousand copies just by reading design proposals.
      Where can I sign up to be paid for this cost cutting service?

      You're more likely to make a profit by spending $1000 producing a crappy game; then tag on Star Wars, Pokemon, Mario, or "Hot new Movie of the Month" to the title

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  3. $25 million? by OverlordQ · · Score: 4, Informative

    It takes $25 million to take the exact same game, shine it up a bit and put a new cover on it and expect people to shell out $60 for it?

    Maybe spend some of that on coming up with something new.

    --
    Your hair look like poop, Bob! - Wanker.
    1. Re:$25 million? by the_humeister · · Score: 1

      No kidding. No wonder games with such a production budget needs to sell a million copies to break even. On the other hand, I picked up Chicken Shoot for the Wii a few months back. It's not exactly the best game out there, but I can guarantee that the production budget for that game was way less than $25 million (I'd peg it at $50k at most) and the game certainly doesn't need to sell a million copies to break even.

    2. Re:$25 million? by KDR_11k · · Score: 1

      Coming up with something new is easy. Coming up with something new that works is harder. A publisher stuck in the blockbuster mindset would see it as a big risk because it could ruin a game completely without any chance to recover. What Iwata described in his GDC keynote was that they do prototyping, tons of it and it's completely unpredictable how long that will take. No wonder that publishers are unwilling to fund that, not knowing when a given project will start turning a profit is going to be pretty nerve wracking for a businessman. Of course if they were willing to accept that uncertainity they'd probably find the process to be more effective at finding cost efficient game designs that then sell millions. Not going to happen, they're probably just going to keep running into the same wall, incapable of properly influencing the variables that determine success or failure. Of course when you invest money into a project that at best will only return 2-3 times what you invested and most likely won't break even that's a bigger risk than throwing smaller amounts of money into projects that have a potential payoff of 20-30 times the investment even if their chance of success is somewhat lower.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:$25 million? by donaldm · · Score: 1

      Chicken Shoot for the Wii

      Well if this site and this other site are any indication of how good this game is I think hammering nails in your head is a more fun experience. Still to be fair every person has their own idea of what is a fun game and what is not and from my perspective this game reminds me of the old NES game "Duck Hunt" which was IMHO great for about an hour or so before letting it gather dust until the next party, although after a while it gets too embarrassing to bring out :)

      --
      There ain't no such thing as proprietary standards only proprietary formats. Standards are by definition open.
    4. Re:$25 million? by ThePhilips · · Score: 1

      The link was posted above and is quite insightful read.

      Actually such games remind me of a reason my friend in times became early adopter of DVD: there was a bunch of movies the guy could watch (depending on mood) constantly and sometime was simply leaving the movie playing in background while doing something else. (With such usage, VHSs were dying withing less than year - DVDs were lasting much much longer).

      My point here is that some Wii games are reaching now that level now too. It's not something to sit before TV NNN hours non stop til your eyes start bleeding, but actually something that you can pick up any time you are in mood for it and enjoy it for half hour or more.

      --
      All hope abandon ye who enter here.
    5. Re:$25 million? by KDR_11k · · Score: 1

      Chicken Shoot was a clone riding on the popularity of the Moorhuhn games which started out as a free ad game and later on turned into a regular game series. Nowadays Phaenomedia is still trying to squeeze every last drop out of the franchise despite the fad being long over. I have no idea if their recent products are any good (review aggregators don't list minor games that weren't released in the US) though I think I heard about at least one or two that they are decent.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  4. Hollywood Business Model by __aaclcg7560 · · Score: 4, Interesting

    When I worked at Atari/Infogrames, it was all about convergence with the Hollywood business model. Everyone was running around spending money like a Hollywood mogul. Takes only a few flops (*cough* Enter The Matrix *cough*) to send your business model into the crapper.

    1. Re:Hollywood Business Model by Anonymous Coward · · Score: 0

      Enter the Matrix cost $30 million to create, but sold 5 million copies. http://www.gamesindustry.biz/articles/atari-full-year-revenues-fall-despite-enter-the-matrix-success

    2. Re:Hollywood Business Model by __aaclcg7560 · · Score: 3, Interesting

      Enter The Matrix was a disappointment inside the company. Even in the article you cited, Atari declined to make the other two games under the license. Probably because the security to keep the game content hush-hush was a huge pain in the ass. When a disc went missing, a handful of people who had access to the disc got fired. I stayed cleared of the game and only spent three days testing the Rabbit Hole that was a black hole (including a hole to fall out of the world) on the GameCube version. A miserable title.

    3. Re:Hollywood Business Model by TuaAmin13 · · Score: 2, Insightful

      All hope is not lost. I actually enjoyed that game. It was pretty fun.

    4. Re:Hollywood Business Model by hansamurai · · Score: 1

      Enter the Matrix is a GREAT example of the one game that caused so many consumers to lose confidence in the video game industry. I can't think of a more hyped title with such a great license that was so utterly bad. Gamers bought this game in droves and I'm sure reviewers didn't get their hands on it until it was either nearly out or out.

  5. Already proven model by mcrbids · · Score: 3, Informative

    As we discussed recently, OnLive is trying to change that by moving a big portion of the hardware requirements to the cloud. Of course, many doubt that such a task can be accomplished in a way that doesn't severely degrade gameplay, but it now appears that Sony is working on something similar as well.

    This model is already proven in the case of my Win Mobile phone. See, IE mobile takes suck to whole new levels. There's Opera, which does much better, but is still slow as sin, even with a dual-core 400 Mhz ARM chip powering the unit. It honestly feels like Navigator 4 back on my Windows 95 Pentium 90 way back when...

    Enter Sky Fire. They have a Linux rendering farm of (get this!) instances of the Mozilla rendering engine that pre-render websites for you, and you download the rendered result, much like Google Maps - in square sections, ajaxy-style.

    It's fast enough for me to watch YT and Hulu video meaningfully if I'm connected via a decent Wifi. Now, it's not FPS games, but if it's good enough for a video, it's probably good enough for pre-rendering and/or AI computation.

    --
    I have no problem with your religion until you decide it's reason to deprive others of the truth.
    1. Re:Already proven model by B1oodAnge1 · · Score: 2, Insightful

      I would be hesitant to equate rendering and serving web pages and running and streaming a game like Crysis or Call of Duty.

      Not to mention the terrific problem that network latency is going to be.

      I, and many other gamers like me, can easily tell the difference between the response times of wired and wireless mice, and they think that they can run my commands back to their servers fast enough?

      I frankly don't think it's possible other than maybe in the huge metropolitan areas where 100meg fiber is available.

      --
      RUGBYRUGBYRUGBY
    2. Re:Already proven model by skrolle2 · · Score: 3, Insightful

      Now, it's not FPS games, but if it's good enough for a video, it's probably good enough for pre-rendering and/or AI computation.

      No, no, no. A video stream can be efficiently encoded because you can look at multiple frames when doing your compression. For a game that is rendered in real-time, you have to encode frame by frame. OnLive claims 30fps, so each frame you wait introduces 33ms lag, which is unacceptable given that you already will have lag from the game server being remote. You have to get the total lag below 150-100ms, otherwise it's really noticeable, and discerning gamers will probably react badly to lag above 50ms. Good luck getting those rates over the internet.

      But the video part isn't that big a problem, I could imagine they have solved that, and there's plenty of custom video compression hardware. What doesn't exist though is custom graphics hardware that can be virtualized, and you need graphics hardware for the games they announced, you absolutely cannot CPU-render it.

    3. Re:Already proven model by Anonymous Coward · · Score: 0

      Surprise, SkyFire's rendering farm is Windows!

    4. Re:Already proven model by Nekomusume · · Score: 1

      Yeah, lag like that's a killer.... If you're playing action games.
      For turn-based RPG people and strategy gamers, however, it's far, far less of an issue.

    5. Re:Already proven model by Peeteriz · · Score: 1

      ... these games also don't really require 30fps streaming graphics, and can be rendered on the device.

  6. The answer isn't more marketing nonsense... by Dutch+Gun · · Score: 5, Insightful

    It's true that the cost of game development is significant, and growing all the time. The answer isn't to flail desperately at the latest fad or wow potential customers with marketspeak, though. Here are a few suggestions:

    1) Focus on quality instead of marketing hype. If a project isn't coming together, it's better to cut your losses than to shove a piece of garbage out the door and lose the confidence of your customers.

    2) Develop your code with reuseability and extensibility in mind. Never accept quick hacks or shoddy workmanship. It never pays off in the long run. Also: quick hacks for funding milestones = long-term disaster.

    3) Don't work your employees insane hours at crunch-time. You'll just lose the best ones after the project is over. Treat them with respect, pay them decently, and give them a stake in the financial success of the company.

    4) Invest in internal tool and systems development. It's a longer-term payoff, but high-quality internal tools allow a small team to do what otherwise requires a small army to accomplish.

    5) Betting on safe and sure things is a surefire road to stagnation and failure. You can't be afraid to shake up the status-quo and innovate. There's nothing wrong with sequels per se, as fans of your first are likely expecting a second (I'm working on one now), but you can't just remake the same game and expect everyone to buy it a second time.

    Pretty boring list, huh? But I'd bet 9 out of 10 companies probably don't really follow this advice. It's sort of like advice on how to lose weight: eat healthy and exercise regularly. Stupid and simple, but it's just to tempting to take the easy road.

    The game development company I work for seems to be adhering to these principles pretty well, and is hiring developers while other companies in the area are laying employees off. We'll see if it pays off in the long run.

    --
    Irony: Agile development has too much intertia to be abandoned now.
    1. Re:The answer isn't more marketing nonsense... by interkin3tic · · Score: 1

      But I'd bet 9 out of 10 companies probably don't really follow this advice.

      I'm really at a loss as to why that is too. Since you actually work in the industry, could you give any educated guesses as to why specifically they don't? I mean, those all seem like issues every company runs into from time to time, but they usually seem to learn from it. Not the case with game developers. Maybe that's just flawed perception on my part and most companies of all flavors continually try to take the cheap way out?

    2. Re:The answer isn't more marketing nonsense... by Anonymous Coward · · Score: 0

      1) Say you failed your project instead of trying harder until you really failed?

      2) In the long run we're all dead. A game engine is reusable, but not the game itself. Engines are bought, not made in house.

      3) If the project is on track, you might be right, but if it starts to fail, you have to show some compassion.

      4) High-Quality external development tools cost much less than internal ones. But you're right. You have to have tools and know how to use them to get anything done. But only develop tools, that noone sells, it is hellalot expensive and tends to fail often. After all you don't develop tools for a living but games.

      5) Flies will buy shit seven days in a row. The successful thing gets stretched until it snaps at your face. (read: The competition gets stronger than you and the market is overcrowded and prices turn down.) Only then you have to try something new and fail 9 out of 10 times. Let's hope you have enough money to survive until number 10.

      10 out of 10 companies might have followed your advice and the 10th is greatly successful while the other 9 were just unlucky because they didn't get the right idea in the right time.

      If you're a big company, you just buy the successful company and use their new game and make it a big success through professional polishing and marketing. This makes it almost a sure thing to produce (or rather steal) a success.

    3. Re:The answer isn't more marketing nonsense... by B1oodAnge1 · · Score: 1

      I've always assumed that it's because of the movie industry's influence.

      They appear to do the same thing, relying on endless repeats of the same worn out formula and then blaming piracy for their inability to interest anyone in their tired old product.

      --
      RUGBYRUGBYRUGBY
    4. Re:The answer isn't more marketing nonsense... by Anonymous Coward · · Score: 0

      I'm really at a loss as to why that is too.

      PHB. Really. To be a "manager" you need a MBA. Another name for MBA is PHB training.

    5. Re:The answer isn't more marketing nonsense... by Damn+The+Torpedoes · · Score: 1

      Well said

    6. Re:The answer isn't more marketing nonsense... by Anonymous Coward · · Score: 0

      But I'd bet 9 out of 10 companies probably don't really follow this advice.

      I mean, those all seem like issues every company runs into from time to time, but they usually seem to learn from it. Not the case with game developers.

      Much of it is the fact that development houses operate on extremely slim margins at first. It's all new development and they have to burn through tonnes of investor capital. They get this money by promising big returns, real soon. These returns don't happen and most development houses get bought up by bigger companies or just close their doors. Many are started by coders or designers from larger companies who think they can go it alone and the lack of business sense that comes from that is their ever present hurdle.

      Plus building future expansion into your engines is a tricky thing. It's notoriously difficult to accurately predict where the hardware will take you and hedging your bets adds bulk to the code. On PCs you may be able to suck up the extra since a new CPU comes out fairly rapidly, but on consoles you don't want to be less impressive than your competition.

      This I think has been illustrated by things like The Last Remnant. They took the Unreal engine and used it for the console versions. Unfortunately all that extra code to make it scalable and impressive on high end hardware has caused the consoles to have to slide much farther down than perhaps they should have. Granted the developers could have handled it better, but usually a simpler engine winds up much better overall. Your customers don't care that the slowly appearing shaders and textures are going to allow for awesome things for the next game, they care that this game they wanted to buy turned out shoddy.

    7. Re:The answer isn't more marketing nonsense... by drsquare · · Score: 1, Insightful

      1) Focus on quality instead of marketing hype. If a project isn't coming together, it's better to cut your losses than to shove a piece of garbage out the door and lose the confidence of your customers.

      Shoving a piece of garbage out the door can make the money which keeps the company in business. If the money's running out and you have a choice between releasing and patching later, or closing down, then only an idiot would choose the latter option.

      3) Don't work your employees insane hours at crunch-time. You'll just lose the best ones after the project is over. Treat them with respect, pay them decently, and give them a stake in the financial success of the company.

      If you don't work them insane hours at crunch-time, then the game doesn't get out of the door. Paying them decently increases the costs, which is the whole problem in the first place.

      5) Betting on safe and sure things is a surefire road to stagnation and failure. You can't be afraid to shake up the status-quo and innovate. There's nothing wrong with sequels per se, as fans of your first are likely expecting a second (I'm working on one now), but you can't just remake the same game and expect everyone to buy it a second time.

      Counterpoint: Fifa, Madden, Call of Duty. Millions of sales, zero effort.

      The game development company I work for seems to be adhering to these principles pretty well, and is hiring developers while other companies in the area are laying employees off.

      Well, that proves it then. Your single company is hiring people whilst following those rules, therefore those rules are immutable laws of the universe. Obviously companies that break all those rules never hire people...

    8. Re:The answer isn't more marketing nonsense... by Antidamage · · Score: 1

      That seems like a vast assumption. You're claiming 9 out of 10 game development companies don't have basic business and developmnent abilities. While things like crunch time and the occasional noteworthy fuckup do exist, it's the exception rather than the norm.

      The single answer as to why large budget games are such a huge risk is that people are spending less money on games than what is needed to sustain a booming (as opposed to steadily growing) market. Then again, all markets reach production and supply saturation eventually. The game industry is being hit by a recession and saturation all at once. A high mortality rate in gaming companies is only to be expected. The people that made up those companies will bounce back when the proles have more money.

    9. Re:The answer isn't more marketing nonsense... by Hognoxious · · Score: 1

      Because the easy thing to do isn't always right, and the right thing to do isn't usually easy.

      I'm not sure game companies are any worse than others, to be honest.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    10. Re:The answer isn't more marketing nonsense... by Hognoxious · · Score: 4, Insightful

      If you don't work them insane hours at crunch-time, then the game doesn't get out of the door.

      Or you could try realistic planning and scheduling.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    11. Re:The answer isn't more marketing nonsense... by Anonymous Coward · · Score: 0

      Amen. It's amazing how so many business executives don't know squat about running a business successfully.

    12. Re:The answer isn't more marketing nonsense... by luther2.1k · · Score: 1

      Couldn't agree more to all of these, particularly the tool chain point.. but then again, I'm programming game tools right now (as in, right now, this minute, for a project that needed them at the beginning) so I may be biased.
          The small army you mentioned also creates problems of its own, particularly in terms of cost and communication.
          Quality is also a huge issue, particularly for PC games. The absolute maze of hardware out there is one significant factor is ramping up the costs associated with PC game development, particularly if your aiming to develop a games that shows off modern hardware and yet still work on older machines so you can still sell the thing to enough people.
          Based on my own experience, I think you're absolutely right in assuming that many games companies haven't taken tools and pipeline issues seriously in the past. In my mind, getting these right is the only way to make a top notch game within a reasonable budget.
          Explaining this to the powers that be is not always the easiest task for us developers.

    13. Re:The answer isn't more marketing nonsense... by luther2.1k · · Score: 1

      oops. Internal grammar Nazi fail.
      'your' = 'you're'

    14. Re:The answer isn't more marketing nonsense... by slackbheep · · Score: 1

      "5) Betting on safe and sure things is a surefire road to stagnation and failure. You can't be afraid to shake up the status-quo and innovate. There's nothing wrong with sequels per se, as fans of your first(and second, third...) are likely expecting a second(or third, or fourth) (I'm working on one now, may god have mercy on my soul), but you can't just remake the same game and expect everyone to buy it a second third and fourth time." Fixed. Please god let the universe do away with the haggard space marine stereotype.

    15. Re:The answer isn't more marketing nonsense... by slackbheep · · Score: 1

      Rough day at EA?

    16. Re:The answer isn't more marketing nonsense... by geminidomino · · Score: 1

      I'd rather keep the haggard space marine if it means we can get rid of the wangsty sword-swinging bishonen.

    17. Re:The answer isn't more marketing nonsense... by slackbheep · · Score: 1

      No reason we can't rocket them both into the sun with the Angry "tuff" Mechanic girl to keep them company.

    18. Re:The answer isn't more marketing nonsense... by KDR_11k · · Score: 1

      Counterpoint: Fifa, Madden, Call of Duty. Millions of sales, zero effort.

      Yet EA racked up losses (sales were stagnating while costs were rising) while Nintendo made tons of profit on new ideas like Wii Sports and Wii Fit.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    19. Re:The answer isn't more marketing nonsense... by Stormwatch · · Score: 1

      1) Focus on quality instead of marketing hype. If a project isn't coming together, it's better to cut your losses than to shove a piece of garbage out the door and lose the confidence of your customers.

      They're just following Hollywood's model.

      "If Coca-Cola accidentally created 100 million cans of faulty Coke, you know for sure the entire 100 million cans would be dropped in the Atlantic or Pacific Ocean, without a second thought and irrespective of what that did to the year's profits. What do we do with a crappy movie? We double its advertising budget and hope for a big opening weekend. What have we done for the audience as they walk out of the cinema? We've alienated them. We've sold audiences a piece of junk; we just took twelve dollars away from a couple and we think we've done ourselves no long-term damage." - David Puttnam, movie producer; GQ magazine, April 1987

    20. Re:The answer isn't more marketing nonsense... by Dutch+Gun · · Score: 1

      That seems like a vast assumption. You're claiming 9 out of 10 game development companies don't have basic business and developmnent abilities.

      I was pretty careful to preface that statement with qualifiers stating that was simply my opinion. And, it was based on my experience of working at a large number of companies, and having many friends who do as well. 9/10 doesn't mean they all fail at each single one. However, in over a decade of working in the industry, my current company is the only one who seem to adhere to these principles, and even they aren't perfect (no one is).

      People are blaming the economy whenever layoffs happen now, but the fact is that life as a game developer means working in a highly volatile industry. I've been laid off before, and I've had companies go out of business under me as well. Nearly everyone that's been in the industry for a decade or more has had these experiences as well. I don't necessarily think it's the recession (although it certainly doesn't help matters). But game industry layoffs happen all the time. Small developers go out of business all the time.

      I happen to know of a local company that a number of my friends work at that recently had big layoffs. There are two divisions: one is run competently, and one is run by a moron. Guess which division suffered big layoffs...

      I also disagree with the notion that games can't make a profit at current price points. Well, game companies may simply need to be a bit more realistic with their budgets, or figure out a way to grab a bigger share of the market so they *are* profitable. It's sort of the nature of capitalism - it's a Darwinian process that tends to weed out less successful companies. It's harsh, but as with nature, it's ultimately healthier for the entire market as it seeks equalibrium.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    21. Re:The answer isn't more marketing nonsense... by Anonymous Coward · · Score: 0

      Well, that proves it then. Your single company is hiring people whilst following those rules, therefore those rules are immutable laws of the universe. Obviously companies that break all those rules never hire people...

      His company could certainly hire me before one of the others could.

    22. Re:The answer isn't more marketing nonsense... by Dutch+Gun · · Score: 1

      I don't know if it's anything specific to the game industry - perhaps more to do with long-term versus short-term thinking. You'll notice that nearly all of those items require a good deal of patience in order to realize the benefits of those actions. Each of those elements mentioned likely has a min/max curve that maximizes a company's profit, but no one has a magic formula for that, of course. Naturally, you can't actually pay your employees exorbitant salaries and polish a game forever while still making a profit either. So, managers are more likely to perceive what they see as a "safer" approach to maximizing profits: pay employees as little as possible, work them as long as possible, and push the game out of the door as soon as possible.

      This will likely show immediate gains fiscally, and so can create the illusion of a winning strategy. The game ships on time, overhead remains lower, and thus profits are higher. But the problem is that it's not a sustainable methodology. Sooner or later, your employees will figure out that they can be treated better at other companies, and you lose their valuable experience (not only general experience, but knowledge of internal technology, etc). Or, they simply because so demoralized that they can't compete with others' productivity.

      --
      Irony: Agile development has too much intertia to be abandoned now.
  7. Silly Troll by Anonymous Coward · · Score: 0

    what's the point of this?

  8. Return to 1993 by Spy+Handler · · Score: 4, Insightful

    Best game I ever played was X-com UFO defense, circa 1993. It featured 320x240 (256 color) VGA graphics and mono sound. I don't know how many people were on the development team or what the budget was, but I'll bet it's not a lot.

    Gameplay is everything. None of the $25 million-budget modern games can touch the X-com in game quality and sheer fun IMO.

    But I guess console games today do cost tens of millions of dollars to develop... if cheap iphone games are putting the big studios out of business, I don't mind. Lots of little guys putting out lots of little games = more chances for a true gem to come out, as opposed to fewer megaexpensive titles by a handful of big companies.

    BTW X-com would probably work just fine on a iphone, which has twice the screen resolution of the original game (!)

    1. Re:Return to 1993 by KlaymenDK · · Score: 1

      Hear hear. I still play, mainly, the 90's era games. Ports of Call was great, too.

      The only games I've bought the last 15 years are (a gold license for) PoC, Half-Life, and the Space Quest Collection.

    2. Re:Return to 1993 by benbean · · Score: 1

      Agreed. If I were in charge of one of these companies I'd work on a modern version of M.U.L.E. for all platforms. It'd work beautifully in the modern connected world, on the major consoles, on DS, PSP, iPhone. It's a very scalable idea. I'm sure there are many other examples if the gaming companies would think beyond World War II shooters and Wii shovelware.

      --
      It's a Unix system - I know this.
    3. Re:Return to 1993 by Anonymous Coward · · Score: 0

      I dunno how much the original X-Com cost, but according to the developer's website, X-com Alliance was canceled with a lavish amount of money spent on it.

      Go figure.

      http://www.lasersquadnemesis.com/AboutUs.htm

    4. Re:Return to 1993 by Beelzebud · · Score: 1

      I agree 100% I'll take Fallout over Fallout 3 any day.
      Bethesda probably spent more on marketing for Fallout 3 than Interplay spent making Fallout, and I'm willing to bet that people who love the franchise will still be playing Fallout long after they uninstalled and forgot about Fallout 3.

    5. Re:Return to 1993 by religious+freak · · Score: 2, Insightful

      Eh, X-com was definitely fun, but Civ2 was the true life killer for me (then later, Alpha Centauri).

      --
      If you can read this... 01110101 01110010 00100000 01100001 00100000 01100111 01100101 01100101 01101011
    6. Re:Return to 1993 by chris_mahan · · Score: 1

      X-COM was an absolutely great game. I loved to name my soldiers after famous people and watch them get demoralized: "Tom Hanks has gone berserk" and start shooting teammates in the back.

      So good!

      And the aliens were actually hard to beat.

      The ambiance was great too, and kept you scared on scary missions. (city missions were especially tense)

      Ah, good memories.

      Also, the feeling of losing an entire team except one guy back on the shuttle and out of the lz.

      They should make a X-COM Vietnam 1966 with CCR soundtracks. It would be the best.

      --

      "Piter, too, is dead."

    7. Re:Return to 1993 by Schemat1c · · Score: 1

      Eh, X-com was definitely fun, but Civ2 was the true life killer for me (then later, Alpha Centauri).

      Those are both among my favorites but the 90's game that got the most play time out of me was the X-Wing/TIE Fighter series from Lucasarts. I never figured out why they haven't updated that game with newer graphics and network play.

