Slashdot Mirror


Financial Issues May Force Changes On Games Industry

krou writes "According to comments made at the Edinburgh Interactive conference, operating costs of making games are spiraling upwards, and there has been 'significant disruption' to the games industry's business model. Games are getting much bigger and taking longer to develop, the console market is fragmented, and the cost of licensing intellectual property has gone up. All of this, says Edward Williams from BMO Capital Markets, means that 'For Western publishers, profitability hasn't grown at all in the past few years and that's before we take 2009 into account.' Recent figures suggest game sales have fallen 29% over the last 12 months. While westerners still relied on putting games on DVDs and selling them through retail channels, 'Chinese developers focused primarily on the PC market and used direct download, rather than retail stores, to get games to consumers,' and the lack of console users 'meant developers there did not have to pay royalties to console makers.' Peter Moore of EA Sports said that significant changes will come in the future, particularly in electronic purchasing of games."

246 comments

  1. Looks like by Anonymous Coward · · Score: 0

    Whoever said PC gaming is dead is about to eat crow.

    1. Re:Looks like by mcvos · · Score: 1

      I think it's only stupid sensationalist reporters who have made the ridiculous claim that PC gaming is dead. The only way to kill PC gaming is to kill the PC.

    2. Re:Looks like by krou · · Score: 1

      Indeed, except that neither the summary, nor the article, claimed PC gaming is dead.

      --
      'If Christ had tweeted the sermon on the mount, it might have lasted until nightfall.' - John Perry Barlow
    3. Re:Looks like by Ren.Tamek · · Score: 5, Insightful

      The delicious irony is that publishers and developers were the ones who decided to abandon the PC games market. There's 'too much piracy' there they say, throwing away millions in sales from the many loyal PC fans worldwide. Now they're telling us that console royalties are too much money? Well, I can't have too much sympathy there; they've pretty much made their own bed, and are complaining