      --

      "Nobody knows the age of the human race, but everybody agrees that it is old enough to know better." - Unknown
    8. Re:Return to 1993 by Anonymous Coward · · Score: 0

      So you are saying that if you get a crappy idea, remove all the dazzling graphic, music and so on and downgrade it to the capability of '93 hardware youll get automatically a stroke of genious like ufo, mom or simcity?
      sorry pal, its not the graphics, its the genious that got the idea and developed it at the best of the current time hardware capability.
      in '93 there were -hundreds- of utterly crappy games vanished and forgot in the fog of time, it's easy to remember only the really good things but reality its another thing altogeter.

    9. Re:Return to 1993 by Anonymous Coward · · Score: 0

      ...if cheap iphone games are putting the big studios out of business, I don't mind. Lots of little guys putting out lots of little games = more chances for a true gem to come out,

      But this can cause the true gems to be lost in a sea of mediocrity. The last thing we need is a return to the Spectrum and C64 days where every bedroom coder barfed out some nonsense and it appeared alongside, and for the same price, as real games made by talented people.

      How many times has someone said to you "I used to love X" and you've never heard of it?

    10. Re:Return to 1993 by Toonol · · Score: 1

      No, that's not what he said at all. Pity you can't delete posts on Slashdot; once you understand the parent post, you'll wish you could.

    11. Re:Return to 1993 by bami · · Score: 1

      My new console is a HTPC.
      Atom 330, intel integrated graphics, 2gb ram and lots of diskspace.

      Install dosbox on there, connect a gamepad, get some nice abandonware dos games (or, if you're oldschool, get out your original floppies and find a pc with a floppy drive), and you got one hell of a fun machine.

      Even old DOS games at 320x240 can be upscaled pretty nicely, and look pretty good. Of course, going with a 42" TFT screen is a bit overkill, but my 24" 1080p screen gives some nice results.

      My Wii and x360 are gathering dust, along my PS2 and gamecube. Sure, Mario Kart and Halo are fun from time to time, but I still get lots of fun out of my old dos games.

      Also, who needs big titles when you can have old classics with great gameplay, re-ported/recoded. I'm talking openTTD, Doom, Duke Nukem 3D, Quake, ScummVM with classics like The Dig and Indiana Jones, Rise of the Tentacle and whatnot.

    12. Re:Return to 1993 by geminidomino · · Score: 1

      At a guess, X-Wing: Alliance. =\ A good game, but it never got the marketing or following of the earlier games (maybe because the lack of storyline in Xwing Vs TIE Fighter?). Hell, I didn't even know it was out until a year later.

      Either that, or they got hit with too many lawsuits from players falling out of their chairs. Who *doesn't* lean when desperately spiraling away from a cap ship's turbolasers? :)

    13. Re:Return to 1993 by Anonymous Coward · · Score: 0

      Best game I ever played was X-com UFO defense, circa 1993. It featured 320x240 (256 color) VGA graphics and mono sound. I don't know how many people were on the development team or what the budget was, but I'll bet it's not a lot.

      Gameplay is everything. None of the $25 million-budget modern games can touch the X-com in game quality and sheer fun IMO.

      But I guess console games today do cost tens of millions of dollars to develop... if cheap iphone games are putting the big studios out of business, I don't mind. Lots of little guys putting out lots of little games = more chances for a true gem to come out, as opposed to fewer megaexpensive titles by a handful of big companies.

      BTW X-com would probably work just fine on a iphone, which has twice the screen resolution of the original game (!)

      I've got x-com on my WinMo phone right now. I played it yesterday.

    14. Re:Return to 1993 by Khelder · · Score: 2, Insightful

      Though not my favorite game ever, I did like X-com a lot. For pure longevity in my games library, Starcraft takes the cake. Not better in every way than other games (e.g., Total Annihilation had the *best* unit control), but overall Starcraft is still my favorite RTS. If I were having a LAN party this weekend, I'd want to fire it up.

    15. Re:Return to 1993 by geminidomino · · Score: 1

      Tell me where you got it.

      PLEASE.

    16. Re:Return to 1993 by Vohar · · Score: 1

      I think it's funny how the Crotchety Old Man has changed over the years.

      "What's all this crap on the radio these days? The 1920s, now that was real music!"

      "Movies? Pah! The 50s, now those were real movies!"

      "Games? The 90s, now those were good games!"

      Every time a game story comes up we get comments about how -all- games today are worthless, and the previous decade was a magical time of awesomeness. I spent a lot of time on my Atari 2600 as a kid, and later my NES, but I like how games have evolved. Sure there are some stinkers out there, but going through a complete library of SNES roms I'm finding a lot of turds in that as well.

      Stop being the modern Old Men and realize that the past wasn't as great as you make it out to be and the present ain't so bad.

    17. Re:Return to 1993 by DarthVain · · Score: 1

      I played Masters of Orion 2 last weekend. I think it was made in 1995. Still Awesome.

      That said I for kicks I downloaded Duke Nukem 3d a couple of weeks ago, and boy did it look awful.

      Depends on the type of game you are playing I suppose.

      Also I love UFO defense as well! I may have to break that out and try to see if I can hack it to work in Vista.

    18. Re:Return to 1993 by Anonymous Coward · · Score: 0

      It was 320x200, NOT 320x240.

    19. Re:Return to 1993 by shutdown+-p+now · · Score: 1

      X-com UFO defense, circa 1993. It featured 320x240 (256 color) VGA graphics

      <pedant-mode>
      Actually, it was 320x200.
      </pedant-mode>

      On a side note, you can buy it on Steam today for $5, or the complete set of X-COM games (TFTD was just as good, and Apocalypse was very deep in its own way) for $15 (it's region-specific, sorry; I'm not sure if you can get access to that outside of North America). Which may be part of the problem for those new fancy titles...

    20. Re:Return to 1993 by grumbel · · Score: 1

      The difference between today and back then, is that back then games left a lasting impression because they did something new or different, that just doesn't happen any more. In the last five years there simply was way to much repetition of already well know genres. Its just not fun when half the games play almost exactly like each other. Another factor is that games today lack personality, random military shooters with random military guys just looks pretty random and uninteresting, compare that to a Guybrush Threepwood and you will see quite a bit of difference. Now of course, all that is a gross simplification and there are exceptions every now and then, but with all the sequels (some running for well over 10 years) and genre recycling there is just very little to actually amaze you.

      In the end however I think my biggest problem with games today is simply that they haven't kept up with my expectations. Sure, graphics today are awesome, but the depth with which you can interact with the world has had almost no progression at all in the last 20 or so years. Enemy AI is still pretty much non-existent and AI of team members is even worse. The interaction with items and objects has made pretty much no progression at all and a 20 year old game like Maniac Mansion still is superior or at least equal to almost anything out there. Physics engines promise some possible progress in that area, but I am still waiting for a game that turns some of what was shown in the Euphoria techdemos into actual meaningful gameplay.

    21. Re:Return to 1993 by Vohar · · Score: 1

      These are just more generalizations. You take Guybrush and compare him to random unnamed military shooters...what? To flip that I could bring up the cast of Mass Effect and say nothing in any of the generic fantasy 2D sidescrollers of the 80s compares to them in character personality.

      As for interaction with objects: There are plenty of physics puzzles out there. Launching things from air vents, stacking puzzles...Look at Force Unleashed for beautiful physics applications.

      You say nothing amazes you anymore. I say you either aren't looking or you just refuse to like all the newfangled whatchamathingies. I still see plenty of stunning landscapes in new games, with great stories, and characters that I enjoy. To completely dismiss an entire medium based on your poor examples is nothing but willful ignorance.

    22. Re:Return to 1993 by grumbel · · Score: 1

      To flip that I could bring up the cast of Mass Effect and say nothing in any of the generic fantasy 2D sidescrollers of the 80s compares to them in character personality.

      The difference is that LucasArts had a new adventure game with interesting characters and stuff ready *every year*. How often do see stuff of that quality today? Even Mass Effect, while certainly one of more interesting games out there, features 'generic looking military bald guy' as a main character. The crazy humorous types of a Monkey Island or Day of Tentacle have pretty much died out (Telltale is trying, but still far away from full LucasArts quality).

      There are plenty of physics puzzles out there.

      Stacking boxes doesn't exactly impress me, most the time it annoys me because its far to obvious that its just a physics-engine techdemo with a bit paint on it. I want realistic and meaningful interaction with the world and there just hasn't been much progress at all in that area, its still just multiple choice dialog and a handful of items that trigger stuff.

      Look at Force Unleashed for beautiful physics applications.

      Only played the demo, but that didn't exactly impress me, plenty of predefined door-bending animation, plenty of enemies falling apart in predefined spots. A lot of fluff, but in the end just another random third-person action game.

      I still see plenty of stunning landscapes in new games, with great stories, and characters that I enjoy.

      Well, yeah, not everything is awful today, in fact most stuff is quite good from a pure technical standpoint. But most of it are sequels or games doing the same thing that last years games already did. The amount of fresh ideas that actually turn into a full and good games is pretty damn slim today and even worse many old ideas are lost and forgotten. As said, the main problem I have today isn't so much with the games itself, but with that the games don't hold up to my expectations. Back then 15 years ago there was fully destructible terrain in XCom:UFO, a few years later there was a fully dynamic simulated war in EF2000, there was random level generation and plenty more great ideas and concepts. Where can I get that same experience today in an improved version or something original of the same quality?

    23. Re:Return to 1993 by Vohar · · Score: 1

      Well, it sounds like you've already made up your mind. Probably not much point responding, but here we go anyway.

      You hate the way the main character looks in Mass Effect, even though that is a totally customizable asset (even hair). You obviously didn't play it, but you saw a baldish guy on the cover so oh, it must be terrible right?

      "Bending" in Force Unleashed wasn't predefined. I was with friends playing the demo and we were having a good time with the physics engine. It was pretty obvious that it registered point of impact and material type when rendering changes to the environment. You could Force push/pull things in some pretty creative ways. I watched a buddy after he got the full game as he bent a piece of metal away from the ceiling, straightened it, then ripped it off. He threw it sideways and cleared an entire hallway with a massive metal clothesline. There's your dynamic physics. But hey, you played the demo for 30 seconds so it must be terrible right?

      I really don't know what you're expecting to see. You don't like sequels or games "doing the same thing last years games already did." Going back to your Guybrush example: Every Monkey Island was the same thing. Every graphic adventure game of that era was the same thing. 2D sidescrollers were largely the same thing. Take off your sepia-toned goggles and realize that things -have- advanced, and quite a bit. Similarities in style are what we group as genres, and taking a generic sweeping look at examples from ANY genre, in ANY medium, will show what you're calling "the same thing".

      You're really just the guy I was talking about in my first post, waving your cane at modern times and bleating about how much better things used to be.

    24. Re:Return to 1993 by grumbel · · Score: 1

      You hate the way the main character looks in Mass Effect, even though that is a totally customizable asset (even hair). You obviously didn't play it, but you saw a baldish guy on the cover so oh, it must be terrible right?

      I never said I hate it, its one of those few games I am looking up to be playing one day (lacking Xbox360 currently). But that doesn't change the fact that the range of male guys you can play in current day video games is rather slim and almost always quite close to the 'military bald guy' sterotype.

      But hey, you played the demo for 30 seconds so it must be terrible right?

      No, I watched the tech-demos some years earlier and they looked a lot more impressive. My main problem with the whole physic engine stuff is simply that they are used way to much for big explosion and stuff, not for more subtle elements. Screens full of explosions are fun for a while, but then they just get boring.

      Every Monkey Island was the same thing.

      Well, yeah, after the second one the series went downhill, can't deny that, never touched the fourth part. That doesn't stop the first one from being awesome.

      Every graphic adventure game of that era was the same thing.

      Mechanically, yes, they where pretty much the same. Same basic gameplay, just a little improvement and shuffling of game mechanics here and there. However the stories that they told where all across the board, from the crazy time travel stuff of a Day of Tentacle, to the becoming a pirate of Money Island to the realistic and gritty stuff of a Gabriel Knight. The adventure genre is probably still the most flexible around in terms of what story it can tell and that flexibility is pretty much lost today, since the adventure genre isn't that popular anymore and got replaced mostly by shooter games.

      Take off your sepia-toned goggles and realize that things -have- advanced, and quite a bit.

      Some things have advanced a lot, some other things have advanced not at all or done plenty of steps back. For a worst case, look at the flightsim genre, its a total joke on consoles, you can take a 15 years old PC sim and it will completly obliterate a current day console sim in terms of realism. It might not look half as shiny, but it actually feels like flying a plane. And that has nothing to do with the controller, as EF2000 played quite fine in Dosbox with a Xbox360 gamepad.

      What do I expect? Well, simply a little depth for a start would be nice. Give me all the meta-game of UFO hunting, research and economy of XCom, but replace the round-based strategy with Gears of War coop-style gameplay or something taken from Full Spectrum Warrior, make it all dynamic, randomly generated, huge and replayable and I might be impressed. Its not like all games today are awful, its just that they to often miserably fail in areas that should have been solved long ago. I really like a lot of what Assassins Creed tries to do, but the mission design in that game is a total utter joke. The crowd, while plenty full, doesn't allow any way to talk or interact with them other then bumping into them. GRID, while having a great looking destructable cars, has invisible walls all around the track just like 15 years ago and a extremely limited camera control. GTAIV has a great look city, but again, doesn't really have anything to do in it, missions still are triggered by cutscenes and don't naturally follow out of gameplay. Its moral choices are also limited to a ridiculous degree ("Shoot guy" or "Scare guy away so that we will never ever set food in the city again").

      Seeing games struggling with the same issues that have annoyed me 15 years ago just isn't pretty and its even worse when some of those issues where already solved in other genres but then got lost (dynamic campaigns where standard in flightsims a decade ago, yet most FPS still don't come close).

  9. Not everyone can win all the time. by Anonymous Coward · · Score: 0

    If you bet too high, chances are, that you lose even in capitalism.

    Development costs rising to the sky are a sign of a dead-end-market. Sure the producers and publishers made a lot money in the past and want to make more in the future. But the market now turns into saturation and now suddenly not everyone can make the return they hoped for. Instead they have to hope for a blockbuster - a failed hope for most of the competitors.

    Let's face it, what makes a blockbuster:
    * Development costs are only the least part of the equation.
    * First you need a new fun idea. (New to most of the audience, might be stolen from an older lesser known game.)
    * Be right in time, hit the nerve.
    * Control your development team, hit as high as possible but not higher or you produce an epic fail.
    * Polish the game with much effort. This is like polishing a diamond, if you have one. If you don't polish, you cannot advertise.
    * Advertise, Marketing Campaign, Total Madness.

    Now the publishers think that polishing shit or well known titles plus an expensive marketing campaign make profit, because that's where the money goes with successful games. But they are plain wrong if they haven't got a novel game to start with. Let them fail... badly.

    1. Re:Not everyone can win all the time. by KDR_11k · · Score: 1

      I'll go with a different focus here:

      Do what the customer wants!

      Obviously with some additional things: Customers rarely know what they want, asking them may help but won't always provide a definitive answer. You'll get better data by throwing the customer in front of a prototype and seeing how he reacts to the whole thing. For additional points you could try not helping the customer at all and seeing how he manages to deal with the prototype all by himself because that's a more realistic situation, he won't read the manual anyway. Second, you've got to understand who your customers are. If you just define the people on your forum as your customer base you're subject to a horrible myopia. These represent a tiny subset of the people you already have as customers. The people who matter more are the silent majorities: The customers you have who didn't bother showing up on the internet and, more importantly, the people who are not your customers yet. That second part is especially important, if you just rely on the customers you already have you'll shrink as not all customers will follow you on each step so the pool of existing customers shrinks with every step. You need to bring in new people every time if you want that growth that your shareholders demand.

      Also be careful about idea attachment, you or your employees may get very attached to certain ideas and want to keep them in the game even if they fall flat in the customer testing. Don't be afraid to throw your favourite ideas out when they don't work. You are not designing a game for yourself, you are designing it for the customers who may be completely different from you. That may even be one of the hardest things to get into one's mind: You are not representative of the customer.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  10. The vapor cloud by Animats · · Score: 4, Insightful

    And how, exactly, is moving part of the compute load to the "cloud" supposed to reduce development costs?

    OnLive is amusing. The technology isn't that interesting; it's the business model. Casual games can have a "console-like experience". It also has the ultimate answer to piracy. Since the game software runs entirely in OnLive's data center, there's nothing playable the end user can copy. The OnLive client is just a video player.

    But they need an incredibly good bandwidth/latency combination to make it work. They need 5mb/s with under 20ms or so round trip delay to equal the console experience. Unless they have a data center at each cable headend, they're not going to be able to deliver that.

    Worse, all the capital costs fall on the provider. Who's going to fund this thing?

    1. Re:The vapor cloud by Anonymous Coward · · Score: 0

      Worse, all the capital costs fall on the provider. Who's going to fund this thing?

      The taxpayer of course! Developers need their bailout too.

    2. Re:The vapor cloud by skrolle2 · · Score: 5, Insightful

      Actually, the technical part of OnLive on a small scale isn't that impossible, you could imagine that if your ISP hosted some OnLive servers close to you, you'd get a pretty ok experience.

      No, the thing that makes OnLive completely ridiculous is the economy of it. They're promising the latest games, that require the best gaming-specific hardware. So how is their datacenter going to cope with 1000 people playing Crysis at the same time? Are they virtualizing the games? I could imagine that for lesser games that can be entirely CPU-rendered, but you can't use the CPU for modern games, you need a GPU. Or two. Have they found a way to virtualize that? Or do they have multiple GPUs per server? How the hell are they gonna cool it and power it? And how are they gonna afford it? How could it possibly be cheaper to buy and host and manage a server that can serve, say, 10 players at the same time, than for those 10 players to just go to a store and pick up a game console each?

      Console hardware is dirt cheap and has really good price/performance. Server hardware is very expensive, and has really bad price/performance. And on top of that, you need server hardware for the overhead of virtualizing, and you need server hardware for the video encoding.

      And then, assuming they could magically assemble this hardware for a price that is competitive with cheap consoles, they choose to do GAMES with it? I could think of dozens of other uses for hardware like this, and games is way, way down on the list.

      No, this whole thing smells fishy...

    3. Re:The vapor cloud by spire3661 · · Score: 1

      IM highly skepical of OnLive's ability to deliver, I cant even play PS1 titles on my PSP via remote link with my PS3 on a local network without noticeable delay.

      --
      Good-bye
    4. Re:The vapor cloud by Toonol · · Score: 4, Insightful

      Yeah, I think it's completely a pump-and-dump scheme to bilk gullible investors. Gamers get irritated if the LCD has a slow refresh rate; they aren't going to settle for the lag between client and server and back, plus frame encoding time... that's going to be over 100ms in almost every case, often over 200. That's eliminates all action games from the mix, and action games are the ones that require the high-end machines they're claiming to have or emulate.

      Plus, who is their audience? People with old and clunky pc systems, who have blazing fast internet connections? There's not a whole lot of overlap, there.

    5. Re:The vapor cloud by TheRaven64 · · Score: 1

      You don't need to virtualise the GPU, you just assign one GPU to each running VM. They don't need as many GPUs as they have customers, they need as many as they have simultaneous players. Most people don't use their console every day, so you may be able to run anything up to 10 or maybe even more clients per server (only one at once). The bandwidth (and, more importantly, the latency) is an issue, but there are already companies that specialise in distributing servers near the edge of the network. The hardware, however, isn't.

      --
      I am TheRaven on Soylent News
    6. Re:The vapor cloud by skrolle2 · · Score: 2, Insightful

      I haven't seen it in person, I have colleagues who did though. I am not in any way questioning that the experience at GDC was awesome, I'm pretty sure it was. But, it was a tech demo in a controlled environment. I am not saying that what they did is impossible on that scale, and obviously it isn't.

      I am saying that I doubt they can make this profitable on a large scale, over the actual internet, using multiple hosting centers.

      I don't doubt that this could work fine in the casual market, but I don't see how this could be cost-effective for the latest games, and I don't see how they would be able to convince the hardcore gamers to switch.

      Of course they get some big game companies "on board", for them it's a clear win, because it would solve a lot of piracy problems and would give them a subscription-based revenue stream, and companies love those. The game companies won't lose anything if OnLive fails, but they will gain a lot if it succeeds, so they don't care if it really works or not.

    7. Re:The vapor cloud by Anonymous Coward · · Score: 1, Interesting

      meh.. you don't think that when they first had this idea they didn't say hmmmmmm....... it needs to be playable and consider things such as latency?

      Anyone who came up with such a stupid idea very likely can't even pronounce big words like "playable " and "latency" let alone grasp their meaning.

      I'm not saying it will work or it won't but for christ sakes if I read one more sanctimonious dick head say "blah blah it will never work" who has not actually tried it I will kick them in the nutz.

      Well then... blah blah it will never work.

      I feel quite safe in saying that because I think you have as much chance of kicking me in the "nutz" as OnLive does of making their stupid, unworkable idea actually work.

    8. Re:The vapor cloud by hansamurai · · Score: 1

      Plus, who is their audience? People with old and clunky pc systems, who have blazing fast internet connections? There's not a whole lot of overlap, there.

      Well, if they can somehow manage to get it to work, I think their audience is the gamer who wants to play newer games but not constantly keep his system updated with the latest hardware. I still play games on my Athlon 1800+ with 1GB of RAM and a 9800 Pro. It doesn't handle much of anything new, but if this service did work, I'd definitely try it out to play some of the newer games out there.

    9. Re:The vapor cloud by Anonymous Coward · · Score: 0

      Gamers get irritated at LCD's to begin with, the sheer number of them that I know who still use CRTs just for the 85hz+ refresh rates and nearly instant response time is probably what keeps the last ~3 crt manufacturers in business.

    10. Re:The vapor cloud by robot_love · · Score: 1

      The taxpayer, of course. OnLive is too big to fail...

      --
      .there is enough of everything for everyone.
    11. Re:The vapor cloud by Anonymous Coward · · Score: 0

      You have to take into consideration that not everyone plays at the same time or on the same days. Also, most ppl don't play more than a few hours a day. If everyone went and bought a computer, there'd be a lot of wasted processing time since the computers would sit idle when ppl stop playing.

      With the server model, the hardware is used much more efficiently and isn't "wasted". They basically have to buy less processing potential.

    12. Re:The vapor cloud by skrolle2 · · Score: 1

      Yes, I know you can effectively share the same hardware, but you have to be able to handle peaks, you can't smooth it out as you like and tell people to wait their turn until there's room on a server for you to play on.

      So yes, some sharing of hardware, but will it be enough to offset the costs of more expensive hardware, the costs of maintenance, the costs of bandwidth, and the costs of spare capacity? That's what I seriously doubt.

    13. Re:The vapor cloud by Lugae · · Score: 1

      You know, OnLive reminds me of Sony's Remote Play. The difference is that when I play a game over Remote Play on my PSP is that I still own the game either in downloadable form or on physical media and if I can't play the game right now because of network conditions (that's been my only experience so far), I can always play it without any network issues at home when I get there. I think this is the best compromise that we're going to see on this type of technology for a long while. While it may reduce development costs, I just don't see it performing well enough to get anyone to actually use it.

    14. Re:The vapor cloud by CompMD · · Score: 1
      "you need a GPU. Or two. Have they found a way to virtualize that? Or do they have multiple GPUs per server? How the hell are they gonna cool it and power it?"

      I believe that this is what you are looking for.

    15. Re:The vapor cloud by jfim · · Score: 1

      I don't doubt that this could work fine in the casual market, but I don't see how this could be cost-effective for the latest games, and I don't see how they would be able to convince the hardcore gamers to switch.

      I doubt they're targeting the hardcore gamers. It would be a pretty suicidal move, since they're the ones likely to say that the service sucks because they don't get every single pixel in their game without compression and hog the service for hours on end.

    16. Re:The vapor cloud by skrolle2 · · Score: 1

      Ooooh, nifty, I didn't know they made those yet. Well, makes the hardware setup a bit more believable then. :-)

  11. Hmm, almost right .. by Idimmu+Xul · · Score: 1

    I have a Playstation 3 and ..

    [games are] too expensive and there are too many choices

    is about half right .. the games are definitely too expensive, most retails in the street sell the games at about £40 or higher, you can get bargains on line though, Little Big Planet is just over £10 nowadays (not to mention the only *really* good game imo for the PS3..)

    The other part, "too many choices", well, kind of. There are 100s of pretty much identical FPS games with ever so tiny tweaks to set them apart but nothing in the classic styles! I would kill for a side scrolling shoot em up with today's graphics, or some more fun LBPesque platformers!

    Maybe I bought the wrong console?

    --

    free games consoles and games including Playstation 3, XBox 360 and Nintendo Wii!!

    --
    The problem with slashdot is that most of its users were bullied and stuffed into lockers as kids!
    1. Re:Hmm, almost right .. by slyrat · · Score: 1

      I would kill for a side scrolling shoot em up with today's graphics, or some more fun LBPesque platformers!

      Maybe I bought the wrong console?

      I also am very fond of the shmup / side scroll type game. After looking around at where the games for this genre are I would say the best bet is pc. Second to that would be imports, for the ps2 usually. I know the people behind ikaruga are working on a wii title, but there isn't much else as far as information. Check out warning forever (free pc shmup) if you haven't yet.

    2. Re:Hmm, almost right .. by CronoCloud · · Score: 1

      Have you checked out the games on PSN? There's side scrollers shmups there.

    3. Re:Hmm, almost right .. by geminidomino · · Score: 1

      I used to love shmups before Ikaruga...

      Talk about Nintendo Hard

    4. Re:Hmm, almost right .. by Anonymous Coward · · Score: 0

      Please don't kill me.

      Maybe you should go to the PSN and buy Soldner-X.

      1942 is also fun.

  12. Nothing ever changes by rossz · · Score: 4, Insightful

    Every few years the game industry goes through a big shake up. Companies die, people lose their jobs. Then it starts all over. I worked on games way back in the Sega Genesis cartridge days (yes, I'm that old). When my job disappeared I chose to get out of the game industry entirely. The pay seems ok on the surface, but you work horribly long hours, so you're actually getting ripped off. The games always suck at the beginning. The physics are experimental, the graphics are blocks and circles, the story line is just a twinkle in someone's eye. By the time the game is even half completed you are so sick of playing it you want to scream. I bet the industry hasn't changed since my days in it.

    --
    -- Will program for bandwidth
    1. Re:Nothing ever changes by Hognoxious · · Score: 1

      The physics are experimental

      How many of them are there?

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  13. They are spending too much by salarelv · · Score: 1

    A small/indie game producer can make a decent game with $100K. If the BIG game producer would use 10 times more ($1M) their games should come out 5-10 times better why they use 200 times more money for that task?

    1. Re:They are spending too much by AverageBear · · Score: 1

      Lets see... World of Goo was made for approx. $10,000 and look at the sales! This is an extreme example, because you are talking about two (later three) guys who made the game while sitting in their basement. And the game is very good (for it's genre: casual, physics based) and got great word of mouth to spread [including slashdot beacuse of no DRM]. But the point is how do you manage to get costs in the range of $25 million anyway? If the excuse is because you have the overhead of a large corporate, then definitely also synergies to exploit because you can reuse stuff from others too.

  14. Re:Reggie Fils-Aime ? by mephist01 · · Score: 1

    more like "beloved son".

  15. SDKs are too expensive and exclude developers by Anonymous Coward · · Score: 2, Informative

    I wanted to write software for consoles but found the startup costs too high. I wanted to start by homebrewing some prototypes and then further developing them to get backing. I couldn't get a console SDK etc without jumping through many complicated hoops.

    So I targeted the web.

    Now I've gone ahead with non-console platforms, gotten financial backing then written those games and made very good money in the process... and had a lot of fun as I go.

    Cry me a river.

    1. Re:SDKs are too expensive and exclude developers by __aaclcg7560 · · Score: 1

      I wanted to do web games development but the numbers in my business plan didn't make sense over the long run (i.e., I would have to invest far more time and money than I was willing to give). I decided to write a fictionalized version of my six years in the video game industry. If William Shakespeare got rich writing tragic-comedy plays, I can do the same. ;)

    2. Re:SDKs are too expensive and exclude developers by tepples · · Score: 1

      [In order to build capital to start a business developing console games,] I targeted the web.

      Is there a good way to "target the web" while making games that more than one person can play at once without having to buy multiple PCs? And given that web players tend to just click away from pay walls, what are good ways to find advertisers?

  16. Where does the money come from? by squoozer · · Score: 4, Insightful

    I read articles like this (well the summary anyway) and I am always left wondering where the money to produce these games comes from. The companies are saying that to break even they need to sell a million copies but they are typically selling 150k so therefore they are making a huge loss on every game. How do they stay in business? The console manufacturers can't be bailing them out as they are making a loss on each piece of hardware so they need to make their money from games sales so who is paying? I can only assume that when a company gets a blockbuster it makes so much money that all these total failures (from a business point of view) are paid for.

    --
    I used to have a better sig but it broke.
    1. Re:Where does the money come from? by religious+freak · · Score: 2, Informative

      This is quite unreadable (source below for a more readable version), but the answer to your question is that the money comes from the people owning the stock, or the people willing to lend the company money. Below are the financial results for EA. I've bolded the only two quarters in the past three years where they've actually made money. I love video games, but I'd never buy the stocks. The financial results are terrible!

      Earnings Per Share - Quarterly Results
      FY (03/09) FY (03/08) FY (03/07)
      1st Qtr -$0.30 -$0.42 -$0.26
      2nd Qtr -$0.97 -$0.62 $0.07
      3rd Qtr -$2.00 -$0.10 $0.52
      4th Qtr NA -$0.30 -$0.08
      Source:http://moneycentral.msn.com/investor/invsub/results/hilite.asp?Symbol=US%3aERTS

      --
      If you can read this... 01110101 01110010 00100000 01100001 00100000 01100111 01100101 01100101 01101011
    2. Re:Where does the money come from? by __aaclcg7560 · · Score: 1

      With Infogrames they got a $200 million loan from the French government, and went on a spending spree buying up smaller developers for two to four times more than they were worth before the dot com bust. The game plan was to become a U.S. media powerhouse, replant the flag in New York City, and tell the French people to screw themselves. Except the French government neutered Infogrames with the loan agreement, and Infogrames started selling everything they bought for pennies on the dollar. Last I heard they were trying to become an online software provider (a la Steam without the steam).

    3. Re:Where does the money come from? by Anonymous Coward · · Score: 0

      They're lying. It's humorous that the thought never crossed your mind. They're rolling in the dough, but in the current bailout culture it's not cool if you make a profit. They're just trying to fit in and grab some free government money.

    4. Re:Where does the money come from? by Toonol · · Score: 1

      I think that's very likely true. Same as with Hollywood claiming that they lose money on almost every film. Apply Occam's razor: They're lying.

    5. Re:Where does the money come from? by Anenome · · Score: 1

      It's not exactly true. If you produce for the Wii, you don't need to sell a million copies, you can sell 150,000 copies and make a profit if your production cost is just a few million dollars, as can easily be true when developing for the Wii.

      But, if you plan to develop for the PS3 or 360, and make a blockbuster, $10 million is just a starting point, the art assets for such a game are staggering. Just look at Lair, it virtually bankrupted Factor 5, who bet the company on it and on the PS3 (and alienated all their Nintendo fans in the process), and got burned hardcore (They couldn't break out of the Rogue Squadron mindset, anyway). Rather ironic that, had Factor 5 made Lair for the Wii, it would've been far less expensive, the control scheme would've actually worked, and they would've retained their name-loyalty from all the people that loved Rogue Squadron on both N64 and Cube (those were truly great games). Then you absolutely do need to sell millions of copies. Someone noted that the Matrix game cost $30 million, they sold 5 million copies... still didn't break even. That's messed up. Meanwhile, many movies are having $20 - $50 million opening weekends.

      --
      "I Don't Have Enough Faith to be an Atheist"
  17. It dosen't matter how much $ they pump into a game by Captian+Spazzz · · Score: 3, Insightful

    The game industry is falling into the same traps the film and music industries are.

    There are a few big name players that control 70+ % of the market share. They pump more and more money into marketing and development rather than actually making good games. They then raise the prices on a product that is inferior than what they used to put out.

    When market forces retaliate in the form of people not buying their craptastic overpriced games they then resort to adding DRM that cripples the game and the rights of the users who PURCHASED and OWN the end product which further alienates their customers resulting in a downward spiral. By the way YES I said cripple the game. I have had to download a crack for a game before not because I did not own it but because the DRM make the game unplayable on my computer.

    There's a reason I don't play many commercial games anymore. Myself, and people like me, are/were this industry's bread and butter. Piss us off and your industry collapses. That's why were the effing customers.

  18. The solution is 2D games by cliffski · · Score: 4, Interesting

    The solution is 2D games

    Seriously.
    The obsession with 3D pushes every cost through the roof. 2D artwork (in a lot of cases) is tons cheaper, and can be made to work on very low end machines. Good luck getting crysis to run on a laptop that didn't cost an arm and a leg, but it's very difficult to balls up a 2D game enough for it not to run on an integrated chipset.

    The crysis devs even admitted that their main problem was a game that wouldn't run on so many PCs. 2D games not only run everywhere, but they are easier to understand from a control POV to newcomers to gaming.
    They also reduce support costs a lot because if you aren't using cutting edge 3D techniques, you are less likely to get incompatibilities and inconsistencies with video card drivers and hardware.

    Of course not all genres can work in 2D, but time and time again we see 3D bump-mapped pixel-shaded shinyness applied to games where it just isn't necessary.
    Imagine World Of Goo in 3D. Would it be a better game? Of course not, it would be horrid, and would lack the charm and individual art style that makes a game like that so fresh and awesome.

    Journalists and gamers need to finally realise that 3D, and high dynamic range lighting are not what makes a game fun. They make it expensive, and they can make it more immersive, but they do not contribute automatically to making a game fun, which is what it's all about.

    --
    DRM-free indie games for the PC and Mac: Positech Games
    1. Re:The solution is 2D games by DreadPiratePizz · · Score: 1

      "Imagine World Of Goo in 3D. Would it be a better game? Of course not, it would be horrid, and would lack the charm and individual art style that makes a game like that so fresh and awesome."
      Actually, I think it would be pretty sweet having that extra dimension to worry about when building my huge towers. Instead of falling left or right, it could fall towards or away. 3D would really help world of goo. Please tell me katamari damacy would have been best as a 2D game. Go on. Don't blindly dismiss 3D as the root of all problems, because 3D enables a lot of great game mechanics.

    2. Re:The solution is 2D games by drsquare · · Score: 2, Insightful

      The obsession with 3D pushes every cost through the roof. 2D artwork (in a lot of cases) is tons cheaper, and can be made to work on very low end machines. Good luck getting crysis to run on a laptop that didn't cost an arm and a leg, but it's very difficult to balls up a 2D game enough for it not to run on an integrated chipset.

      It's easier and cheaper to develop 3d games. Putting a model together requires less time and skill than drawing sprites. It's also a thousand times easier to animate a 3d model than a sprite which requires a whole new drawing for every frame.

      Even low-end computers can run 3d graphics, even if it's not at crysis quality. In fact, sprites can take up more memory, especially at modern resolutions.

    3. Re:The solution is 2D games by cliffski · · Score: 1

      I'm not blindly doing anything. Yes katamari is better in 3D, but are all game better in 3D?

      Most RTS games that use 3D even lock the camera into isometric mode deliberately because 2D is easier for us to control than 3D.

      You could make World of Goo in 3D. Would it run on peoples laptops? (not so well I reckon). Would my mom and dad find it as easy to play? Not in a million years.
      Would it have cost more to make?
      Definitely.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    4. Re:The solution is 2D games by cliffski · · Score: 4, Informative

      I disagree.

      To get quality art in 3D is hugely expensive, and pushes the system requirements through the roof.
      I use 3D spaceship models rendered as sprites for my next game. They are hugely high poly, yet I rendre them using 2 quads.
      You can't get the same effect in 3D without rendering at least 30,000 times as many polys. It also means the entire ship (not just the bit facing the camera) needs to be modelled and textured.

      I've worked on 3D games and 2D games. 3D gobbles up tons of CPU and GPU time and involves horrendously huge teams to get decent visual quality.

      Show me the 2D games companies that are struggling. Popcap maybe? BigFishgames? Both making millions, whilst the big 3D blockbuster publishers struggle.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    5. Re:The solution is 2D games by TheRaven64 · · Score: 1

      Not true. Any technique that works in 3D works in 2D too. Quite a few 2D games from the '90s had their sprites drawn as 3D models and then rendered as 2D images. On modern hardware, you wouldn't need to pre-render the sprites, you can do it in realtime. The point is that you don't need to do it for all of your sprites.

      --
      I am TheRaven on Soylent News
    6. Re:The solution is 2D games by vlm · · Score: 1

      Actually, I think it would be pretty sweet having that extra dimension to worry about when building my huge towers.

      No, it would be hideous. It would change from a game where you primarily "stick stuff together" to a game where you primarily scroll around for minutes between sticking things together, and getting frustrated when you didn't scroll around for hours to get it just right and it collapses. Also using a basically 2D control system to mess with a virtual 3D world merely gets in the way and ruins the gameplay.

      Also would change the scale of the game from simple giant 2D structures to "normal real world" small squat 3D structures. That would utterly ruin the weirdness factor / cool art /other world-li-ness factor.

      3D would turn WoG into an absolutely hideous play-skool autocad.

      Here is another fine example... What, if anything, does 3D bring to the civilization series, or for that matter, anything ever sold by matrixgames or spiderwebsoftware? If all 3D brings is a very expensive cut scene that interrupts the action, why not improve the game by removing that annoying interruption? Thus saving huge bucks that can go into gameplay, etc.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    7. Re:The solution is 2D games by A12m0v · · Score: 1

      Rockman 9 says hi!

      --
      GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
    8. Re:The solution is 2D games by slackbheep · · Score: 1

      Popcap is your example of a "usual" 2D focused company? You can just as reasonably say that 3D games are the obvious way to go because it's working so well for Blizzard.

    9. Re:The solution is 2D games by Anonymous Coward · · Score: 0

      2D isn't necessarily cheap. Detailed, fluid games like Metal Slug and Street Fighter III probably aren't cheap to make since each frame of animation is hand-drawn.

    10. Re:The solution is 2D games by clary · · Score: 1

      Um...yuck.

      They make it expensive, and they can make it more immersive, but they do not contribute automatically to making a game fun, which is what it's all about.

      I agree that if it isn't 3D, it isn't immersive. An for me if it isn't immersive then it might as well be FreeCell. I might play FreeCell while waiting for my kid's soccer game to start, but I sure won't pay for it.

      Granted I am just a single data point, but to get me to buy a new game, it needs to have something even more ambitious than what has been done before. Figure out how to do an MMORPG with full PvP while keeping griefers in check, with a fully dynamic world in which changes made by players stick, and with NPC AI that immerses me enough that I don't think about "aggro radius," and you will have my purchase in a heartbeat.

      --

      "Rub her feet." -- L.L.

    11. Re:The solution is 2D games by Anonymous Coward · · Score: 0

      "Good luck getting crysis to run on a laptop that didn't cost an arm and a leg"

      You obviously don't value your arms and legs very much. I'll keep that in mind if I need to order some spare parts someday.

    12. Re:The solution is 2D games by brkello · · Score: 1

      Or you could just be saying that because you make 2D games and wish there was a bigger market for your games. Am I right?

      --
      Support a great indie game: http://www.abaddon360.com
    13. Re:The solution is 2D games by Anonymous Coward · · Score: 0

      2D games are too expensive. Everyone should play nethack, dwarf fortress, and interactive fiction.

      Seriously, there's no reason to abandon 3d engines. Stuff like idtech 3 and Unreal engine 2 run on anything.

      High quality 2d animation has no labor savings over 3d.

    14. Re:The solution is 2D games by cliffski · · Score: 1

      I guess you won't be buying games ever again then.
      The budgets peaked a few years ago.

      Amazingly, games can be fun without having cost more than last years games.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    15. Re:The solution is 2D games by cliffski · · Score: 2, Informative

      Bigfishgames make tens of millions of dollars a year.
      The casual games industry is 2D and worth billions.

      Yup I'm Soooooooooo worried that 2D games can't support a lone developer...

      unlike most AAA games companies, my company is profitable.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    16. Re:The solution is 2D games by Kjella · · Score: 1

      In short, I disagree. Whenever you're placing something in 2.5D, I tend to get annoyed by some game elements obscuring other game elements, making it hard to click where I want and so on. In freeform 3D it's easy to just turn the view a little and zoom in. Crysis is a strawman becaues it's an extremely hardware-intensive FPS. I'm thinking more like TBS like Civilization, RTS like Command & Conquer, any sort of Tycoon game or the Sims. All games that are much, much better in 3D and don't require the latest Quad SLI to do it. World of Goo works so well in 2D because it's true 2D, there's no fake depth. But most of the socalled 2D games aren't really flat, and then it just looks like a poor man's 3D. Even when the game is fixed perspective like say Telltale's games it works much better with 3D characters in a 2.5D world.

      --
      Live today, because you never know what tomorrow brings
    17. Re:The solution is 2D games by Anonymous Coward · · Score: 0

      Actually, 3D artwork is a lot cheaper than 2D, simply because the tools are better.

      To get a decent 3D character model, you basically need to design the character, build the mesh, and texture it. To animate it, you need to then create a decent skeleton, and attach it to the skin properly. That's not exactly a simple task - it requires at least two, possibly three completely different skill sets. However, you only have to do this once.

      For every animation frame you want, you just need to set up a new keyframe. You don't need to re-do any of the texturing, or modelling, or anything. You don't even need to animate all the frames - the rendering system will interpolate between keyframes for you, so you can get smooth animation using only 10 or 15 keyframes per second.

      Need to make a change to the model or the textures after you've done all the animations? No problem - as long as you don't change the proportions of the skeleton, it'll all just work perfectly.

      Have twenty different characters? Easy - make sure they have the same proportions, use the same skeleton, and use the same animations for all of them.

      Compare that with 2D - for each frame of animation, you have to re-draw the entire character from scratch - you have to draw the character's base in it's new pose, fill in all the details, colour it in, and make sure it's consistent with the other frames. Make sure you get it right first time - changing them again is going to be painful.

      And that's not even thinking about higher resolutions. Low resolution games look crap on LCD monitors, because of the crappy upscaling. 3D models do not have the same problem.

    18. Re:The solution is 2D games by Anonymous Coward · · Score: 0

      The solution is 2D games

      Seriously.

      Abso-flogging-lutely.

      Consider, e.g., the PS1 title Castlevania: Symphony of the Night vs. Castlevania: Lament of Innocence and Castlevania: Curse of Darkness for the PS2. Moving to 3D made navigating the castles more difficult in an irritating way, and simultaneously dispensed -- necessarily -- with the lush, crisp, detailed graphics of the PS1 title.

      Not that the two PS2 titles weren't fun; they definitely were. But 3D didnt' render them SUPERIOR or more DESIRABLE with respect to the earlier, massively more successful Castlevania: SOtN. Really, it just made them different as a physical/perceptual gaming experience (i.e., how the player processed space, timing, and perception of surfaces), less satisfactory with respect to the visual appeal of game items and creatures by themselves, and likely massively, massively more expensive for development.

      Castlevania: SOtN was lush. Lush, I say.

      Finally, following upon this, I would just like to provide the obligatory profession that I, for one, welcome the return of our 2D side-scrolling console overlords.

    19. Re:The solution is 2D games by Gravatron · · Score: 1

      the use of 2.5 d allows the utility of 3d objects with the solid controls and such of a 2d world. Its a criminally underused perspective/game style.

    20. Re:The solution is 2D games by Gravatron · · Score: 1

      So does Bionic Commando Rearmed.

    21. Re:The solution is 2D games by nEoN+nOoDlE · · Score: 1

      Wow, that's an amazingly luddite answer coming from a person on a tech site. While we're going back to 2D, why not go back to horse and buggies - they're better for the environment! Sure, there is room for 2D games, but speaking as a 3D animator who has worked with 2D and who has priced out the differences between 2D and 3D animation, it's not that much different. The big issue is reusability of assets. A 2D character has to be redrawn over and over again for specialized circumstances (change of clothes, perspective, etc), but once a 3D model is modeled and rigged, it's very little time and effort to get an extra animation from it, or a different camera angle, or even a completely different character. 3D becomes cheaper as time goes on and you have a library of assets. The problem is that most games throw away everything and start from scratch for every game, which is strange since every game still starts to look the same after awhile.

      And plus, just because you like 2D games doesn't mean that a well executed 3D game doesn't have as much "fun." I hate FPS games and I'm a big fan of simple puzzle games and indie stuff, but the newly released KillZone 2 blew me away with how detailed and realistic the characters and environments are. That added to the fun and immersion of the game for me. I want developers to continue to push the boundaries of the medium. It's only then that games will be considered a de-facto art form by even the Hoighty-toightiest of critics, instead of a fun diversion while you're sitting on the toilet.

      That said, I think the whole industry is leaning too far toward higher end graphics and hyper-realism, since most of them come out crappy anyway. Big companies should stop putting all their eggs into their next AAA basket and make 15 small, fun, engaging games that cater to more specific and esoteric markets for the price of their 1 super realistic WW2 shooter. Then if even 1 of those games becomes a breakaway success it could pay for the other 14. It's less of a gamble than hedging your bets on an FPS shooter that will compete with 10 similar titles on the shelf.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    22. Re:The solution is 2D games by tepples · · Score: 1

      Low resolution games look crap on LCD monitors, because of the crappy upscaling.

      Then use better upscaling, such as hq4x.

    23. Re:The solution is 2D games by cliffski · · Score: 1

      You are a 3d animator, so that explains why '2D' is considered 'luddite' to you.
      How strange.

      Books are 2D, and printed on paper. I guess you don't read any such 'luddite' books?

      I love the way 'pushing the boundaries' is defined as 'pushing a lot of polygons'.

      Music isn't better because its louder, faster or has more notes. 3D is not better than 2D. It's just different.

      Its pathetic to think someone creative wants to treat anyone who doesn't prefer 3D as 'luddite'. I guess you despise black and white movies too eh?

      --
      DRM-free indie games for the PC and Mac: Positech Games
    24. Re:The solution is 2D games by nEoN+nOoDlE · · Score: 1

      You're a Luddite not because you like 2D. I love 2D animation. But saying that "Oh well, 3D is too costly, let's all go back to 2D gaming" is ridiculous. There are plenty of successful 2D games - World of Goo, Cooking Mama, 90% of iPhone games, 100% of flash games, etc. I'm not diminishing them in any way and a lot of them look beautiful. Your solution, though, is taking a huge step backward in progressing the technology. 2D graphics are established. The future is in pushing 3D technology as far as it can go. And yeah, I don't read 2D books, only pop-up books or holographic novels, because 2D books are SOOOO 16th century.

      I could like books or black and white movies, but it would be stupid of me to say that color movies are too costly, so let's just stop making them. Or let's go back to writing every book in Victorian English. Which is the equivalent of what you propose.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
  19. Math by El_Muerte_TDS · · Score: 3, Informative

    The cost of a game for the latest consoles is over twice that â" $25 million is typical, and it can be much more. Reggie Fils-Aime, chief marketing officer for Nintendo of America, says publishers of games for its Wii console need to sell one million units of a game to turn a profit

    Cost for the developers is $25m, need to sell 1m units at $50-$60. So, what happens with the other $25-$35? I'm assuming the licensing fees to make a console game are included in the $25m. So that leaves, physical production, logistics, and the retailer cut. Those 3 things really make up 50% of the price tag? Maybe that's something that has to be fixed. A lower price tag often has a positive influence on the number of units sold.

    As for OnLive going to change things, who's going to pay for OnLive's hardware, and software licenses? Right, their subscribers. Will OnLive get more relaxed licensing terms than normal customers (i.e. don't require a license for each subscriber)? Probably, but when 1000 people want to play game X at one time you still need 1000 licenses at that time.

    1. Re:Math by am+2k · · Score: 1

      Cost for the developers is $25m, need to sell 1m units at $50-$60. So, what happens with the other $25-$35? I'm assuming the licensing fees to make a console game are included in the $25m. So that leaves, physical production, logistics, and the retailer cut. Those 3 things really make up 50% of the price tag?

      Yes, exactly. Of all the parties involved with selling a game, the retailer gets the biggest cut, due to the costs involved (employees, store rent, etc). It's like the last mile of Internet providers.

      Obviously, selling online only would greatly reduce the total costs.

    2. Re:Math by Eskarel · · Score: 1

      I'd make a guess that the developer doesn't get anywhere near that $50-$60. The retail store, the distributor, and the publisher all have to take a cut out of that 30 million dollars, and they've got expenses and have to make a profit too.

      I always wonder at these sort of articles. If most companies were confronted with a situation in which the vast majority of their products were generating massive losses, they'd look at doing something different. It's fairly clear that increasing prices won't work, so that leaves decreasing costs and/or increasing the percentage of your games that are a success.

      The entertainment industry has a real problem because they don't know what industry they're in. They think that they're in the movie industry or the music industry or the game industry. They're not. They don't sell games, or movies, or music, not really, they sell entertainment, and if they can't sell entertainment at a price people are willing to pay then they lose and go out of business. The sooner this happens the better for some of them.

    3. Re:Math by __aaclcg7560 · · Score: 1

      Licensing fees for the consoles could easily go up to 50% per unit. You need to sell a million copies to break even. PC titles require fewer copies to break even but that's not where money is.

    4. Re:Math by pdbaby · · Score: 1

      Probably, but when 1000 people want to play game X at one time you still need 1000 licenses at that time.

      I'd imagine you'd get a licensing agreement with the publisher to charge whatever they want for the game, then subsidise that with a small cut of the subscription revenue based on how much people play that game. That way it's a major win for publishers if their games are successful (and it's basically free money, since most people using Future Cloud Gaming Service wouldn't otherwise be able to play the games because they lack the cash for the hardware

      For the cost of the game, there's a huge cut of it which is (pointless and wasteful, IMO) marketing, production, having to cover the cost of returns (from game retailers when they can't sell all the copies they bought). They could probably charge half of the price of the game to subscribers and the publisher would be better off.

      The other great thing is that you could offer demos which were the start of the game - 60 minutes playing Crysis, after which time your game is saved and you're asked if you want to buy it. Much cheaper than building a demo. And you're building some idea of progress into the experience - if they pay you, they can continue from where they were. If they don't, they don't get any further. The problem is for games where 60 minutes is just longer than they can hold a players interest with their mechanics...

      (by the way, I'm against OnLive as with lots of other digital distribution systems - I want to own something. I want to be able to lend it to my friends. I want to sell it to someone if I want. I know publishers and developers hate the used games market but you've got to factor it into your sales and live with it. Book publishers seem to be able to survive, after all)

      --
      Global symbol "$deity" requires explicit package name at line 2. - If only $scripture started "use strict;"
    5. Re:Math by goose-incarnated · · Score: 2, Insightful

      Perhaps thats part of the problem then. Dev houses are flocking to where the biggest reward is, which is also where the biggest risk is. PC gaming may have smaller rewards, but I know that I'd rather have a small slice of a big pie (PC gaming) than a big slice of a small pie (console X).

      I'd rather risk a loss of $100k for a potential reward of $100k than risk a loss of $35m for a potential reward of $15m.

      --
      I'm a minority race. Save your vitriol for white people.
    6. Re:Math by TuaAmin13 · · Score: 1

      The other great thing is that you could offer demos which were the start of the game - 60 minutes playing Crysis, after which time your game is saved and you're asked if you want to buy it. Much cheaper than building a demo.

      You forget about those people with peg legs and a hook. While that method totally makes sense, publishers are afraid of the aforementioned ship specialist. If you can download a keycode to make a game you just downloaded for free work, you're just opening the door to getting your game cracked easier.

      I don't necessarily agree with the whole DRM to stop piracy for 48 hours, but it does make sense from the publisher's point of view.

    7. Re:Math by KDR_11k · · Score: 1

      Usually the publisher pays all expenses the developer has (or at least gives them their budget) and in return keeps all the money the game makes, if the game makes less than it cost the publisher gets that loss so the break even sales are calculated at their end. I don't think the publisher actually gets to keep much when the game was funded by the dev.

      Most likely the 25million do NOT include the per unit license fees, only the fixed costs.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Math by vlm · · Score: 5, Informative

      Cost for the developers is $25m

      Huge mistake right there.... budget breakdown is more like:

      30% various licensing fees for theme, art, and music.
      30% for marketing, tv commercials, paid for advertorials and complimentary copy in magazines and online, print ads, posters in stores, parties for the media, show expenses.
      30% for executive management bonuses, HR, finance, other non-frontline cost centers
      8% for customer service to handle all the bugs, purchasing/shipping department, technical writers, etc.
      2% for developer pay, at most.

      The percentages vary slightly from megacorp to megacorp, but not much.

      The question that will not be asked, is why the overhead approaches 99% yet provides so little impact on the final gameplay experience.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    9. Re:Math by Anonymous Coward · · Score: 0

      While that method totally makes sense, publishers are afraid of the aforementioned ship specialist.

      But that's one of the benefits of OnLive - the code never leaves the server room - so they can guarantee that you can't play the demo for longer than 60 minutes. If they only published a game that way then piracy would simply not exist

    10. Re:Math by Anonymous Coward · · Score: 0

      Dude, taxes

    11. Re:Math by El_Muerte_TDS · · Score: 1

      So, the can save 30% by being original? (or use very old "IP", like Dante's Inferno)

    12. Re:Math by NeutronCowboy · · Score: 1

      Marketing can be an absolutely insane money sink. I haven't checked if it's still around, but Sony sunk 1 million into projectabraham.com. For what is essentially a collection of crappy videos that are supposed to detail the backstory of Resistance 2. It was called a viral site, despite there being nothing viral about it.

      1 million for something that almost nobody looked at, and that added close to zero sales. That's where part of the problem is.

      --
      Those who can, do. Those who can't, sue.
    13. Re:Math by Anonymous Coward · · Score: 0

      Hi! You're stupid.

      Let's imagine we have a development team of 75 people, which honestly isn't a lot of a large 'AAA' title these days. Now, let's average out all of their incomes to $60,000 which is pretty conservative. After that, let's multiply that by the three years that they've worked on the project.

      Why, that's over $13,000,000! And chances are the team has expanded in size from its initial 75 people, which is to be expected.

      Now, let's add in the cost of overhead, marketing, licensing for art, etc and it becomes apparent that developing a large game isn't cheap.

    14. Re:Math by Anonymous Coward · · Score: 1, Informative

      You're cute. No, the $25M wouldn't include marketing because that's not enough money to do it. The things you listed don't exist for low-budget ($25M is low) games. Try $100-200M before you see TV spots and prominent in-store placement.

      $25M sounds just about right for just the development costs. It's enough to pay for salaries, facilities, insurance, development hardware and electricity for a 100-person team for about two years. $1M/month to run a medium sized company is not exorbitant. (If anything, $10K/employee-month is low but I'm assuming your standard EA sweatshop rather than Id software here)

    15. Re:Math by Stevecrox · · Score: 1

      I think your going to far, if you think about games like GTA/HL2, they have alot of bystanders/objects in them. Rather than rebuild everything from scratch don't be afraid to pull common assets from previous titles and build even more assets for the new game.

      The next episode of Half Life 2 will probably have character assets form the original game in it and have new ones. Most game companies seem determined to create a new game engine and completley new game engine for every single game.

    16. Re:Math by tepples · · Score: 1

      So, the can save 30% by being original?

      No, they can get sued for subconscious copying. (For example, George Harrison and Michael Bolton both got sued and lost.) Even if they don't, they have to spend most of that on advertising their original work, with which the target audience will not already be familiar.

    17. Re:Math by Anonymous Coward · · Score: 0

      That's actually quite funny to hear. I used to work at Fry's, where markup was known on every product basically by all employees (they make a cut). Software markup was nil. Think about it - how many high markup products have fixed pricing among all competitors? A retail shop's motivation to sell games is much the same as why they sell consoles (also not very profitable...), to keep customers coming in and buying unrelated higher markup items (for a game shop this would be used games or console accessories).

  20. thank you for the obama deception biography by Anonymous Coward · · Score: 0

    I will make sure to spread this information to everyone i know.

  21. just fire all the marketing people by TRRosen · · Score: 1

    I mean really 25 million on a Game. We all know they don't pay the developers crap, so most of that goes to mindless marketing, parties for media types and HYPE HYPE HYPE.

    on the other hand we have guys who just downloaded the iphone SDK to see what they could do and in a couple months released a game that cost nothing but those two months of time, with no marketing, no TV ads and no parties, who are making tens of thousands per day selling games for less then $5.

    1. Re:just fire all the marketing people by KDR_11k · · Score: 1

      They don't pay the individual developer employees that much (though some can still make serious money) but they need to employ so many of them that even their low salaries add up to a crapton of money.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  22. Overproduction by noselasd · · Score: 4, Insightful

    It's quite simple, there is a vast overproduction of games.
    People will only buy so many games, and when there's just too many games, eventually some of the producers will have to throw in the towel.

    Which is good for the ones that survives, as they have a greater chance of turning a profit again.

    1. Re:Overproduction by Anonymous Coward · · Score: 0

      The worst aspect of the overproduction is the movie tie-in.

      Not a single one of those games has been any good. I know it's great marketing and trying to take advantage of the franchise, but they're so awful I'd be embarrassed if I worked on one.

    2. Re:Overproduction by Anonymous Coward · · Score: 0

      No there is a vast over loading at the end/start of the year. Nearly everything good is released between november and february, the rest of the year is expansions, rubbish or the singualr great game that no one buys.

      They need to have better release scheduals, spread through out the year. NFS, tombraider and fallout in the space of a few weeks, Im only going to get one of them. release them a month or a couple of months apart and I might get all three.

      Now how multiple companies could arrange that I dont know they all seem to act like kids after all.

    3. Re:Overproduction by clickclickdrone · · Score: 4, Interesting

      It's the Atari 2600 syndrome all over again. 2000+ games, the vast majority of which were cack. People just gave up buying and the whole market collapsed.

      --
      I want a list of atrocities done in your name - Recoil
    4. Re:Overproduction by KDR_11k · · Score: 1

      Oh come on, "not a single one" is too generalizing. Golden Eye, Speed Racer (at least on the DS), Bleach DS, Naruto GNT, Riddick and that's before we count the SNES era Disney games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Overproduction by Anonymous Coward · · Score: 0

      I'll concede that point and lower my criticism to 90%. However, that 90% does more than its fair share to bring the others down.

    6. Re:Overproduction by perryizgr8 · · Score: 1

      wanted: weapons of fate is quite good, actually. so not all movie derived games are crap.

      --
      Wealth is the gift that keeps on giving.
    7. Re:Overproduction by hollywench · · Score: 1

      I ditched the 2600 for a C=64. It's called upgrading. :)

    8. Re:Overproduction by Theoboley · · Score: 1

      ET was a major player in the near-death of video games. This being slashdot, I'm sure everyone knows the story behind that.

      --
      Stupidity only gets you so far, then you've gotta try
    9. Re:Overproduction by clickclickdrone · · Score: 1

      Pacman didn't help. They made something like 10m carts when there was only 7m consoles in the field. Duh.

      --
      I want a list of atrocities done in your name - Recoil
    10. Re:Overproduction by Theoboley · · Score: 1

      Yes, but it sold, and it was playable. ET was such an utter disappointment that i believe i read somewhere there was a garbage dump with mounds of the cartridges just piled high

      --
      Stupidity only gets you so far, then you've gotta try
    11. Re:Overproduction by ookaze · · Score: 1

      It's the Atari 2600 syndrome all over again. 2000+ games, the vast majority of which were cack. People just gave up buying and the whole market collapsed.

      No it's not, at all.
      In the Atari 2600 syndrome, there were lots of console clones on the market too, not just lots of games. And by clones I mean lots of consoles that had no differenciation from each other.
      This generation of console is not the same thing at all, with one console clearly differentiated from the others, being the clear market leader.

      If lots of bad games will do sth, that will be to force the same 3rd parties that put them out, to advertise heavily their good games, unless they see them drown among the bad ones. Of course, there are other drawbacks, like people starting to recognise the companies that put out the bad games, and avoiding them at all costs.
      3rd parties are killing themselves since the start of this generation and it will only become more apparent as the generation goes on.

  23. EASTL by Unoriginal_Nickname · · Score: 1

    Small game companies can make a decent game for a pittance because they have no choice. They either make do with what they have, or they pack up and go home.

    Huge game companies spend a lot of money because there is no pressure for frugality. Usually this total lack of moderation takes the form of having hundreds more developers working on a game than they need to. The extra labor goes into go-nowhere projects like the EASTL, an utterly bizarre version of the STL for low-memory consoles, or trying to integrate all of the obscenely expensive middleware that's needed to be advertised on the box.

  24. Cost analsysis time... by Anonymous Coward · · Score: 4, Interesting

    How much money does your current generation shooter's 3D assets (Including textures) cost to produce? Let's assume it takes a week to produce a high quality 3D humanoid actor, and another month to do motion captures and animations.

    Lets break that down now: 1 month + 1 week = 25 work days, give or take. If we are not working overtime (because we are on schedule-- like that ever happens...) for 8 hours a day, which comes to 200 hours for a single employee in that time frame. If we assume that the dev crew has 3 employees assigned to this task, that is 600 work hours invested. If we tabulate this up with 'Crazy California Wages' (at least 20USD/hr), we get something around 12k to pay those 3 employees for 1.25 months, to produce and animate a quality 3D actor... (*ONE* actor)

    What happens to this 12k asset after the game is released? It finds itself in a backup queue somewhere, drawing dust, and adding to corporate overhead, because that model and it's animations are 'yesterday's news'. (But dont anyone else DARE copy it!)

    An absurdly simple solution to this problem is a creative development commons repository, into which obsoleted, or true public commons assets (Such as textures, models and animations from public sources) are shared between a consortium of interested corporations.

    EG, only one partnered company need develop a 1957 Chevrolet classic, and the other partners can use that asset later with a very minimal licensing fee. In return, that company can draw from the wide selection of physique animated, havok physics boobie girl models and textures that will be in there, rather than having to make one themselves.

    Such cooperation between vendors would enable high quality content to still be available, but would drastically slash artistic staff overhead.

    Similar collaborations for AI behavior, and engine tweaks/modifications could be kept, allowing work to not be replicated many times between the interested parties, and would allow these companies to continue producing innovative plots, and environments, while drastically cutting the overhead costs.

    Looking for a specific make and model of car? Check to see if a partnered affiliate in the consortium has already made one that will fill your needs-- Looking to resolve an issue with AI bots jumping out in the open and shouting "HERE I AM!!" when they should be doing pop-shots behind cover? Check the AI scriptlet repository to see if another AI programmer may have had insight before.

    A game title is more than the sum of it's parts, and having a shared resource of stock parts would allow game companies to focus more heavily on game DYNAMICS rather than blowing all their budget on artwork, and technical issues.

    However, I won't hold my breath that such an outbreak of common sense will happen any time soon, given the current trend to ever increasing levels of escalating aggression involving tactical IP portfolio warheads.

    What did the cold war teach us about standoff stalemates where we have hordes of weapons cached away, "For security"? It leads to economic problems, mismanagement, and bankruptcy.

    People never learn do they?

    1. Re:Cost analsysis time... by Anonymous Coward · · Score: 0

      seriously $20 an hour in Cali. What planet are you on? We are talking a developer not a shift manager at Mcdonalds or a custodian at a school. I would venture to say 50-100 hr with tax and benefit overhead.

    2. Re:Cost analsysis time... by averner · · Score: 1

      The main issue in the past was the fact that each new generation of games had significant improvements in 3D graphics over the last generation; thus the last generation's models were somewhat "obsolete". As hardware gets better and better, this will become less of an issue as improvements in graphics become less noticeable. You already see various objects such as barrels in Source games getting reused across various titles - I think they had some of the same models in Counter Strike: Source and the Half Life 2 series.

      --
      Member of the 7 Digit UID Club
    3. Re:Cost analsysis time... by jfim · · Score: 1

      You're doing something seriously wrong if you're doing mocap for a month.

      Also, there already is a 3D model market, see TurboSquid for example. However, you're assuming that a game is only a patchwork of random disparate elements. It's not. It would pretty much break the fourth wall if you started to notice that you saw that particular soldier in another game, so you'd need people to retouch the models and assets anyway. Besides, you probably want all the models to have the same visual style, so it's probably less effort to just create the models from scratch instead of having to tweak something you bought.

      Also, you failed to see that asset production is pretty much a pipelined process: a modeler makes a model, which is then sent to a texturer and an animator to complete. Also, a lot of the costs related to assets are mostly related to client demands. If someone at Disney or Warner doesn't like the look of character X from their license, well, you have to rework it, then send it for their approval again, hear them whine again, etc. Having asset libraries in that case doesn't help.

    4. Re:Cost analsysis time... by ex_ottoyuhr · · Score: 1

      I like the idea (and I find myself wondering just how many weapons the game developers have cached :) ), but I think it makes the mistake of assuming that games are sold based on the quality of their story, level design, and the like. I would be among the first to say they should be, but it doesn't seem most games are written that way -- better models and graphics engines are still the competitive focus. This made sense during the growth period of graphics, the late 1990s, but it's less viable now -- it's like late-industrializing countries touting their modernity by building steel refineries and aluminum plants. Graphics are stable now, and the marginal cost for the next step of benefits is higher -- I believe someone on this mentions that _The Chronicles of Riddick_ is about as advanced of graphics as he'd really need in the presence of good content elsewhere -- and game developers need to focus a great deal more on other elements, on quality of storyline and gameplay above all, and less on polygon count. There's precedent for this kind of reinvention to match the new paradigm, too: remember how U.S. Steel is known for the quality of its blog software, and General Motors runs the most popular and profitable search engine on the planet?

      Oh, wait.

      Maybe not.

  25. It's not so simple, but it's not so hard... by Damn+The+Torpedoes · · Score: 1

    Games like Halo and COD 4 have maxed out the FPS multiplayer market; therefore, making a shiny, new multiplayer shooter probably won't sell, since the kid who's finally gotten that sweet perk won't want to toss all the effort he's put online into the garbage. Games like Bioshock, Half-Life, Portal, Halo 1 and pretty much every Blizzard game ever made, take a gimmick or style of play and weave a compelling, engaging story around it. Game developers need to understand that there is no magical gameplay formula for single player games; there is only the story, and whether the player can get attached enough to the elements that make up the gaming experience. As for multiplayer-only oriented games, don't expect to make much money unless the idea you have blows what's already being played to smithereens. I think we know specifically which games are being mentioned here: Starcraft 2 and Diablo III. Both multiplayer, both coming out, both will make Blizzard a boatload of money.

    1. Re:It's not so simple, but it's not so hard... by Cederic · · Score: 1

      Game developers need to understand that there is no magical gameplay formula for single player games; there is only the story

      I play a game once for the story.
      I play it many times for the gameplay.

      Gameplay is king. Give me as many stories as you like, but do note the general theme of posters that "yet another FPS" is always going to struggle because it doesn't give you a gameplay experience you haven't had already.

      Doom 2 set the bar, Quake gave you the technology, Duke Nukem 3D showed you how to wrap a story around it and Unreal Tournament took it online properly. All FPS since then are derivative; the successful ones have all added something new to the mix (e.g. BF1942 added vehicles..)

      Story is always appreciated, but even Starcraft would've failed to sell without the underlying gameplay.

  26. Isn't that inacurrate? by Anonymous Coward · · Score: 0

    I mean the good people at Namco said that they need to sell 500k of their games (ps2/xbox/gc/wii) to break even. Now Nintendo is telling us they need 1Mil? Maybe Nintendo's games are costier or maybe they indeed advertised MUCH MUCH more (I mean look at Wiifit and Mario Kart).
    Because I don't know about you but I highly doubt Wario Land the shake dimension need 1Mil to break even. Wiimusic, Wiifit or even Mario Galaxy? Yes. Mario Striker, Excite Truck or Endless Ocean? Highly doubt it

    1. Re:Isn't that inacurrate? by clickclickdrone · · Score: 1

      A friend's firm did a Wii download title and I'm pretty sure he said they needed to sell 70k copies to break even.

      --
      I want a list of atrocities done in your name - Recoil
  27. powermousey by powermousey · · Score: 1

      Its a Beautiful Life!

          What with these continuing and hard economic times and the inevitable of total world economic collapse. And the rising of unemployment, more housing foreclosures, more businesses reducing and even closing, struggles to find jobs where there are only few, more people low on cash and having trouble making ends meet. Even people poor or even homeless.

      Regardless if game companies, developers and publishers cut costs, and even produce better, more fun and even make games more affordable, a lot of people cannot afford them. Other things such as basic necessities are more important. Also, people will look and find alternate means.

      Myself, I don't buy games anymore. Primarily because: a lot of them are too high priced, either crapppy or mediorce, not my type of game or cup of tea, and beacuse of DRM restrictions and internet server connections required...even on solo and offline games.

      There are some alternatives available.
    Yes, there are bargain bins and discount shelf racks of games at stores such as Walmart and Target. But, also freeware and shareware games.
    Tons of game demos too. And many free online games too. I'm playing the 4th Coming, and looking into both Fallen Earth and Spellborn.
      Darkfall looks cool too.

  28. One million sales? by KDR_11k · · Score: 1

    I'm kinda wondering what Fils-Aime bases that number on, especially what expected dev cost and retail price. It seems that many Wii games get made on a sub-million dollar budget so the break-even point got to be pretty low for these. Are we talking about Zelda-esque blockbusters here or indeed every single game? Even with 10 million dollar dev costs breaking even at one million sales seems kinda weird, would mean they get only 10$ per sale and games are supposedly one of the goods with the lowest retailer margins. Pointing at the RIAA situation wouldn't make sense either, the equivalent to a label would be the publisher who made that dev cost investment so the loss/profit numbers are being tallied at their end anyway.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  29. What I don't understand... by junglee_iitk · · Score: 4, Insightful

    What I don't understand is capitalism!

    When 25 Million dollar games are not turning profits, then either:
    1) Pay less to developers and artists
    2) Make less expensive games

    To me, (1) makes most sense. Isn't that how capitalism supposed to work?

    1. Re:What I don't understand... by hasdikarlsam · · Score: 1

      "To me, (2) makes most sense." -- Fixed that.

      Sure, you could pay less to the developers, but then you'd get worse developers. Game development is already a sort of ghetto; most programmers worth their salt wouldn't touch it with an eleven-foot pole, and that would just make it worse.

    2. Re:What I don't understand... by Anonymous Coward · · Score: 5, Insightful

      3) Pay less to or fire the managers and executives who are clearly not making good decisions.

      That makes the most sense to me.

    3. Re:What I don't understand... by junglee_iitk · · Score: 1

      Which is same as (1) :P

    4. Re:What I don't understand... by homer_s · · Score: 1

      1) Pay less to developers and artists
      To me, (1) makes most sense. Isn't that how capitalism supposed to work?

      Nope. Developers and artists are selling their services - they will sell it to whoever pays more. If the game companies pay less, then they might work for some other industry.

      2) Make less expensive games

      That is a good idea. Another one is to make a game good enough where it'll sell a lot of copies for a lot of money.

    5. Re:What I don't understand... by ibwolf · · Score: 1

      Or 3) realize that they have a product with high development cost but very low per-unit cost.

      The simple fact is that games (especially on consoles) are overpriced. I've had a PS3 for almost a year now and I've only bought 1 game (and been given or borrowed another 3-4). I do enjoy playing but the prices are so outrageous that I'm not going to buy any game unless I'm sure I'll like it, which is very rare. If the prices were slashed in half, I'd buy at least 3 or 4 games a year.

    6. Re:What I don't understand... by junglee_iitk · · Score: 1

      I doubt people spend 25 million dollars one something that they themselves think is not "good". Goodness is relative!

    7. Re:What I don't understand... by junglee_iitk · · Score: 1

      I doubt people spend 25 million dollars on something that they themselves think is not "good". Goodness is relative!

    8. Re:What I don't understand... by ivucica · · Score: 1

      Pay less to developers and artists for the same job? No, sir. Make less expensive games, make more of the less expensive games, and one will surely be a hit. Don't concentrate your power on one point; if shooting at that point fails, you fail.

    9. Re:What I don't understand... by homer_s · · Score: 1

      What they think about their product is irrelevant! I'm sure the maker of Gigli thought it was the greatest movie ever made!

      My point was that, you cannot just say, "Well, the game is not selling, so I'm paying you developers only $5/hour".

    10. Re:What I don't understand... by geminidomino · · Score: 1

      2) Make less expensive games

      This. There is no way they can make me believe that the "sweet spot" for game pricing is the same in a crashed economy as it was three-four-or-five years ago. If you're not selling enough games, slash the price. If 40% cheaper means you sell 100% more copies, more profit. Yay.

      Stop listening to the goddamn MBAs and RIAA who call unrealized profits "losses."

    11. Re:What I don't understand... by Kintar1900 · · Score: 0

      If 40% cheaper means you sell 100% more copies, more profit.

      I take your point, but feel compelled to taunt your math. ;)

    12. Re:What I don't understand... by KDR_11k · · Score: 1

      They spend it on something they think will sell, goodness doesn't factor much into that (of course they assume they're properly executing their plan but the rate of failure for that part is probably figured out by now and can be considered a part of the risk-reward equation).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:What I don't understand... by MobyDisk · · Score: 1

      #1 is not really possible.

      Game development is one of the most challenging areas of work. The artists must understand technical limitations, work with cutting-edge tools, and must have a working understanding of higher maths. Software developers must understand multiple highly-variable hardware devices, know assembly, low-level languages, scripting languages, and be able to make code run in milliseconds.

      Despite this, they are paid very poorly. I would be working at a game company now if they didn't offer me 1/4 what I can make using only half as much of my brain doing business software.

      People go into the business for the sheer joy of it, not for money.

    14. Re:What I don't understand... by geminidomino · · Score: 1

      How so?
      Price P
      Profit r
      Sales s
      Dev cost/overhead d

      r = (P*s) - d

      So if P=.6p and s=2s
      r = (.6p * 2s) - d
          = (1.2ps) -d

      20% more income for the same development cost.

    15. Re:What I don't understand... by Anonymous Coward · · Score: 0

      Most of them aren't actually earning too much. Especially if you consider how much learning is required to be capable of programming a AAA game.

    16. Re:What I don't understand... by Kintar1900 · · Score: 1

      *sigh* Yeah, that occurred to me about ten minutes after I posted, which coincided with the completion of my third cup of coffee. Before that, I was thinking about total sales, not actual profit. :P Time to remind myself of the old quote: Ensure brain is running before engaging mouth.

    17. Re:What I don't understand... by Anonymous Coward · · Score: 1, Insightful

      Yes, we all know how easy game devs have it. Huge salaries, short hours. Time to cut down on this!

    18. Re:What I don't understand... by geminidomino · · Score: 1

      No harm, no foul. This is /. We've all been there. :)

    19. Re:What I don't understand... by PrescriptionWarning · · Score: 1

      If more people actually understood how capitalism worked then we probably wouldn't be a recession. It just doesn't work when greed meets inconceivable expectations.

    20. Re:What I don't understand... by smartr · · Score: 1

      If the game companies pay less, then they might work for some other industry.

      This is much the case for programmers, but even more comically - good game developers might come back and develop low cost games to make more money. Sounds to me like management doesn't know how to pick and hold onto good developers (or what to do with them)... Blizzard doesn't seem to have any problems developing high cost games and churning out more profit than anyone else.

    21. Re:What I don't understand... by Stormwatch · · Score: 1

      I'm sure the maker of Gigli thought it was the greatest movie ever made!

      I haven't watched Gigli, but to play the devil's advocate... I heard it was one of those times when the director tried, but the money man meddled and demanded a change that fucks up everything; it was supposed to be very dark and violent, but the studio made the director turn it into a romantic comedy.

      This kind of thing also happens in games: for example, it seems NiGHTS: Journey of Dreams was supposed to be on X360 & PS3, but the higher-ups at Sega saw the Wii was "hot" and told SonicTeam to move the game there; they only had about a year to redo everything, and the game came out rushed and unpolished. (sauce here)

    22. Re:What I don't understand... by Dog-Cow · · Score: 1

      I'd have to agree. Anyone who thinks debt is capital probably doesn't have a firm grasp on reality.

    23. Re:What I don't understand... by Anonymous Coward · · Score: 0

      Yep, you don't understand capitalism.

      If you pay them less you will end up with the programmer that couldn't find a better paying job. If you have worked in this business you know this just leads to hiring more unskilled developers, making the problem worse.

      The end result is going to be spending more to get worse video games. The last thing I want to do is drop $60 on bad game for my PS3 ( so I won't ).

    24. Re:What I don't understand... by Lemming42 · · Score: 1

      Game development is already a sort of ghetto; most programmers worth their salt wouldn't touch it with an eleven-foot pole, and that would just make it worse.

      *laugh out loud* Anyone who thinks that game development is the ghetto of programming needs to try to get a job in the game dev industry. I've worked on web applications as well as embedded systems and game development is easily the toughest job I've ever had. Building a program with a large team that has to fit in memory as well as run over 30fps no matter what the user does is a massive feat of engineering.

    25. Re:What I don't understand... by Eli+Gottlieb · · Score: 1

      Excuse me, administrators, how did this HR marketroid get on Slashdot?

    26. Re:What I don't understand... by archen · · Score: 1

      Keep in mind that while #1 might sound good on paper, you may very well kill the goose that laid the golden egg. Paying developers / artists less (and I don't think they even make that much) will likely drive them away. It may be these very developers who make the gameplay fun, or the designers that make the art appealing. Good luck selling games that people don't want to play.

      Capitalism also isn't this magic pixy dust that makes everything work just because money is involved. You're missing the third capitalist option that broken systems die because they're broken.

    27. Re:What I don't understand... by Anonymous Coward · · Score: 0

      No, (1) isn't "how capitalism is supposed to work". There are lots of development jobs outside the game industry for game developers. This means that they can't just salary-set the developers and artists to compensate - they'll quit and find new jobs. The costs for developers and artists is only somewhat liquid on a per-person basis; it's a cost of business.

      If your project costs are too high to keep the team you need working, then your business needs to adapt/die, unit costs of people aren't entirely in your control.

    28. Re:What I don't understand... by AnalPerfume · · Score: 1

      When you're talking of anything with that size of budget, you will get a conservative, mainstream product. People will NOT take risks with that amount of cash at stake, they will demand it be put through every marketing filter they have to maximize the income of the final product.

      The product will invariably turn out to be the next installment of a tired franchise with very little innovation other than more detailed graphics and an all new multi-player mode, or online play. This will only attract the fans of that franchise who have not figured out the business plan behind their latest hit of their drug. The marketing will gain them a few new users but not that many. Many users will decide that the version they have works fine for them and there's no need to buy the new one yet....until it's reduced in price. It's the safe route which only leads to mediocrity.

      A large part of the franchising games issue is licensing fees paid to organizations to use player likenesses. EA have several sports franchises (all of which seemed pretty lame in the game play stakes to me), but for that they have to pay a fortune to the NFL, NBA, FIFA, NHL etc. How much of those game budgets are paid out to just use those stadiums / names / likenesses? How many players have clauses in their contracts which mean THEY get a kick back too?

      If your multi-million dollar project has to spend half it's budget on marketing, and another hefty chunk on permission, you have to produce a product with the rest.....it's a business, not an art. Quality does not matter. Players experiences don't matter. As long as enough addicts dutifully queue at games stores to get their latest fix, everything is fine.

      Cost of development is an interesting one. Both Microsoft and Sony continued down the path they'd both been on already.....bigger, better, faster etc which not only means more expensive hardware but much longer development cycles for games. Would you accept PS1 visual quality games on the PS2? Or would you demand your PS2 games be visually PS2 quality? One costs a lot more time and money than the other.

      Like any product, all your investment means nothing until your product is on sale and you can start to recoup your costs and hopefully turn a profit. If your development cycle takes twice as long as before because gamers demand more photorealism and features, you have to find a lot more money to pay for that with the possibility of only earning the same as before....therefor making a loss which runs onto funding development of your next product.

      Nintendo were the only smart party here in spotting an untapped market (people who would never consider playing games). They knew that the point of playing games is to pass the time and have fun. They went for a technically inferior (in terms of stats) console which would be much cheaper to develop for and have a wider audience. They banked on the fact that hardcore gamers would likely buy both an XBOX 360 and a Wii, or a PS3 and a Wii, either way they appealed to more users. Nintendo guessed right and are reaping the rewards.

      For those who say the Wii is for non-gamers. When you play a game of any sort, you ARE by definition "a gamer". Splitting hairs seems to be a past-time of the hardcore gamers who judge each other by how many months of their lives they've spent in front of a screen waggling their joystick. They are all about stats, high scores etc. This also applies to the fanboi flame wars over console specs. Yes I was one of those deluded individuals many years ago....I've long since grown up to the point where it does not matter how fast the cpu is, all that matters is the experience playing the game gives you.

      Smaller companies can take risks with more innovation. Sometimes it fails, but other times you have a sleeper hit and make a LOT of profits. Like any creative industry, the smaller, more independent you are, the more freedom you have in producing something special but the harder job it'll be to get it noticed by the public as the big companies have the marketing money to outbid you. On the other hand, you need less sales to break even as you've spent less on bringing the product to market.

    29. Re:What I don't understand... by Anonymous Coward · · Score: 0

      I think you'd have to know how much developers and artists are getting paid in order to conclude that #1 is the best option. As I recall a few years ago, EA was working its employees to death (google "EA spouse"). In general, I think game developers get paid less than developers doing other work (like writing business software). If you pay them less, you may loose some talent. I'm not arguing that's the right or wrong thing to do, I'm just saying that you need to be fully aware of what you're doing in order to conclude #1 makes the most sense.

    30. Re:What I don't understand... by thePowerOfGrayskull · · Score: 1

      What I don't understand is capitalism!

      When 25 Million dollar games are not turning profits, then either: 1) Pay less to developers and artists 2) Make less expensive games

      To me, (1) makes most sense. Isn't that how capitalism supposed to work?

      ... until you realize that game industry developers, artists, and producers are paid much less on average than their counterparts in more traditional business.

      I had opportunity to join a game development studio as a programmer, but could not afford the paycu

    31. Re:What I don't understand... by thePowerOfGrayskull · · Score: 1

      That was weird. Here's the rest of that sentence... "I had opportunity to join a game development studio as a programmer, but could not afford the paycut from my current job as a programmer in an unrelated industry."

    32. Re:What I don't understand... by thePowerOfGrayskull · · Score: 1

      Or 3) realize that they have a product with high development cost but very low per-unit cost.

      The simple fact is that games (especially on consoles) are overpriced. I've had a PS3 for almost a year now and I've only bought 1 game (and been given or borrowed another 3-4). I do enjoy playing but the prices are so outrageous that I'm not going to buy any game unless I'm sure I'll like it, which is very rare. If the prices were slashed in half, I'd buy at least 3 or 4 games a year.

      If you wait 9 months to a year for the "hot" titles, you will almost always find them for less than half of their original price, even for PS3.

    33. Re:What I don't understand... by KDR_11k · · Score: 1

      Ghetto as in hard work, bad pay, bad hours.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    34. Re:What I don't understand... by Anonymous Coward · · Score: 0

      I am a game dev and if you pay me less I'll go make software in another industry. we already get paid less...

  30. You dumb mofo it ain't got no dual core by Anonymous Coward · · Score: 0

    It's an arm for GP and a separate/ondie dsp for phone. You bought into a lie. You a dumb mofo/,/,

  31. The console games business model is broke by Anonymous Coward · · Score: 0

    Development costs with huge static in-house teams is ridiculously expensive. Those teams have to be salaried not only for the duration of the game - but for the hiatus between projects. Projects have dramatically different staffing requirement throughout game development.

    Game sales and revenues are too small to justify the massive spending on fixed teams - unless you have a sure-fire guaranteed hit.

    Massively over-indulged first party developers, who take years, require a team of hundreds and produce me-too game experience should not be celebrated. They should be mocked.

    Innovative and fun products come from small core teams who can rapidly prototype, change direction in a heartbeat, and are inexpensive enough to be allowed to make mistakes.

    Small teams can hire the very best people. And they can run a product without massive management costs, meetings and complex systems.

    Small teams can afford to be creative.

    So how can a small team create a big game?

    Outsourcing.

    Use specialist expert vendors to provide engine-tech, art services, audio, testing, writing, pre-vis - and so on. Contractors don't get paid when they deliver crap.

    Bought-in services are cheaper, better and don't burn cash during downtime. And if you got burned the last time you outsourced, that's because you did it wrong. Don't go for cheap, go for the best.

    C.

  32. The Solution by Toonol · · Score: 2, Interesting

    Make some more damn games for the Wii. Bigger market, cheaper development... why are the big publishers focusing so hard on the smaller, more costly, 360 and PS3 market? They're cutting their own throats.

    And onlive is a farce; I can't believe that anybody on Slashdot believes that company has magical 22nd century technology.

    1. Re:The Solution by Narishma · · Score: 2, Insightful

      The Wii may have a bigger market, but when a majority of it is composed of non-gamers or casual gamers who by definition don't buy many games, it doesn't look that hot anymore. In addition, the Wii market share is still a lot less than the 360, PS3 and PC combined. And when you make a game for one of these platforms it's relatively easy to port it to the other two, which isn't the case for the Wii.

      --
      Mada mada dane.
    2. Re:The Solution by perryizgr8 · · Score: 1

      why are the big publishers focusing so hard on the smaller, more costly, 360 and PS3 market?

      maybe beacuse 360 and ps3 graphics don't look like that of a decade old pc? also i believe ps3+360 sales combined are greater than wii sales.

      And onlive is a farce; I can't believe that anybody on Slashdot believes that company has magical 22nd century technology.

      i agree completely. there is no way out of high performance hardware if you want to play the latest games, onlive will do nothing except move the consoles to a central location and people will have one more monthly subscription.

      --
      Wealth is the gift that keeps on giving.
  33. Translation for Dummies by Karem+Lore · · Score: 1

    We don't like to compete in a fair competition market and thus request that laws are implemented to stop the Indie market. Only established companies should be able to sell games to consumers and alternatives are bringing down a valuable market, thus they should be labeled terrorist to the Western market and their operations should be stopped. We suggest the US Government employ our proposal published under 'Operation Killjoy.'

    --
    When all is said and done, nothing changes...
  34. The trend of the last 10 years has reached gaming by Qbertino · · Score: 2, Interesting

    Gaming, up to this point, has pretty much been a safe haven from the evolving inet, web and media industry turmoil. That is changing right now, as we speak.

    I've been doing regular webdev for a living the last 9 years and since 8 months ago I have a gig at a large global player browsergame company with a job I'd never dreamt of getting or even dreamt of being able to do profitably.

    The groth rate our company is experiencing now is totally bizar (something like upwards of 350%!) and this phenomenon is part of the equation. I suspect that a lot of the late web users - those who came to private computing soley through and because of the web (like my spouse) just a few years ago and can't help but constantly confuse Google with the internet - are responible for large parts of this trend. They couldn't install a piece of software (or a game for that matter) if their life depended on it, but they can find a website again (if the google results haven't changed ... *sigh*) and log in and continue to play a browsergame. This is where the critical mass is at today and I'm at it's epicenter right now, having howned my PHP, Flash & AS3 skills in the last few years. ... 'Guess for once I got lucky.

    Add in FOSS gaming closing in on critical mass and the 3D devpipeline getting cheaper by the day (or being comletely free [beer]) and most inovation coming from modders rather than companies anyway nowadays and you understand that gaming as we know it is a thing of the past. Any company not recognizing that will go the way of the dodo. That's a fact.

    My 2 Eurocents.

    --
    We suffer more in our imagination than in reality. - Seneca
  35. I thought we'd put this idea to bed. by ciderVisor · · Score: 1

    You can't play high-performance games on a thin client over the Web. I can't believe anyone's still talking like it's possible. The sums don't add up.

    --
    Squirrel!
  36. Or... by Xest · · Score: 5, Insightful

    If you are going to make a huge expensive game, make it worth buying.

    The problem is this, there's a lot of games out there with massive budgets that are simply crap.

    I'm not really sure the complaint in the article is exactly. They seem to be effectively complaining that the market doesn't reward games that have had a massive budget but are still crap? Well isn't that just the way business is? if you spend a fortune developing something that no one wants then you fail?

    There's a reason we've always had certain studios come back time and time again with new releases - id Software, Blizzard, Square Enix etc. It's because they produce good games people want, even if they do spend a fortune developing them.

    I don't see how it's a crisis that market forces affect the games industry like they affect everyone else exactly? What are they saying? That we should have to be more open to funding shite we don't actually want?

    Expanding on your point - the key is to make games fun and that people want, whether it's a high budget or low budget production. What consumers wont tolerate are games that aren't fun even if companies have spent $25 million on them - that's their problem. Huge, expensive games are still perfectly valid and I'd certainly be sad if we didn't get anymore Call of Dutys, Gears of Wars, Half-Lifes and that sort of thing, but they still require the fun factor than smaller games require too.

    1. Re:Or... by Anonymous Coward · · Score: 0

      This hits the nail on the head, imho.

      There is too many companies out there making what can only be described as shovelware. And yet, they almost demand to make a profit with it.

      Consumers aren't always as stupid as marketeers think, and that is where these companies run into problems.

      And a big "IP" is no real guarantee either, though unfortunately it does help. Just take Quake 4 as an example: shovelware utterly unworthy of the name Quake. I bet the new wolfenstein thing will be similar. Hell, I believe it's even the same company making that.

      It's about time some of the fluff got eliminated by market forces, so the standard of what constitutes a good game can be elevated a little again. The last few years have been pretty stagnant, for the most part. There are exceptions though, there have been some true gems.

      But this attitude of "you must have a ~10-25m budget to make anything good" is simply not true. Massive budget != the only way to make something good. It is merely a bonus, not a requirement. The requirement is talent.

    2. Re:Or... by castironpigeon · · Score: 0, Offtopic

      What are they saying? That we should have to be more open to funding shite we don't actually want?

      Well, yeah, actually. Isn't this what the **AA, car manufacturers, and every other maker of obsolete trash is saying?

      --
      mmmm...forbidden donut
    3. Re:Or... by Xest · · Score: 1

      True :) Maybe they figure if they all tell us it enough we'll actually start to believe it?

      Quite where they expect us to get the money for shite we don't want when most of us can't even afford everything we do want though I don't know!

    4. Re:Or... by DrgnDancer · · Score: 1

      It's because people used to be willing to spend lots of money on "games that cost a fortune to make but are crap", and the industry doesn't understand why they won't anymore. There are a few reasons for this I think. For one, games have reached a plateau of awesomeness for graphics and sound. It used to be that you could buy the sequel of a game, and even if it was basically the same game, you could count on it looking and sounding way better. It was win-win. You got to essentially play a game you already knew you liked, maybe add a few combo moves and change a few boss fights, and it looked WAY better. How nice. We've reached a point now where games pretty much look and sound as good as they're going to in any abstract way. They may not look "realistic"; but if they are supposed to be cartoony, they look like hand animated cartoons, if they are supposed to be realistic, they look real. Now when you buy that sequel and you get basically the same game with some inconsequential graphics improvements that you hardly even notice you think, "It's the same game! Why did I pay $50 for this! I could see it being a $20 expansion, but they charged me full price for the same damned thing."

      For another there's the whole recession thing. People are not as willing to part with money to play the latest "to cool to be real" game, especially when there's games in the bargain bin that are a year old and probably play just as well (See first point above). People are still willing to pay for stuff they really want and really expect to be good (Stuff from Blizzard, Id, Square, etc. Like you said), because they are confident that Diablo III is not going to just be Diablo II with some new shaders, and a much higher polygon count. Blizzard hasn't to this point been one to release crap, and every one expects that to continue.

      Finally, and maybe most importantly: given enough time people learn. After the 10th or 12th time you paid $50 or $60 for something you didn't enjoy at all, you start to think maybe you should either stop buying every new game that comes out, or you should at least wait for them to be a bit cheaper than they were at release. Again, the best studios, the ones that rarely if ever disappoint, get something of a pass on this. At this point I'll always give Blizzard money for the next game, unless and until they give me a compelling reason not to. If I was more of a FPS fan, the same would be true of ID. The same is not true of other software houses. I'm going to wait for reviews and maybe for the price drop before I buy those games.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    5. Re:Or... by Nekomusume · · Score: 1

      Now all they need to do is come up with a foolproof way to determine if their game will be crap before they spend millions making it.

      There's also the subjective factor... by way of example, I have yet to see anything by id that I consider remotely amusing and Blizzards's very hit-and-miss.

    6. Re:Or... by PitaBred · · Score: 1

      Same thing is happening with movies. Huge budgets for stars, and the execs take all the good things out of movies out of incompetence. Guillermo del Toro had to shop Hellboy around for years because execs kept wanting him to give him a pet helldog or make him only turn red when he got angry. How crappy would that have turned out? And how big of a budget would it have had? It wouldn't have succeeded if Del Toro hadn't stuck to his guns and had enough clout to do so. Many game developers don't have that kind of influence, so they end up having to do what the MBA, non-game-playing idiots at the helm tell them to do.

    7. Re:Or... by Xest · · Score: 1

      "Now all they need to do is come up with a foolproof way to determine if their game will be crap before they spend millions making it."

      Again just like every other industry in the world then?

      It's called market research. Too many games companies seem to forego that and just build the game the lead designer thinks would be cool without actually checking with any potential customers to see if they'd like it too.

      Effectively these people end up spending $25million on a game they'd like, without asking anyone else if they'd like it too.

    8. Re:Or... by Nekomusume · · Score: 1

      It's very hard to market research a computer game before you've made it. Especially if you're not just copying some other game.

      "I'm going to make a fantasy-themed FPS, with a skill system and customizable weapons. Sound good?"

      I don't think you'll find many game designers not doing that to some degree. Those that skip that step are either operating on a scale where failure isn't a huge deal (the guy making a game in his spare time for example) are total idiots, or are essentially making a copy of some existing popular game. Like the dozens of Diablo knockoffs...

      That's actually one of the big reasons why there's so many knockoffs... Just like hollywood, they don't want to risk money on something new, so they prefer to make a dozen reiterations on the last popular thing.

      And if you've ever played those Diablo knockoffs, you'll know that even when you're copying another game, you can still screw it up royally in ways that won't be obvious on a box, or in concept art or descriptions or any of the other things that you can market test before you've actually made the game.

      By the time they've reached the point where they've got something that can be used to show people and say "ok, do you like this?", they're probably fully comitted and have no choice but to follow the project to the end, even if there are glaring flaws. Delaying a game for years for major reconstruction is possible if you have have Blizzard's massive WoW-spawned budget... but most companies don't have that option.

    9. Re:Or... by Xest · · Score: 1

      Well no, the reason a lot of games fail is because there are other games like them that are simply better.

      If you look at something like Brothers in Arms Hells Highway, it's not a terrible game, but it's simply not as good as Call of Duty. Similarly Medal of Honour was worse again.

      They're often copying ideas that have been done a thousand times before without actually improving on them, simply imitating with a crapper version to try and cash in on people playing the superior version who may want more.

      When a company has checked whether there is demand for a game they want to make they also have to make sure that demand isn't being filled in a superior way by another developer they can't compete against.

      This isn't a problem that effects just the games industry - a lot of companies that produce goods have to commit to building prototypes and test the water with them to see if they'll be successful but also make sure they can beat the competition.

      Even Hollywood when making films faces the same issue and films that are flops ultimately almost always are because there are better alternatives out there that cover the same theme. Games are no different. Good products succede, crap products fail. Awareness of your market and the ability to put together a good team with competent people make all the difference here. Put together a crap team without knowing your market and pretend you wont fail is cheating yourself and your team.

  37. There's one problem there by Moraelin · · Score: 5, Insightful

    Well, there is one problem there: everybody also competes with older games at bargain bin prices.

    There was a time when that was a lot less of a problem, since Doom II looked like crap compared to Quake (and games based on the Quake engine), and then when you had Quake II games the old Quake I started to look like crap by comparison. Nowadays improvements are a lot more incremental. I've even played some ~10 year old games recently and while you can tell a difference, they're not exactly visually offensive either.

    Gameplay has also been OK for quite a while now. It's been a long time since we had too little RAM for anything too complex, so you can go quite a bit back in time with your gaming before you run into problems.

    Basically what I'm saying is this:

    A) I could buy a new cutesy mini-game for casual players for 20 bucks or so. Like, say, Build-A-Lot, which I actually bought recently. Except it feels like there's a whole game missing around it. The complexity and difficulty are about right for one of the dozens of minigames in a $60 RPG, so I don't think I got much of a bargain with it.

    B) I could get Fallout I, Fallout II _and_ Fallout Tactics on a DVD for around the same price. Seriously.

    C) I could get a 1 to 3 year old game for the same price. E.g., The Sims 2 costs about that much by now, and it's actually a better value for casual gamers. (Though if you're a l33t FPS-er, you might not necessarily like it.) E.g., Settlers 6 is actually almost half that by now. E.g., Warcraft III including the expansion pack is also about 20 bucks by now. Slightly more money gets you Civ IV with all expansion packs. Etc.

    So I think there's a finite niche for simple cutesy games.

    Of course, that might not apply if you can come up with a radically new game concept that everyone just has to play. But that's a bit harder than it sounds. Designers which managed to come up with a whole new concept are very few and far in between, and even they rarely manage to repeat that. It's hardly a model for staying in business for the rest of your life, is it?

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:There's one problem there by drewvr6 · · Score: 1

      This is very true for me. While I'm not suffering from the economic issues as bad as most I am still wary of spending money in areas I don't feel are "productive". Of course in gaming language, "productive" means time spent playing the game and actually getting enjoyment out of it. Fallout 3 is the most recent game I've bought new and really worth the price due to its size and depth. Other than that I look at the cheaper games that have been out for 6 months or a year. Since I don't spend every available minute gaming I have a plethora of games available at bargain basement prices. Still, I look back with nostalgia to the games I played on my C64. Sid Meier's "Pirates!", and even those games that you got halfway through and crashed due to bugs. It was a time of less fluff and more interesting experiences. Or perhaps I'm just jaded.

      --
      Now we see the violence inherent in the system.
    2. Re:There's one problem there by Antique+Geekmeister · · Score: 1

      But the old Doom is still playable. I just played the 'Sven Coop' version of the Doom map, and took a while to stop laughing at youngsters who'd never seen it. It was a pretty fun rendition, too. Steam has also re-released a bunch of the X-Com, and some Thief games, and they're quite playable.

    3. Re:There's one problem there by Millennium · · Score: 1

      Gameplay has also been OK for quite a while now. It's been a long time since we had too little RAM for anything too complex, so you can go quite a bit back in time with your gaming before you run into problems.

      Then why has only one demographic been gaming in any numbers? The fact is, gameplay has been languishing for ten years under the graphics-are-everything mindset of the developers and the pwn-the-n00bs mentality of the players. It's time to get back to things that matter in gaming, and here's a hint: high technology doesn't help them at all.

    4. Re:There's one problem there by Lonewolf666 · · Score: 1

      Well, there is one problem there: everybody also competes with older games at bargain bin prices.

      There was a time when that was a lot less of a problem, since Doom II looked like crap compared to Quake (and games based on the Quake engine), and then when you had Quake II games the old Quake I started to look like crap by comparison. Nowadays improvements are a lot more incremental. I've even played some ~10 year old games recently and while you can tell a difference, they're not exactly visually offensive either.

      Gameplay has also been OK for quite a while now. It's been a long time since we had too little RAM for anything too complex, so you can go quite a bit back in time with your gaming before you run into problems.

      Seconded.
      More exactly, the "good enough" point in technology was reached for me with Half-Life 1 and its mods. It offered
      -a true 3D environment, no longer the pseudo-3D of Doom
      -gameplay at higher screen resolutions, so you could actually identify things at a distance
      -modelling that was not 100% lifelike but started to look good.

      Since that time we have seen mostly incremental improvements, but not so many real innovations. The one thing that comes to mind is physics engines that allow realistic kicking around of items.
      But those seem underutilized to me. For instance, as an FPS player I would like to see a game that is designed to allow building entrenchments. If only by pushing a few crates into position as cover.

      About the bargain bin aspect:
      Even some "free to play" MMOs have the above features by now, and I suspect that they don't earn THAT huge budgets from their item shops. So I agree with TFA that the time of huge budgets is probably over.

      --
      C - the footgun of programming languages
    5. Re:There's one problem there by Eli+Gottlieb · · Score: 1

      There was a time when that was a lot less of a problem, since Doom II looked like crap compared to Quake (and games based on the Quake engine), and then when you had Quake II games the old Quake I started to look like crap by comparison. Nowadays improvements are a lot more incremental. I've even played some ~10 year old games recently and while you can tell a difference, they're not exactly visually offensive either.

      To add some more perspective, I recently bought "Psychonauts" for $10 on Steam. This is 1/6 the price of a large-scale, big-budget game bought new. In fact, it remains 1/3 what I paid for a "classic" (ie: reduced price due to sales volume) copy of "Assassin's Creed". Yet it contains many times more variety and gameplay value.

      Anyone want to explain why I should purchase new big-budget video games?

    6. Re:There's one problem there by Hatta · · Score: 1

      There was a time when that was a lot less of a problem, since Doom II looked like crap compared to Quake

      And yet, if you go back and play them now Doom II is a lot more fun than Quake.

      --
      Give me Classic Slashdot or give me death!
    7. Re:There's one problem there by FrostDust · · Score: 1

      For instance, as an FPS player I would like to see a game that is designed to allow building entrenchments. If only by pushing a few crates into position as cover.

      I'm sure there's a strong chance you've played it, but Half-Life 2's gravity gun is more than capable of allowing these tactics. It's not explicitly enforced as a needed strategy (the game isn't that hard), but it's definitely a viable one. Most often, you'd just end up picking up something heavy to block a couple shots, right before hurling it at the enemy to crush him/it.

      A mod of this, Source Forts, is a capture the flag game that lets each team use the gravity gun to take a bunch of panels and set up barriers, platforms, and other defences before each round begins. You'd probably enjoy that alot.

    8. Re:There's one problem there by Lonewolf666 · · Score: 1

      I've played the demo of Half-Life 2, and in those levels there was not enough loose materials for building much of a barricade. Typically, I used the bricks and motor blocks as reusable projectiles.

      Source Forts, however, sounds like what I had in mind when I wrote my post.

      --
      C - the footgun of programming languages
  38. Island of stability. by w0mprat · · Score: 4, Interesting

    From a purely economic perspective, where you can't sell enough units, and you don't make enough money to cover costs, you need to lower the price to drive sales and restore consumer confidence.

    You see, there is a strange effect, I call the island of pricing stability.

    On a graph of price vs units sold there is a sweet spot that extracts maximum net profit. Basic stuff. But to bolster the bottom line businesses often hike their prices in small increments. Short term this produces a bump to your bottom line as consumers tolerate the price rise, at least initially, which gets some smart guy who suggested it a bonus. Longer term sales take a hit as consumers make other choices, loose interest or merely spend less. Time wears on and your prices creep, overall you begin to loose gross revenue. It's not immediately obvious what is going on, it doesn't show up on short term graphs shown to the brass, nor obvious how to take corrective action (roll back that price change, cut costs, fast). Naturally everything from market forces to competition to alignment of the planets is blamed instead of potentially bad business decisions.

    After a number of price increments, where the profits just seem to keep coming in and nothing is really going wrong, what you eventually reach is a island of stability in pricing. Even far above the sweet spot this is often a nicely profitable model, even if sales decline a little, cutting costs drives revenue back to the bottom line. It is even somewhat sustainable mid term provided reasonable scarcity is maintained, competition doesn't get the lead and demand holds out.

    But there is one problem with this model. It's bollocks. This pricing island of stability is right on the edge of a steep slippery slope ready to be pushed off by competition or the slightest breeze of change from the market. Raise your prices further, for example, to try and raise funds for your lower than predicted bottom line, you can watch sales take a nose dive. In the overall picture, you just priced yourselves out of the market.

    Now if you ever were looking for an example of the proverbial epic fail. How about a price rise when your sales are already failing in a struggling market with weary consumers that's hardly profitable for anyone anymore?

    In the middle of a recession also? Surely this is madness.

    --
    After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
    1. Re:Island of stability. by Anonymous Coward · · Score: 0

      In the middle of a recession also? Surely this is madness.

      THIS IS SP-!

      No, oh gods, no! I can't do it! I can't go on!

      *gunshot*

    2. Re:Island of stability. by Anonymous Coward · · Score: 0

      Surely this is madness.

      Madness? MADNESS? NO! this is SEGA!!

    3. Re:Island of stability. by PitaBred · · Score: 1

      You keep using that word. I do not think it means what you think it means.
      Loose
      Lose

  39. Stop making CoD. by Dersaidin · · Score: 1

    Stop making call of duties. They're all pretty much the same with a slightly better engine and some new maps. And it seems that studios often put a lot of time into single players (like 15 or 20 maps + scripting + AI), and only like 6 multiplayer maps. You only play single player once. You play multiplayer again and again. Sure some parts of the maps/textures are used for both, but it still seems the effort is disproportionate.

    1. Re:Stop making CoD. by Narishma · · Score: 1

      They keep making CoD because it keeps selling. If you want them to stop making more you have to convince people to stop buying the games.

      --
      Mada mada dane.
    2. Re:Stop making CoD. by Theoboley · · Score: 1

      Which isn't going to happen because the games are pretty damn awesome. Cod4 Modern Warfare was a definite step in the right direction for Infinity Ward. With Cod Modern Warfare 2 coming out later this year, I'm expecting another GotY Call of Duty.

      --
      Stupidity only gets you so far, then you've gotta try
  40. They really don't get it do they? by primefalcon · · Score: 0

    they keep charging all that money for games, kids typicaly can't afford that, especially at this point in time..... If they lowered the games more to the point where kids could buy them as impulse items, they're multiply their sales by 1000 or more. I used to buy games myself for a mere 10 games it was around $800 dollars, of course kids cant afford to pay that, those prices are fucking ridiculous.... Lower the price radically and you'll find you'll actually make more money.....

    1. Re:They really don't get it do they? by TheRaven64 · · Score: 1

      When I was a teenager, I couldn't afford most games, so I bought a small number and pirated a lot more. Now, I don't spend as much time playing games, so even though I can afford to buy them they don't seem worth the money and so I just tend to play open source or simple flash games. There was a short window of a few years when I had both the income and interest to buy games, and I bought quite a lot during this period. Lower prices could have extended this period by several years in both directions.

      --
      I am TheRaven on Soylent News
    2. Re:They really don't get it do they? by Hognoxious · · Score: 1

      If they lowered the games more to the point where kids could buy them as impulse items, they're multiply their sales by 1000 or more.

      I'm impressed. I for one can't work out, in my head, exactly what the price elasticty of demand for a product is.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  41. Developers / Publishers clueless about.... by blahplusplus · · Score: 2, Insightful

    ... their markets.

    Sometimes I have to wonder who is running the show at these companies, Soul calibur 2 for the gamecube for instance sold over ~700K copies, and yet when soul calibur 3 arrived it never arrived on the cube despite the previous one almost breaking a million, and SC2 was cross platform and it certainly did break more then a million in sales, yet they stiffed over 700K fans on the GC with sequels.

    This kind of bullshit is why game companies are where they are, there are paying audiences for their games, but then some clueless higher up decides "meh not worth it". The truth is the people running these businesses are fucking clueless about gaming, they've lost touch with the ir customers, and think it's all about making it more like the movies, which is just bullshit.

    I'm not the only tired of the endless FMV in place of gameplay (Metal gear solid 4, I'm looking at you!)

    You're not making a movie, you're making a game. Many development houses don't seem to get this. Sure gaming has a lot to learn from techniques from the movie industry, but it is NOT the movie industry, a couple of the games that got this right:

    God of war and it's sequel, and Call of duty 4 Modern warfare, both excellent games who's developers seem to understand - don't make your game into a movie, take the best elements of movies and adapt them for the game

  42. Re:Reggie Fils-Aime ? by Hognoxious · · Score: 1

    Unless he went to school in America.

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  43. I am a non gamer, and I own a Wii by MichaelSmith · · Score: 1

    Most of what you say is true. We mainly play Wii sports. On the weekend we found the Mii creation tool and my son had a great time building funny looking Miis. That was a lot of fun. The day after we got the Wii I started looking out for something like second life. Say what you will, I know it doesn't have a good reputation with gamers. I bought a cheap flight sim game because it looked like it had some good simulation in it. But I got bored trying to get past the game play and gave up.

    I think an MMO would do very well if the avatar system was used properly. Maybe it will come eventually.

    1. Re:I am a non gamer, and I own a Wii by commodore64_love · · Score: 1

      The Nintendo was the most-popular console of the 80s and 90s (NES and Super NES). The N64 and Cube may have "only" been second place*, but Nintendo still produced a lot of masterpieces for those machines like Fzero, Smash Brothers, Banjo Kazooie, Zelda, et cetera. I find it hard to believe Nintendo has 20 years of producing outstanding games (1985-2005), and now has suddenly "lost" the ability to appeal to gamers. I don't buy it.

      *
      * Taking into account measurement error, the Cube and Xbox are in a statistical tie for second place.
      Disclaimer: I don't own any of the current-gen consoles.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    2. Re:I am a non gamer, and I own a Wii by brkello · · Score: 1

      Ok, if I wasn't sure you were a fanboy before, now it is obvious. What in the world are you replying to? The guy isn't talking about Nintendo's appeal to gamers. Then you quote him as saying "lost" when he didn't say anything close to it. You are arguing against points that were never made (and losing).

      The gamecube worldwide was third. Just deal with it. You can make yourself feel better by talking about how all their console sales made profit compared to the Xbox.

      No one said Nintendo can't make a good game. Actually, they are almost the only ones that can make a decent game for the Wii with a few exceptions. The problem is, most third parties still have no idea what to do with the controller so the third party titles are even worse than they were on the PS2. And like the GP was saying, non-gamers, almost by definition, don't buy a lot of games. No one is saying the Wii sucks or isn't making tons of money, they are just stating simple facts that (for some weird reason) you have trouble accepting...because anything that can be said slightly bad about Nintendo must be incorrect? Nintendo has a long history. In it, they have released a lot of great games. They have also done evil things and made huge blunders. There should be no problem about having a mature conversation about it. But for some reason people like you treat it like a religion.

      --
      Support a great indie game: http://www.abaddon360.com
    3. Re:I am a non gamer, and I own a Wii by RogueyWon · · Score: 1

      Actually, the people who have come the closest to saying that Nintendo can't release a good "proper" game these days are... Nintendo. They say it by implication every time they stand up at a game development conference and speak pretty much exclusively about their latest range of casual mini-games, before wrapping up with a comment that "oh, there's a new Mario Kart coming as well".

      They're not really interested in putting out the best games any more. In a way, it's hard to blame them - they're almost certainly making more money by putting out Wii-toys for non-gamers now than they made in either the N64 or Gamecube generations. But it does mean that trying to talk about them in the same breath as Microsoft and Sony isn't really relevant any more. This time around, we don't have three console makers playing for the same market. We have two serious contenders, and a very successful "electronic toys" maker which is apparently quite content to be a poor third in the "video games" market.

    4. Re:I am a non gamer, and I own a Wii by Eli+Gottlieb · · Score: 1

      Well part of it was that Microsoft bought out RARE, which used to produce many of the most brilliant, off-the-wall games for Nintendo systems.

      Then there's the fact that Nintendo seems to have decided to focus on shoveling out Wii Do Shit instead of updating and innovating their core circle of titles.

    5. Re:I am a non gamer, and I own a Wii by commodore64_love · · Score: 2, Funny

      >>>If I wasn't sure you were a fanboy before, now it is obvious. What in the world are you replying to?

      (1) As I stated before, I'm not a fanboy. Since the 1970s I have owned Ataris, Commodores, Nintendos, Amigas, Segas, Sonys, Colecos, and so on. I have no particular love for any one console, and I don't understand these fanboys that inhabit the net. They strike me as weird - who cares which console is best or whatever? I simply enjoy gaming, and could care less what piece of hardware I'm using. ----- (2) Since you're apparently slow on comprehension, I will repost my message and clarify "what I'm replying to".

      >>>The day after we got the Wii I started looking out for something like second life. Say what you will, I know it doesn't have a good reputation with gamers. .....I find it hard to believe Nintendo has 20 years of producing outstanding games (1985-2005), and now has suddenly "lost" the ability to appeal to gamers. i.e. I don't agree with the poor reputation a lot of gamers feel towards Nintendo. Not at all.

      >>>The gamecube worldwide was third. Just deal with it.

      No. YOU need to grow up and learn to look at the math, instead of jumping to false conclusions. The Cube sold approximately 22 million and the Xbox sold about 23 million. The statistics have an error rate of +/- 2 million, which means the Cube might have sold as many as 24 while the Box might only be 21, due to miscounts on the sales. QED as I stated, "the Cube and Xbox are in a statistical tie for second place". ----- When you get into college and take Stat/Probability 101, you'll better understand. It's equivalent to an election year poll showing McCain is leading Obama 47% to 46% but with an error of +/-2%, and therefore a statistical dead heat.

      >>>And like the GP was saying, non-gamers, almost by definition, don't buy a lot of games.

      The statistics show otherwise. The statistics shows the Wii has an attach rate equal to the PS3 and Xbox 360, and therefore the supposed "Wii nongamers" are buying just as many games as the "gamers" on the other consoles. QED your statement is false.

      Now if you want to start-over, and this time refrain from insults like "fanboy" or "stupid" or whatever, we can have a mature conversation about sales/stats. ----- Or I could just flame you. I've been on the internet for almost 22 years now - I can flame trolls with one arm and code in C with the other arm, and barely break a sweat. ;-)

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    6. Re:I am a non gamer, and I own a Wii by TheKidWho · · Score: 1

      You need to grow up.

    7. Re:I am a non gamer, and I own a Wii by Cornflake917 · · Score: 1

      No. YOU need to grow up and learn to look at the math, instead of jumping to false conclusions. The Cube sold approximately 22 million and the Xbox sold about 23 million. The statistics have an error rate of +/- 2 million, which means the Cube might have sold as many as 24 while the Box might only be 21, due to miscounts on the sales. QED as I stated, "the Cube and Xbox are in a statistical tie for second place". ----- When you get into college and take Stat/Probability 101, you'll better understand. It's equivalent to an election year poll showing McCain is leading Obama 47% to 46% but with an error of +/-2%, and therefore a statistical dead heat.

      I'm sorry, man, but the GP is right. You are a huge fanboy. If you are quibbling over possible discrepancies in sales reporting just to say that the Gamecube might have been second, then it's obvious you have some biased opinions. The fact that you care how much a console sold compared to another (seriously, who gives a flying fuck?) shows that you feel like you have to prove that Nintendo is the best thing ever. The GP wasn't even trying to bash Nintendo, he was just saying that it appeals to non-gamers and 3rd party developers are having trouble with the console. Which are simply facts. Just play your games, enjoy them, and let other people enjoy theirs, and shut the hell up.

    8. Re:I am a non gamer, and I own a Wii by brkello · · Score: 1

      Where are you getting your statistics? At least cite something. But even let us assume you are right and your "statistics" are accurate, who friggen cares? You are not replying to anything in the parent posts. You make up some argument that the parent didn't make against Nintendo, you refute the argument, and then...profit? I don't get it. It is like you graduated from the Rush Limbaugh school of debate.

      --
      Support a great indie game: http://www.abaddon360.com
    9. Re:I am a non gamer, and I own a Wii by commodore64_love · · Score: 1

      >>>you feel like you have to prove that Nintendo is the best thing ever.

      Hardly. The PS1 and PS2 outsold the N64 and Cube by 5-to-1 and 6-to-1 respectively. Sony didn't just win - they destroyed the competition.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
  44. ugh. by Anonymous Coward · · Score: 0

    Why don't the big game companies stop producing rubbish licensed titles then?

    Just goto any EB games and look at the discount bin. Nothing but last years sports games and licensed rubbishola titles.

    Please please please, if you want to save money, stop licensing things that you can't afford to develop a good game for. Simpsons was good, but too short, but I'd love to see another simpsons game. I'd also love to see another Super Mario or Paper Mario game. But aside from those, there are so many bad games. Sega needs to cut their sonic games down, they release one every year but each is so much poorer that the previous one, that I can't justify buying them after the two duds that came after Sonic Adventure 2. Hell sonic Adventure 2 I felt kinda ripped off with.

    But geez, save the licensed games for the NDS. If you want to release a game that has a smaller budget, release it for the NDS and skip all the other platforms. It pisses me off so much to see Harry Potter and current movie out on every console that it makes me wonder what they would have done had they only made it for one console to begin with.

    Here's the deal game world...

    Pick one, and pick one only:
    1. Develop for the NDS
    2. Develop for the Wii
    3. Develop for the PS3/XBOX360
    4. Develop ... nah don't bother with the PSP.

    I'm not sure if anyone else followed the pattern, but that's the order of popularity. The first two of those make money.

    Next pick one only:
    1. Develop a RPG or Adventure game
    2. Develop a sports game or simulation
    3. Develop a realtime stategy or FPS
    4. Develop a non-canon fighting/party game

    The first one is a huge development investment, but sells a lot more (or so I hear), and has replay value.
    The second one has a huge development investment, and has no replay value after the player has spent over 100hrs on it.
    The third has a lot of prebuilt game engines out there that all you need to do is create models and artwork, and write some story into it. So less development cost, and better to stick as a license game if you can swing it. Multiplayer is where it's at.
    The fourth is the best choice for licensed games because nobody is looking for a story and just wants to play with their friends.

    And finally do only one:
    1. Pick a popular license at a huge cost, with a built in popularity, at the risk of diluting the license, or your companies credibility if it sucks. Bad for "based on the hit movie" types. Because everyone already saw the movie. Works okay for insanely popular tv series.
    2. Develop a game that holds it's own first, and if that game works out, then see if there is a license to develop from it.
    3. Compromise and develop a game that you can use licensed characters, music and art, but the game itself is not dependent upon licensed material if it could later be revoked.

    I recommend the third option (Soul Calibur, Dance Dance Revolution, Smash Bros Brawl), as the game works without the licensed characters, music or art.
    The second option is your resident evil and tomb raider type of games, where the game's popularity can result in a decent movie, that in turn gets more game sales. Not bad, but not good if the guy who does the movie is a total moron.
    The first option however is what everyone seems to do. License some popular thing, eg batman, spiderman, and then run it into the ground with whatever can be done on a limited budget. STOP DOING THIS! You're only going to sell just enough for the pirates to get copies out the door.

    Games that people like, they will buy... unless they are in the mainland china.

    Most importantly. Make the game available by direct download instead of waiting for the pirates to put it online. The anime licensees are just now discovering this in the last year, and Valve/Steam knows this. Even Apple knows this. The first reason people pirate is because they don't have time to go find whatever popular game is on release day, let alone week. The second reason is that they don't want to pay for rubbish. The third reason is they just don't want to pay.

    The fourth reason, is that people are idiots that don't know what they are doing is wrong. UK/EU/AU people pirate because they can't get the damned game on release day.

  45. Even assuming OnLive is possible... by argent · · Score: 1

    Even assuming the bandwidth and latency issues with OnLive can be magically wished away...

    As we discussed recently, OnLive is trying to change that by moving a big portion of the hardware requirements to the cloud.

    You're mixing up the end-user hardware require to play the game with the cost of developing it. The primary cost of developing a game is NOT the cost of buying the developers enough Playstations to test on.

  46. Zero-cost reproduction by Simon+Brooke · · Score: 3, Interesting

    Suppose you develop something like -- ooh, I don't know, a computer -- for which there's a world market of only four examples. You have to add a quarter of the development cost to the price of each machine. Suppose you develop something like -- ooh, I don't know, let's say a games console -- of which you expect to sell a million examples. Then you need to add a millionth of the development cost to the price of each machine. But in either case there are a finite number of machines, because the machines actually have to be made, and the factories in which they are made have only so much capacity. And in any case, there's a real cost to building, packaging and shipping each machine.

    But take a software product, say a game, delivered as an Internet download. There is no cost of reproduction (or at least there is, but it's trivial). So your pricing does not have to reflect how many of the damn things you can actually build. If you spend (say) $10,000,000 developing it and another $10,000,000 marketing it, then the question is, are you more likely to sell:

    1. 20,000,000 copies at $1
    2. 4,000,000 copies at $5
    3. 1,000,000 copies at $20
    4. 500,000 copies at $40
    5. 250,000 copies at $80?

    To some extent it depends on the genre and on the technical demands of the game. There probably aren't 20,000,000 people world wide with state-of-the-art gaming rigs and and a taste for zombie horror, so if that's what you've produced option 1 is right out.

    But as the cost goes up, so does the piracy. It's not worth pirating a $1 game (provided the purchase interface is slick enough that actually buying the games is not a hassle). Not that many people are going to pirate a $5 game. For anyone who has a computer powerful enough to run a modern game, $5 is discretionary spending.

    But $80 is a lot bigger bite out of someone's budget. So more people pirate. And if the demand for your game is 2 million units, is it really better to sell 250,000 at $80 and have 1.75 million copies pirated, or to sell 1 million at $20 and have a million pirated? or even to sell two million at $10 and have none pirated?

    Yes, of course it doesn't work as straightforwardly as that. But my strong impression, as someone who is working up a business plan to develop a game, is that you've more chance of a profit selling more copies at a lower price than fewer at a higher.

    And, of course, anyone who actually spends $10,000,000 developing a game in the current climate is this: mad.

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
    1. Re:Zero-cost reproduction by mypalmike · · Score: 1

      And, of course, anyone who actually spends $10,000,000 developing a game in the current climate is this: madden.

      FTFY.

      --
      There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
  47. Don't understand... by Joce640k · · Score: 1

    How would "moving to the cloud" (assuming it works) reduce the $25 million development costs?

    --
    No sig today...
  48. was there something wrong with $1million games? by moogord · · Score: 1

    I liked games for the previous generation, I liked $500,000 games, hell i liked games made for 10p written in someone's bedroom for the zx spectrum. I think the movie industry analogy can play in here, Stop making 100 million dollar block busters that are supposed to appeal to everyone but ultimately make everyone not care, just remove the controlled explosions, the CGI and the stupidly expensive actors that bring nothing and go back to your roots, diversify and find a new audience. Making something smaller that a small group of people will love and defiantly buy is a much sounder plan than making something huge and hoping that magically it will appeal to everyone (because it damn well better, it cost you 25 million dollars!)

  49. Crappy dev tools and frameworks by syousef · · Score: 3, Interesting

    The reason these games cost a mint is that game developers work with the frameworks from hell. I'm convinced this can't just be explained by incompetence. In the end I believe the dev tools, and not just in the games industry, are made difficult to use so that people can keep charging a mint for their labour. After all it takes a genius to understand this stuff.

    What we need is gaming frameworks that let you focus on the artwork etc. Core development of stuff like physics shouldn't be redone again and again with increasingly complicated frameworks that don't interoperate. Provide a simple to use physics engine. Likewise for 3D rendering. Likewise for audio. The challenge is to do this yet allow enough flexibility to create varied games that don't all look and feel exactly the same. Unfortunately I've only seen a handful of frameworks that meet these kinds of requirements and they are old and tend to compromise too much on the flexibility so focus on the "anyone can write a game" newbie market.

    Then there's the tools for the artwork. Anyone not in the industry tried to use a 3D modeller lately, and import their model into a game? It shouldn't take weeks to create a simple model. What's even more ridiculous is that you have to do stuff like unwrap the texture and paint that separately (I understand the latest versions of Photoshop allow you to paint directly on some of the common 3d models but I don't have much experience with this and it shouldn't be a new expensive feature).

    Big games are dying. That doesn't mean they all have to turn to crap. Take a look at some of the "amateur" content out there that's been made with the existing toolset and I'd say you've got good incentive to create easier frameworks and better tools.

    --
    These posts express my own personal views, not those of my employer
    1. Re:Crappy dev tools and frameworks by Anonymous Coward · · Score: 0

      This thread needed a car analogy:

      On a similar note, I think that the auto industry designs cars to be difficult to service on purpose! It's just so mechanics can keep charging a mint for their labor. After all, it takes a genius to understand that stuff.

      Get out your tinfoil hats, folks, it's a conspiracy!

  50. Oh no! by happymellon · · Score: 1

    Good. How did we ever get in to the situation where game companies can jack up average prices $20 with each new generation? There is a reason I stopped buying games after they passed the $30-40 mark. That is just too much for someone like me. Why should I feel sorry for people like EA and their identical annual franchises?

    1. Re:Oh no! by internerdj · · Score: 1

      But looking at the summary what we should be paying is over $360 a title since they are selling at a rate of about 1/6 of what they need to be profitable. Of course that assumes that me, a person who balked at paying for an expensive next gen console for over a year, is going to happily shell out the same amount of cash for a single title at the same rate that I normally buy titles at current market value. Comparing it to other media, games already are more expensive than a season of a television show on DVD and are rapidly approaching the price of an entire series on DVD. This is not a good trend, especially when they are competing for my entertainment dollars in a global financial crisis. Almost every industry in the world is beating off death with a stick and the entertainment industry is whining because its profits are lower than they want them to be.

    2. Re:Oh no! by Gravatron · · Score: 1

      Inflation for one thing. I remember snes era games being 70+ a pop..thats what, $90-100+ in todays currency? .

  51. Hard Facts by Ferret96 · · Score: 0

    I believe that the article is being alarmist, as there are many games that have sold more than 150,000 copies. Titles that sold more are Knights of the Old Republic, Sims, COD 4, most of the Final Fantasy games, Mario Kart, Smash Bros Brawl, etc. Halo 3 made $170,000,000 on the first day alone and WoW has sold millions of copies of Wrath of the Lich King. I think that this article is typical of mass media's misunderstanding of the world of technology.

  52. Maybe games have gotten so good that... by maillemaker · · Score: 2, Interesting

    Maybe games have gotten so good that no one needs to buy anymore?

    My PC addiction for some years now has been Call of Duty. I have been playing since the first CoD came out. I have purchased each upgrade as it came out (except for CoD 3, which was not available for the PC). It is the only game I play. I have been playing them for years. I have no time nor desire to play any other game as it satisfies all my gaming desires for a 1st person shooter.

    Every once in a rare while I will fire up Silent Hunter III, though not so much anymore as the Grey Wolves expansion has gotten so detailed my computer will no longer run it reliably.

    But almost exclusively, I play Call of Duty. The game is so good, and so fun (I play online against other players), and so challenging, that I feel no need to buy a new game for entertainment. I keep buying the CoD upgrades mostly to see how much more realistic the graphics have gotten.

    --
    A work that expires before its copyright never enters the public domain and thus enjoys eternal copyright protection.
  53. Valve's price experiment proves games too expensiv by _Shorty-dammit · · Score: 4, Insightful

    Ran out of chars...

    Anyway, Valve has been running pricing experiments on its Steam platform and have come up with some surprising numbers. A limited-time price drop of Left 4 Dead resulted in a 3000% increase in sales income. How can any sane developer/publisher ignore the kind of numbers he shows us? The article cites many more examples, with hard to ignore results.
    http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote---Gabe-Newell-Valve-Software.html

  54. Reusable Parts by Mr_Blank · · Score: 1

    If it costs $100 million to make the first game on a console, then it should cost less than half of that to make the second and even less to make the third. Publishers should look at themselves as manufacturers. If they take the time to produce a good factory, including tools and entire game engines, then they can reuse mechanics from their initial development to speed-up and reduce costs each time they develop a game.

        For that matter, I bet there is still good money is producing game engines and then licensing. Wasn't Id following this model for a while? I thought they made Doom 3 as a demonstration of a game engine they planned to license like crazy. Licensing a code base that handles the physics, graphics, controls, and would mechanics must be cheaper than crafting one from scratch each game.

        I think the $100 million production cost is too high for some games that are routinely block busters. Considering that each new Madden football game is marketed based on one or two little tweaks to game play, they must be reusing most of the code from the previous game.

    1. Re:Reusable Parts by TheSunborn · · Score: 1

      But most of the cost of developing a game is graphics/story/concept/test and other non code related things. Just try to look at the credits for a game. The graphics people outnumber the coders at least 2:1 on all the games I have seen.

  55. Sux to be anyone but Nintendo, I guess ... by tomhudson · · Score: 1

    If you're a developer for the Wii, you're probably doing okay. After all, for every buck Microsoft lost on the XBox360, Nintendo made a buck in pure profit.

    Since the Wii is outselling both the XBox360 and the PS3 by a wide margin, and they're getting some more juice with the new DSi, if you have to develop, develop for the largest console market. And since the graphics are only SD, you don't have the same worries as the othe platforms and the PC have ... so you can concentrate more of your budget on actual GAMEPLAY.

    every game should be a new experience, or at least bring something new to the table. adding a few more polygons, and some better shading algorithms does not make a game more fun.

    Nintendo got that right. While most of the games for the other 2 consoles are just retreaded FPSs, and the PC continues to be a combo of shovelware and $GAME_NAME_$YYYY, Nintendo has grown the market tremendously, and the motion sensors on the wireless controllers really make gameplay much better than just moving joysticks and pressing buttons. For example, bowling and tennis on any other platform sucks. On the Wii, you can get tennis elbow. No couch potato for me and my Mii, thanks to the Wii :-)

    1. Re:Sux to be anyone but Nintendo, I guess ... by Eli+Gottlieb · · Score: 1

      What about those of us who want to play actual "video game" games on the Wii?

    2. Re:Sux to be anyone but Nintendo, I guess ... by tomhudson · · Score: 1

      What about those of us who want to play actual "video game" games on the Wii?

      You must have a strange definition of "video game." I've bought 20 games so far, and they sure look like video games to me ...

      And then there's the downloadable content - since when is Super Mario Bros not a video game?

      If you mean a first-person shooter, you can buy Far Cry for around $25, and there are others as well, so I fail to see your point.

  56. Shut up and stop moaning, you maggots! by Fuzzypig · · Score: 1

    Oh boo-hoo, we can't enough money, wah-wah-wah!

    Sorry, if your product is good with a semi-original theme and available on most platforms ( thinking stuff like Fallout 3, LEGO film-tie ins ), then we'll buy them, else you trying to foist the latest GTA episode with the same, junp-in-car, shoot-hooker, deal-drugs, for the 15th time, then no we are not going to fork out another 45 quid for something very similar to last years episode.

    I play retro stuff most of the time, cheap to buy are 2nd-hand sales and the odd download for the really rare stuff, the only games I bought recently were LEGO Star Wars II and Fallout 3. They weren't amazingly original but had a certain twist that I really enjoyed, but I am sick and tired for seeing the same of tosh release all over again each time a new console hits the market.

    Sorry but the games industry is getting just like the music biz, there are some real gems out there, real talent, but most of it is rahashed chart shite!

    --
    Windows guys please stop pissing on everyone and the Linux guys stop pissing in the wind, hoping to hit Windows guys!
  57. Wii is not sitting in the Cupboard by Anonymous Coward · · Score: 0

    Wiis are not sitting in cupboards unused after "non-gamers" bought them. The non-gamers play Wii Fit, Wii Sports and Wii Music all the time because these games are so much fun. They are not throwaway games, they can entertain for months and months. Nintendo's problem (or rather the problem of other game creators trying to sell Wii titles) is that the bundled games are far too good.

    "Hardcore gamers" might disagree, but don't complain, you have your own market with your own problems, as TFA points out :)

  58. Time for Open Source by philipdc · · Score: 1

    I guess it starts getting like Linux. Just stop playing commercial games. Play only Open Source games and the whole problem dissappears. LEt tehm figure it out. Looks like too much is spent on marketing. That s the great thing about Open Source, we can conentrate on the product. The reason that the Open Source games can't take off is the marketing barrier. The hosting opportunities will create great business in an OS commumnity.

    1. Re:Time for Open Source by pandrijeczko · · Score: 1

      Don't get me wrong, for years I've been more "Linux user" than "Windows user" and I love (and regularly play) Open Source games like Nexuiz, World Of Padman, Battle For Wesnoth and a few others.

      I also think that by far the majority of commercial games are utter derivative dreck but even if that's 99% of games, then there's more than enough to satisfy my gaming needs in that remaining 1% - I wholly applaud the commercial games industry for recent games like S.T.A.L.K.E.R., Galactic Civilizations 2, Fallout 3 and Half-Life (1,2, Episodes, Portal, etc.) for example.

      But I think the optimal future for gaming is to have a hybrid between Open Source and commercial games. In an ideal world, graphics cards manufacturers will openly publish their card specifications to allow anyone to create good gaming engines for whatever genre of game is needed. Have commercial games people contributing to the development of those engines but have them mainly focused on level design and game content - so, in other words, the engine is pretty much free, you just pay for the levels/addons.

      I've been gaming some 25+ years now and it's never ceased to amaze me how games companies will create a great engine for a game but then maybe only publish a handful of games on it - why not create a situation where the code for those engines is constantly enhanced and improved?

      In the real world, just look at what the modding community has done on top of the Open Sourced Quake and Doom engines - some of the new games that have been created on those engines are worth a few dollars or pounds of anyone's money even though you can get them for free.

      The games industry needs to stop thinking about £40 for a single standalone game and maybe start thinking about £10 for a new scenario for an existing engine.

       

      --
      Gentoo Linux - another day, another USE flag.
  59. What about the pricing model? by Anonymous Coward · · Score: 0

    There are literally 50 million Wii consoles out there. Xbox 360 follows at almost 28 million with Playstation 3 at over 21 million. That's nearly 100 million consoles.

    To make a profit, a title needs to sell to about 1% of owners (discounting those with multiple consoles.) If they're selling a couple hundred thousand copies, they're selling to a fraction of a percent of their potential market.

    How much does high price have to do with this? At $60, I make damn sure I want a game before I buy it. At $20 it would be an easier decision. I think that raising prices is the wrong way to go. At $80 or $100 (where do they go from $60?) I probably wouldn't buy any but the absolute best game. Picking out something because I think I might like it would be out of the question.

    1. Re:What about the pricing model? by lamapper · · Score: 1

      I think that raising prices is the wrong way to go.

      Agree with your post. The movie industry, which in many ways is the same as the game industry, does the same thing. Raising the ticket price until movies in the theater are simply not affordable anymore. Every movie in the movie theater that I have gone to lately (with the exception of FREE premieres) have been less than 1/5 full, often less than 6 people are in there. And this is at prime movie time, not matinée or midnight movies. I firmly believe this is because of the higher ticket prices.

      I wish someone would release the information on the BE (Break Even) point where ticket prices got so high that even with concession sales of popcorn, soda, etc... the theaters started losing money.

      I remember thinking that the BE point for movies felt like $5 - $6 per ticket...but there is no science behind that...just a feeling and by the time the price hit $7+ per ticket my friends and I had stopped going regularly. And I always bought two large popcorns and two large sodas...not sure what the markup is on those, but expect that it is over 200%, especially when you consider that a bag of kernels costs less than $2.00 and the syrup for soda is dirt cheap, even today. How much more money might the theater have made if it kept its ticket prices down to get over 50% fuller audiences plus concession stand sells? (For games, concession stand type of sells would be additional modules that add hours of playing time, functionality or capability, add a few modules at $5 - $10 per module and before long your profit is going to be higher)

      My guess is whenever the movies started being less than 50% full for prime time, that should have been a wake up call for all parties concerned and it was not. Hardly surprising that they make less money today than they use too. Not surprised the game industry is making similar miss-steps.

      Seems like the same decision makers in the movie and film industry are in the game industry. I know as in the Telecom industry, these companies have percentage ownership in each other, thus they are all in bed with each other. What movie comes out today from a major studio that does not also have a companion website, merchandise, games, etc....

      At $15 - $30 per game (assuming a minimum of 50+ hours of non repetitive play) is a heck of allot more affordable than the $50 - $80 per title that they try to get today. And if the game does not give 50+ hours of non repetitive play, I still might put down $5 - $10 dollars for it if I thought it was fun. Another reason I thought those that produced for the iPhone were very short-sighted. A brain dead game that is fun to play should be worth $5 dollars at least, but no, you Apple iPhone store users insist on it being either FREE or less than $1.00 (i.e. .99 cents), no wonder you only have crap titles coming out for your platform. And if you are a game provider, good luck getting any notice or play in that confused, cluttered, hard to stand out app store they have. If your market is only willing to pay $.99 cents for what you produce, do yourself a favor and find a new market.

      These higher prices and planned obsolescence is why I stopped buying game consoles (Nintendo, PlayStation, etc...) and games for any Microsoft operating system. Why pay $50 for a game just have the manufacturer discontinue the console and NOT be able to play it. Same with Microsoft operating specific games, why pay $50 for a game whose shelf life is less than 3 years. If a game is good I might put it down, as I do most board games, and pick it up again at a later date to play again, however once that operating system changes, you are toast. And I am not going to keep buying the same game title, over

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  60. Leverage Better by windsleeper · · Score: 1

    One thing game studios should be doing more of is better leveraging of their work. They should build a software platform that they can use for multiple games. My impression is a lot of the work that goes into a game is of the one and done variety and never gets recycled for another game (except on occassion for sequels if a product does well enough to warrant one). If you don't build long term reusable assets, you are perpetually in a situation where you are trying to recover sunk costs from a single product. Companies that build "engines" (which could be a 3D engine, a RTS engine, a MMORPG engine, etc.) that can be used multiple times will do substantially better in the long haul, even if their games have to sell for a bit less due to being less innovative for having reused programming.

  61. They should stop throwing work out like mad. by master_p · · Score: 1

    If you see the logs of game devs, most work is thrown out. It takes them 3 or 4 iterations to finally achieve the desired result.

    And it's not that so many iterations are required to achieve a result. The iterations are the result of the "relaxed" game dev culture which allows the game designers, artists, modelers, programmers etc to 'experiment', i.e. to spend their time playing with stuff just because they can.

  62. I'd like to set my office on fire. by Anonymous Coward · · Score: 0

    Hi, I work on a so called AAA game initially budgeted around 20m$. I'm reading ./ because I hate my job (love the money though). Basically I spend monday to friday, sometimes saturday, entirely trying to accomplish impossible project milestones, no personal life whatsoever. That's our only goal really. No one gives a flying f**ck about anything else because we are tired enough and only thinking on going back home. Do you want to work with the "best"? really? think twice.

    There is an inspiring line from Steve Jobs "not fucking good enough, I didn't say wow! yet". What we have here is quite the opposite. No wonder this is really just another FPS with a licensed engine.

  63. about prices... by h2sammo · · Score: 1

    ...makers are sometimes unable to charge enough to cover the cost of producing titles.

    well thats an economically ingorant statement. prices are set by through supply and demand and are driven by the consumer. the quoted sentence is analogous to saying "company X is not able to charge enough to cover the cost of producing space shuttles (for wide consumer use)" which of course is ridiculous. space shuttles are too expensive to produce to be purchased widely on the market.

  64. Tired of paying too much by notmeididntdoit · · Score: 1

    Try making better games & hardware I have been playing video games since pong in the 1970's and historically most games are lousy with a pretty picture on the box. Spending hundreds on video cards for computers and thousands for complete systems is equally asinine. I have the current generation of consoles & to tell the truth after my XBOX 360 red ringed and died and was warranty replaced by an older unit with the fans cranked up to full speed weather there was a game playing or not I have become disgusted with the whole scene. Ah yes lets call India and get jerked around by some thick accented sorry excuse for tech support I just love that. Thanks Microshaft! Lets pay close to $60.00 per title for last generations graphics & programming on this generations consoles. Oh and lets be original and redo the FPS to death. Where are the engaging story lines and where is the fun? So far my Sony PS3 works good even so I am awaiting another disappointing system burn out. Overall I have to say the hardware is too expensive and so are the games for the quality we are receiving. Uh yeah Here you go please take close to $1,000.00 of my hard earned money, just so I can have an aggravating painful experience, you know the opposite of the kind experience I was trying to achieve by buying the console and cables and games and etc.... Puhlease spare me. Looks like the people are voting with their wallets and that is a good thing! So in closing my message is this; straighten up or go out of business people will find an alternative to overpriced crap! Entertainment is what it is all about. In the immortal words of the Little old Wendy's Lady. Where's the beef ?? http://www.youtube.com/watch?v=Ug75diEyiA0

    1. Re:Tired of paying too much by lamapper · · Score: 1

      When the game manufacturers read your post, they will spin it as yet another satisified customer, after all you bought the game system even though it was overpriced, understanding that it will burn out and you will get burned yet again....

      Now if you did something different, like NOT buy the crapola, than perhaps, just perhaps, after a few other like minded souls stopped purchasing, we all might get a decent system worth are hard earned money.

      I agree with you, there is NO customer satisfaction when your system burns out...and if you purchase another, eventually it will burn out too.

      And with the next generation of systems, the same old BS.

      I stopped buying after Ninetendo, I won a free Super Nintendo at a company function when it was new...

      I played the Wii, its okay, not worth the money. When I look at the playstation, I think, my computer should be able to play this.

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  65. Re:It dosen't matter how much $ they pump into a g by brkello · · Score: 1

    ...or the economy is bad right now.

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  66. Everything old is new again by soupforare · · Score: 1

    As much as I miss palette swaps, I don't think it's the thing that'll save the industry. It's pretty disheartening to have paid upwards of $70 for a game and then keep running into the same models that you saw on level one, which were strikingly similar to some that you saw in the last $70 game you bought.
    Although, it has worked swimmingly for blizz and WoW.

    --
    --- Do you believe in the day?
    1. Re:Everything old is new again by Justus · · Score: 1

      Although, it has worked swimmingly for blizz and WoW.

      That's largely because their competition, at the time, didn't even do that. To take FFXI as an example, the crabs (yes, seriously) you fight at level 60 are visually identical to the crabs you fight at level 1. It was actually a nice improvement to pick up WoW and see differently colored trolls and things.

      Modern MMOGs tend to have substantially more art assets, but then of course they have the difficulty of competing with nearly five years of live game content development. Large game publishers lust over Blizzard's subscriber numbers, but how do you break into that market with a new game and survive for longer than 6-12 months?

    2. Re:Everything old is new again by NoisySplatter · · Score: 1

      I'd argue that it's worked equally well for Warhammer Online. Since it's basically a palette swap of World of Warcraft.

      --
      In Soviet Russia meme tires of you!
  67. cloud gaming - been tried before by hollywench · · Score: 1

    I think it was Sega who tried something similar to the whole cloud computing thing some years ago when they offered their unlimited Sega gaming channel for X dollars per month (transmitted via cable TV lines, like broadband cable today.) You could play any and all the games you wanted, for as long as you wanted, for a flat fee. Still doesn't help the fact that if the game sucks, no one will want to pay to play. :-\

  68. Re:Math = bring on the small studios by BForrester · · Score: 1

    150,000 sales X $50 unit price = $7.5 M gross revenue.

    Let's be liberal, and cut a whopping 65% out for overhead like retailer profit, marketing, and distribution costs.

    That leaves $2.62 M.

    For that kind of money, you can salary a staff of 20 employees for two years at $50,000, with more than half a million dollars to spare. That should be more than enough talent to put out a product that will move 150,000 units.

  69. Gameplay * by ACAx1985 · · Score: 1

    Gameplay > (Expensive) Graphics

    Gameplay > (Expensive) Movie License

    Sure, you'll sell the big Spiderman name or pretty graphics to a handful of ignorant parents, but in the end your game will succeed or fail based on the quality of its gameplay.

    When you've mastered the gameplay, and you can majestically combine graphics and movie license, then you have a truly stellar game. See: GoldenEye 007.

    But you can't neglect the gameplay for any reason, or else you end up with titles like Superman 64.

  70. Animal Crossing: City Folk by tepples · · Score: 1

    The day after we got the Wii I started looking out for something like second life.

    Two years later, Animal Crossing 3 is probably the closest thing.

    1. Re:Animal Crossing: City Folk by Anonymous Coward · · Score: 0

      It's not "Animal Crossing 3".

      If it had a number, it would be 1.3 at best. It is almost identical to the other two. Why they can't do a real sequel is beyond me, but given Nintendo's current trend of re-releasing Wii versions of old games, I can't say I'm surprised.

    2. Re:Animal Crossing: City Folk by Anonymous Coward · · Score: 0

      I agree completely, but I still love Stitches!

  71. Virtual Console: It prints money! by tepples · · Score: 1

    The only thing I ever play on my GBA or DS are emulators for other consoles.

    Which is why Nintendo was so smart in getting money-printing Virtual Console titles into its Wii Shop Channel fast.

  72. People also forget that companies don't by aussersterne · · Score: 1

    have "interests." Or at least, companies can't act on them. Companies are made of individuals, and those individuals (amongst them management) have interests and *can* act on them.

    Individual interests do not always meet with company interests, for example, when someone can choose do either (a) act in a completely self-serving manner to maximize bonuses and income for as long as possible, or (b) act with the best interests of the company at heart, even if sometimes this means taking less money or having to do more work for it, most of the time people choose (a).

    That's basically the source of our entire "economic collapse" right now; the marketoids assume that corporations act in a self interested manner, making the mistake of believing that corporations are individuals with a consciousness that can act. They aren't and they can't. The *individuals* inside them *did* act in a perfectly self-interested manner. But that doesn't get us what's best for the economy, that gets us what's best for those individuals.

    Same thing in the game dev world, and indeed, across most of capitalism. Why people continue to think that the people at the top *won't* act in a self interested manner is the thing that's beyond me.

    --
    STOP . AMERICA . NOW
  73. No Validity by Millennium · · Score: 2, Informative

    It's amazing how someone can say so much and yet get so much wrong.

    The Wii market isn't actually as big as it appears. In reality, it's quite possibly smaller than the 360 and PS3 markets.

    Wrong. Your desperate fanboy mewlings fail to take into account any semblance of reality, as I will explain below.

    Nintendo did a great job of selling the Wii to non-gamers. They've got a huge installed base out there now and should, in theory, have the kind of market dominance that the PS2 enjoyed last time around.

    Actually, they shouldn't. Neither their installed base nor their market share is the same as the PS2's at any point in its lifetime. While the 360 and PS3 continue to founder and fail, they have managed to keep enough of the marketshare that the Wii doesn't even have 50%, while the PS2 had well over 65% of the market by the end.

    There is no reason for the Wii to have PS2-like market dominance when it hasn't even crossed the 50% psychological barrier. This can all be explained without resorting to your childish stereotyping.

    See, the flip side of selling consoles to non-gamers is that they are... well... non-gamers.

    New gamers, non non-gamers.

    If you look at the weekly games sales charts, the only Wii games that really make an impact are Wii Sports, Wii Fit and, to a lesser degree, Mario Kart Wii. All games that are bundled with the Wii console in the most common packages.

    Not true, actually. There are many games which have made significant impact without being bundled. In fact, even in regions where Wii Sports isn't bundled, it is still selling extremely well.

    People who actually buy games, as opposed to non-gamers who pick up a Wii and embittered slashdot posters nostalgic for the 80s, do actually tend to make HD graphics and high production values a factor in their purchase.

    ...and they drive the market into the ground in the process, because they're caring about mere marketing Kool-Aid rather than things that actually matter. The cost of making a game has risen so much that it's barely even possible to make a profit on a console-exclusive anymore, because of all the marketing fluff you have to bolt on to sell to the fratcore.

    Your best chance to sell a game with the Wii is at the point of sale with the console itself. Once this has passed, a large majority of the consoles will sit in a cupboard unused.

    Patently false. This is more invalid stereotyping.

    It's pretty much a three way race in terms of actual games sales (and there are signs that the Wii is really struggling here).

    And there it is: the "Non-hardcore games aren't real games" slur. Your attitude and the people who carry it have been poisoning this industry for ten years, and the crash has finally come. Go back to the margins where you belong, because your demographic has proven itself unworthy of its dominance.

    If you develop for the Wii as your main platform, you're also, by tying yourself into its control system, ensuring that you'll need significant changes to port your games over to other systems, widening the target audience.

    The target audience doesn't need to be any wider when it's already everyone. Sure, you'll lose some creepy adolescent males who strive to define themselves by driving others away, but who cares? You've got everyone else; you don't need that tiny sliver of the market.

    On the other hand, develop for the 360, PS3 or PC and it's not that hard to get your game onto the other two out of those 3 platforms.

    ...which you pretty much have to do to make any money, because none of these markets is big enough anymore to sustain third parties on its own.

    1. Re:No Validity by Anonymous Coward · · Score: 0

      tl;dr - ramblings of a frothing Nintendork. Probably typed up on a Mac. Will go home and play "fun" and "original" waggle-game collection on Wii. Then go out and buy one of the 30 waggle-game collections that came out in the last week.

  74. The Future is Online On-Demand Delivery ala Steam by CodeBuster · · Score: 1

    The writing has been on the wall for some time now with regard to physical distribution of games. This has been proven time and again with services like Valve's Steam, Stardock's Central/Impulse, and XBox 360 Live Arcade. This has been one area where the US game studios and Microsoft are ahead of the Japanese console makers (having gotten into the market first, especially Valve with their Steam platform). With the cost of physical retail rising and retailers like Walmart demanding price cuts, which further squeeze margins, and even putting their nose into the content of the game itself (i.e. cutt this or your game won't be sold in our stores), is it any wonder that game publishers are pushing online distribution?

  75. Re:It dosen't matter how much $ they pump into a g by Captian+Spazzz · · Score: 1

    All the more reason to make games that don't suck. People will be even more picky than usual.

  76. Re:am i missing something? - Yes, scammers. by Anonymous Coward · · Score: 0

    It *IS* the Hollywood blockbuster syndrome.

    Watch "The Producers", learn from it. You can make more money from a flop than a blockbuster.

    The old scams are old because they work the best.

  77. Two sides to the equation by Daetrin · · Score: 1

    As the first of many people to suggest "Just make better and cheaper games, duh!" i'd just like to respond to you to point out the idea is only a viable solution if we, the consumers, do our part of the bargain and actually _buy_ the better, more innovative games. Capcom released Zack & Wiki, a foray into reviving the adventure genre that got great reviews, but only saw mediocre sales for it. Meanwhile people keep buying the latest version of Mega Man Whatever. What kind of lesson are they supposed to draw from that?

    World of Goo is innovative, cheap, and critically acclaimed. 2D Boy, the creators, claim that network traffic shows the majority of the copies of the game being played online aren't legitimate. (Cue discussion about whether their data is reliable, whether pirated copies are lost sales, etc =P)

    Valkyria Chronicles, a tactical RPG, is also getting great reviews, but last i heard it was getting really bad sales figures, even for something on the PS3.

    The reason companies keep remaking old games with prettier graphics and releasing yet another FPS is because that's what people keep buying, despite there being plenty of better alternatives out there. I wonder if all the people complaining about the lack of quality in the games industry ever bother doing a bare minimum of research to actually find out what the alternatives are.

    --
    This Space Intentionally Left Blank
  78. Follow the iPhone App model by olddotter · · Score: 2, Insightful

    If the App Store has taught us anything, its that lowering the price to get more sells works. And since software (even games on Physical media) are nearly free to make replicate copies lowering the price to raise sells is a viable option. Unlike in cars....

  79. Obsession with monopoly by atilla+filiz · · Score: 1

    The business model of consoles have always been ridiculous. It is understandable in 70s-80s that everyone was doing custom hardware and there were few compilers. Today all gaming hardware is more or less the same, with difference in details(instuction sets, bus architecture etc.). Practically, all titles can be easily ported to all consoles with little effort. The problem is, the megacorps are obsessed with controlling everything about their consoles, forcing titles to be exclusive to them. I see no real difference between a 360 and a PS3, even Wii(ok, less horsepower and different controller). Having monopoly over titles, interfaces etc just makes companies duplicate work done by others, causing a stupid overhead. The dominant business model has to be changed somehow, but no one is willing to take initiative, of course. After all, capitalism is everyone is trying to take more than the others, instead of benefiting everyone.

  80. Alternatives exist (on the PC) by C4Cypher · · Score: 2, Interesting

    This is all terribly ironic to me. Aren't these the same people who proudly proclaimed that 'PC gaming was dead!'? They were right, to a degree. The 'big name title bought off the store shelf' market is rapidly shrinking for the PC. However, PC gaming as a whole; either through Valve, other online distribution models, MMO's or what have you; is bigger than ever.

    The direction that the 'conventional' gaming buisness models are keeling in the current times are reminiscent of the early 80's right before the great Atari crash. The bargain bin will again be the death of (the majority of) the 'big hit' gaming industry. Other media industries show us that companies are reluctant to change away from previous buisness models that were, at one time, hugely profitable.

    The good news is that there will always be people there to fill the gap, and some of them will innovate new directions for our gaming media.

    I'm skeptical about OnLive and the entire 'cloud gaming' concept, but I can't say yet that it's doomed to failure. It may work. Alternatively, if Valve released it's sales figures for steam, people might actually see how profitiable the online distribution of games through steam-like services can actually be. Valve may actually be wise by not releasing it's sales figures, for fear of 'bigger' companies trying to compete with steam on the market, rather than simply using steam like they are doing so now.

    Steam is not perfect, and I can't say it will be the industry leader for online digital distribution in the coming age (like I hope it will be). However Valve has dedicated itself to improving it's products continually rather than resting on it's laurels. Besides, even if Valve fails, another company will take it's place.

    There will always be greedy people who 'don't get it' there to feed us shovelware, and there will always be innovators who genuinely care about their audience.

    I suspect that future consoles would benifit greatly from a 'Steam' styled buisness model, and that console manufacturers are only just starting to get on board with offerings such as XBL and PSN. They will either adapt, or they will be bypassed by somone else.

  81. so sorry... by alvordr · · Score: 1

    I've been playing computer games for over 30 years. The point is this...game companies focus more on the $$, than the game itself, in many cases. Some reasons these companies fail have already been stated. Honestly, they restrict themselves with incredible deadlines in order to save money. After all, they are running a business. Yet, they tend to miss the point. Blizzard is one of the very few companies I know of that actually bump a deadline in order to "get it right." No, I'm not saying their games are perfect or error free, but the imperfections and errors tend to be fairly minor. This gets to my main point, which is that almost all game companies, including EA, SquareEnix, Ubisoft and many others choose to put out games that are just plain aweful. They either don't run well, have horrid controls or, perhaps, look good, but aren't even fun. The bigger companies, like the ones I just mentioned should know better and do better. There isn't any excuse for it. If you're putting out many titles at once, but run like junk, etc., then consider paring down to just one or two really good projects (like Blizzard, for example). I've seen the, "let's create a bunch of half-done games and push them out really fast, flood the market with our games, market really hard, charge as much as we can and see what sticks" approach over the years. It's simply not excusable to charge more for the many bad products out there. I'm not sympathetic to see the games industry suffer, as I've spent way too much on games over 30 years that either didn't work, didn't work well, weren't well supported, or weren't as advertised. In the immortal words of a very wise man (Flav-O-Flav), "Don't believe the hype!"

    1. Re: so sorry... by Theoboley · · Score: 1

      Blizzard is one of the very few companies I know of that actually bump a deadline in order to "get it right."

      Killzone 2 was supposed to be a launch title. It was pushed back 2 years to "Get it right"

      --
      Stupidity only gets you so far, then you've gotta try
    2. Re: so sorry... by alvordr · · Score: 1

      Blizzard is one of the very few companies I know of that actually bump a deadline in order to "get it right."

      Killzone 2 was supposed to be a launch title. It was pushed back 2 years to "Get it right"

      Then perhaps, Guerrilla Games is one of the exceptions. Regardless, I've seen tons of games over 3 decades that were pushed out too early and were crap to play, if you could even play them due to DRM and major bugs.

  82. The solution is text games by averner · · Score: 1

    Even better, why not just make games text-based? That would cut development costs even further!

    --
    Member of the 7 Digit UID Club
  83. Forget production, think of your audience by Anonymous Coward · · Score: 0

    My big problem is that most games go for prettiness over content, i felt this way about crysis (mirrors edge/final fantasy 10+ and many more). Crysis was beautiful to look at but at the same time it was just too tedious. If you ignore the graphics you had a standard shooter with average ai and nothing to set it apart from other (better) fps games. Cranking up the graphics/physics doesn't help a game, just look at World of Goo. World of Goo is a simple game with basic 2d graphics, a very humorous story and more addictiveness that heroin. Check out the demo here http://2dboy.com/games.php . Sure it's more a casual gamer thing but shouldn't developers be catering to the audience instead of forcing more repetative crap at us and then whining that it doesn't sell?

    If more companies tried to make games that cost a little less (both to make and sell) but added some innovation they would do so much better, Portal is a prime example, they used an existing game engine to make a game that (for me) was better than anything else released that year.

    I guess what im trying to say is i am bored of seeing the same games with new names or an increment stuck to the end of the title, why would i want to buy a new shiny fps game when i can get a good fps made 2 years ago for half the cost and has been patched so it actually works the way it should (or close to). Ive just realised that all the above can be said with a much simpler statement,

    Street Fighter 2 on the snes > Street Fighter 4 on the xbox360

  84. Yes by Anonymous Coward · · Score: 0

    It should be noted that most of the FF titles were produced by different companies.

  85. bubbles.. by Frosty-B-Bad · · Score: 1
    Much like the banking industry I think the software one is living in a bubble that is poping.

    let just take what they said above as right: they need $10 million (previous console version) and usually sell 150,000 copies.

    well 150,000x59.99=$8,998,500

    so that's 9 million of the "first line suckers" then I'm sure you can dig up another few million as you decrease the price to something more sane. so that was easy.

    Now they need $25 million, I guess somehow Dakitana 2 was that much better, Now let's see the time frame.

    (using XBOX) released in 2001 discontinued in 2006

    (using XBOX360) released in 2005 , still going.

    now we are talking an increase in cost of over 2.5 times, in a time frame of around 10 years.

    Fellow Slashers, This is some BS if I ever smelled it. What other industry do you know of that is basically an oligopoly, and the price of the goods they produce has INCREASED over the life of the long run, and their cost to manufacture has "Somehow" Increased over the same time?

    Right-o chaps, I'm glad everyone in California drives Bentleys to go to work and sit in a cubical and code a game all day while doing a Nerf assault on the next guy, but don't whine that it costs to much, you just have no idea how to control spending just like the rest of the bloody market and your bubble is about to pop. (or is in the process)

    1. Re:bubbles.. by lamapper · · Score: 1

      ...What other industry do you know of that is basically an oligopoly, and the price of the goods they produce has INCREASED over the life of the long run...

      Easy, the car industry.

      One of my brothers, 6 years before my purchase had a base sticker price of under $1,000. I believe it was a Cutlass Supreme, circa 1972-3.

      Another family member, 2 years later, Malibu Classic, circa 1974, base sticker price just over $2,000.

      Finally I purchase, 1980, base sticker price is $8,000.00 for a Chevy product.

      Enough said.

      I want a car that either does NOT need gas or gets OVER 100 miles per gallon before Hypermiling. So right now, none of them make a car I would purchase. And the base sticker price today, please, what a joke.

      Buy used for under $2,000, purchase used engine ($1,000) w/ less than 20,000 miles on it, replace your engine; purchase new paint job, $1,000. Have car that looks new and will last for 10 years for around $4,000 - $5,000 Total up front cost. Invest the balance that you would have paid assuming you have it, or better yet pay your self first, i.e. make monthly payments to an investment that you control and start enjoying life again.

      Pay more than $5,000 for a car that will last less than 10 years, no thank you.

      P.S. The car above, Honda Civic, 4 cyl, 45 - 50 miles per gallon before Hypermiling.

      Or get on the waiting list for the cars from either India or some other third world country, total cost: $3,000; plan to buy a new $3,000 car every 2 - 3 years and use the old one for parts. Still be financially way ahead of the game.

      When either Italy or that other country begins selling the compressed air engines that get over 100 miles and do NOT need any gas, now you have a car that I want to purchase.

      The US car manufacturers have NOT made a car I wanted to purchase for many, many years. If they do not start producing cars for alternative fuels to gasoline, I say let them fail.

      We have all heard stories about engines that powered Cadillacs circa 1965 - 1975 (story I heard was that person that worked at Martin Marietta Aerospace had one that got 100 miles per gallon, showed his friend, his friend told me, so second hand story that one, but I believed him) that disappeared, assumption either the car companies or oil companies bought up the rights and buried em...time to let them bury themselves.

      --
      Is your Internet Throttled? Install DD-Wrt, OpenWRT or Tomato to learn the truth! Google: 1Gbps/1Gbps: 5 Communities
  86. it's even being done, and working by Trepidity · · Score: 1

    At the recent Game Developers Choice awards, small-team, relatively low-budget titles actually did really well, and not just in the indie categories. World of Goo cost about $10,000 (!!) to develop. LittleBigPlanet's development costs don't seem to be public, but they were probably under $1m, maybe $2m at most. Braid cost about $200k.

  87. that's risky, though by Trepidity · · Score: 1

    Part of the problem is that a lot of the money really is spent on the "shine it up a bit"--- a typical 3d game has a ton of art assets and custom AI scripting in it. Of course, people do sometimes try something radically different, but these games are mostly notable for being interesting failures, not commercial successes, so companies are wary of trying them.

    Two of the more notable examples are Black & White and Spore, both of which went heavily in for radically new tech, rather than just spruced up graphics, and both of which had some interesting results, but neither of which made money for their companies.

  88. Instant fix. by eXFeLoN · · Score: 0

    Instant fix to the sales problem. Titties. Loads & loads of titties.

    --
    My other sig is a knife wound.
  89. The Horrible Truth by Anonymous Coward · · Score: 0

    I am a game developer and i see this happening all over the place. games are going for flashy effects and the "fun" is taking a back seat. and as a gamer I feel that this is wrong. I don't want graphics i want fun, just like everyone who reads this site. but the fact of the matter is most of the people who buy games look at the box or the trailer and all they look for are flashy effects. no flashy effects and they wont buy it.

    Everyone is saying "put out a good game for good sales", that sounds all well and good but what is a "good" game? i bet if you asked 100 random people you would get 20 different opinions, and "Hardcore" gamers would only call 1 or 2 of them "good". this being said, if i was in charge of a company i would want to make money, that is the nature of business. The best way to make money is to spend as little money as possible and sell that product to as many people as possible. and the sad truth is "hardcore" gamers are not the largest market. people who play madden and tony hawk are.

    This results in "hardcore" gamers getting pissed off because they cant get more then a handful of good games a year. As a "Hardcore" gamer myself I feel the pain. My solution? keep an eye out for "winners" and play them till another comes along.

    Best of luck everyone!

  90. Self-solving? by shutdown+-p+now · · Score: 1

    TFS:

    Developers would like to raise prices to cover development costs, but Mike McGarvey, former chief executive of Eidos and now an executive with OnLive, says that consumers have been looking at console games and saying, 'This is too expensive and there are too many choices.'

    I'm not normally your free market type of guy, but this seems to be precisely the kind of thing that is solved by the market itself. So people do not want to buy expensive games because there are "too many choices", and consequently developers do not want to create more games. So number of game releases will decline eventually - the more serious the problem, the faster - and the "too many choices" argument won't be applicable anymore.

  91. Re:Valve's price experiment proves games too expen by nEoN+nOoDlE · · Score: 1

    A limited-time price drop of Left 4 Dead resulted in a 3000% increase in sales income.

    The key phrase there is "limited-time." When you say it's for a limited time, people will think that a sale is going on and will purchase that game because they think they're getting a deal. If every game drops to that same price, say $20, and it's not for a limited time, then the consumer will think that the value of the product is $20 and will not go out in droves to purchase it until there's another sale which brings the cost down to $10 for a limited time. What Valve's experiment only showed is that many people will purchase a game for $20 that they think it worth $50 - and that's not new information.

    --
    Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
  92. How did you get modded up to "5 Informative"? by brit74 · · Score: 2, Interesting

    Your breakdown isn't close to realistic. I could understand your mod-up if it was tagged "+5 funny".

  93. Re:Valve's price experiment proves games too expen by brit74 · · Score: 1

    The 3000% figure has been talked about a lot, but I don't think it's all that persuasive. First of all, as far as I can tell, the 3000% increase is not an increase of 3000% in total sales. It's a 3000% increase in sales compared to the days or weeks preceding it (on a "per-day" sales basis). For example, if Left 4 Dead sold 1000 copies a day for the first three months, then dropped to 100 sales per day after that. The 3000% increase would be sales of 3000 copies over a single day. And if you go back and look at my example numbers, 3000 copies is only about 3% of the total copies sold.

    So, the 3000% increase figure isn't that impressive - except for the fact that it shows the sales of a game experiencing lagging sales after release can be temporarily spiked. It certainly doesn't point to pricing games lower in general.

  94. Low hanging fruit by ewenix · · Score: 1

    At $25 million it should be pretty easy to figure out that my kids don't need (and I won't buy) a wii
    game every time a new kids animation movie gets released.

    Seriously, do we really need console games for: Wall-E, Ice Age, Kung Fu Panda and Bee Movie?

  95. Onlive has nothing to do with this. by mypalmike · · Score: 1

    As we discussed recently, OnLive is trying to change that by moving a big portion of the hardware requirements to the cloud.

    How does deploying on OnLive versus deploying on XBox 360 significantly affect the cost of development? Sure, console dev kits cost more than a PC, but it's a tiny fraction of the the $25M spent on the big-budget games that are discussed in this article. Developing a AAA game that happens to run via a thin client is about as costly as one that runs on a thick client.

    --
    There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
  96. Re:Valve's price experiment proves games too expen by _Shorty-dammit · · Score: 1

    I see your point, which is a good one. If you check out the article again Valve says they sold more copies of L4D that weekend than they did at launch, and it's probably a safe bet that launch would normally get the bulk of buyer interest. I still say this is simply a case of supply and demand. If your stuff ain't selling, you're probably asking too much for it. Same reason Frank's used car sits on the side of the road for months, when Fred's car sold in a week. They're both fine cars, but Fred asked for a realistic amount of money.

    If I have $50 to spend, I may or may not buy your $50 game, even if it looks good. If I see two $25 games that both look good, chances are better that I'll buy one, or both. I'm still spending the same amount of money, so someone's still getting it from me. But I'm more likely to feel I'm getting better value for my money in the second scenario, and be less likely to be worried about spending that money. If you really don't want that money, hey, good for you.

  97. I said "OK", not "perfect" by Moraelin · · Score: 1

    Well, I'm not saying that gameplay is perfect.

    But let's agree on this, then, because it seems to me like you're saying the same thing: if you go back in time for up to 10 years or so, you won't see a huge drop in gameplay quality. Taking the present point as the "OK" point (not "perfect", mind you), going up to 10 years or so in the past... gets you just as "OK" gameplay in most games.

    Well, maybe even "OK" paints the wrong image. Basically what I'm trying to say is: if you could tolerate playing a brand-spanking-new 2009-release game, you could probably tolerate a 2005 release just as well. It won't be any worse, gameplay-wioe. And if you can't stomach the former, then you're not in the market for games, anyway, so it doesn't really matter.

    Basically there is already somewhat less incentive to buy a brand new game when you can get a 1 to 3 year old game for a third of the price. Except if you already played all that could interest you from the past years, of course.

    And I think that just going simpler and lower budget is... a tricky proposition. It can probably be pulled off, but it's not easy and certainly not by many. For most companies that would result in a game that isn't just sub-par compared to everyone else's games from this year, but also sub-par compared to existing 5 year old games.

    To reuse that Build-A-Lot example, by itself "OK, I'm getting 5% of the game for 33% of the price of another new game" would maybe be more palatable by itself. Yeah, I'm a savvy consumer like that. I maximize TCO and minimize ROI ;) But it becomes a lot harder to rationalize when it becomes "OK, I'm getting 5% of a 5 year old game, and it actually costs more than that 5 year old game." That's the point where I have to look at the damned thing and ask myself what was I smoking when I bought it.

    I mean, ok, in Build-A-Lot I can build houses along a road... and that's it. Period. But then for a _quarter_ of its price I could get Tropico, which has building houses, and an AI, and an economy, and more replay value, etc. Or I could get SimCity IV. Etc.

    What's my motivation to buy the simpler low-budget new game, instead of something that costs less and offers more?

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    A polar bear is a cartesian bear after a coordinate transform.
  98. You don't play NetHack by tepples · · Score: 1

    And no, I obviously wouldn't accept game which doesn't allow me to start game from the save two/more times.

    So I take it you don't play roguelikes. Nor do you play Diablo 2 hardcore, Final Fantasy Tactics Advance, or any other game that has consequences for the player's actions. Nor do you play Animal Crossing games, or at least you see the mole a lot.

    1. Re:You don't play NetHack by ThePhilips · · Score: 1

      So I take it you don't play roguelikes. Nor do you play Diablo 2 hardcore, Final Fantasy Tactics Advance, or any other game that has consequences for the player's actions. Nor do you play Animal Crossing games, or at least you see the mole a lot.

      In Diablo 2 dying is rare occasion and generally reloading is not needed most of the time.

      Roguelike - most of them can be easily scripted around (and most people do that) to preserve number of save file to be able to restart game from some earlier point. (BTW, Diablo 2 save system can be hacked in a similar way.)

      FFTA - sucks for many other reasons, like e.g. it is heavily watered down, lots of unskippable crap, redundant unskippable dialogs, lacking story, etc. The whole bouquet of console retardism.

      Animal Crossing - not my cup of tea.

      --
      All hope abandon ye who enter here.
    2. Re:You don't play NetHack by tepples · · Score: 1

      Roguelike - most of them can be easily scripted around (and most people do that)

      Not if you're playing over SSH. This brings me to another widely popular game genre without quickload: MMORPGs.

    3. Re:You don't play NetHack by ThePhilips · · Score: 1

      Roguelike - most of them can be easily scripted around (and most people do that)

      Not if you're playing over SSH.

      SSH isn't a problem.

      This brings me to another widely popular game genre without quickload: MMORPGs.

      MMORPGs are by definition for kids: adults never have that much spare time to waste on leveling-up. And this are weeks of playing a game - all that to be able play the actual game in the end. Under adults I obviously mean people who have real life and under kids - pretty much everybody else.

      Do not get me wrong: I really envy those who are older than 30 and can play WoW. It's just life dragged me into/pinned down to the real world where I can't afford such luxury (anymore).

      --
      All hope abandon ye who enter here.
  99. The answer is crowd-sourcing. by Jack+Action · · Score: 1

    The answer is crowd-sourcing.

    1) Drop input costs to near zero by giving average casual game-player (5 year old to granny) easy Web 2.0 flash game-design api.

    2) ???

    3) Profit

    1. Re:The answer is crowd-sourcing. by lamapper · · Score: 1

      Please enough flash already...if you are going to use flash, please allow me to turn that crap off.

      Stop designing websites best viewed with Adobe flash player also, the fact that it has over 80% of the market is why many of us want an alternative...we understand what happens in either a Monopoly or Oligopoly (add in Microsoft, Intel, Nvidia, Phoenix and anyone else who caters to Microsoft and ignores other non Microsoft platforms)

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      Is your Internet Throttled? Install DD-Wrt, OpenWRT or Tomato to learn the truth! Google: 1Gbps/1Gbps: 5 Communities
  100. Pong Extreme by Anonymous Coward · · Score: 0

    Pong extreme is a remake of the classic pong game plus new added features. Exploding shot shells, Portable black holes, Laser trip mines and a new Star wars lightsaber mod.

    MMORPG pong due this christmas.

    RTS PONG due next summer.

  101. Too much money by galaxygamer · · Score: 1

    Did it ever occur to these companies that spending huge stacks of cash for a mediocre game is absolutely insane? I am actually glad for smaller, more fun, DLC games because it will force big game publishers to rethink, and shrink, their games and game budgets to reasonable levels. In turn, those games will have more direction and less frivolity.

  102. Great Games can be made relitivly cheep by jocartw · · Score: 1

    I remember just before the release of the ps3, an article about this small team of friends working on their own game, the game from what i could tell looked allot like oblivion, (first person adventure) graphically i was amazed. the game was just being made by the 3 friends, the article went to say how games can be produced without investing a fortune and they can keep up in every way with big budget games. With that said i think the problem is the 25 mill $$ it takes to produce a game, isn't going into game production, more so into bigwigs pockets as pay. I do not agree that games should be dulled down graphically, that is allot of the enjoyment for me, games such as Gears of war, Halo, fallout, graphically astound me and are some of my favorite games, they are well thought out, good cinematics, and the gameplay is fun, i would say moreso than previous generation games In short get rid of the mr 7 digit yearly pay, hire someone for 1/3 of the salary, put the other 2/3 into the people who actually make the games what they are, artists/programmers/writers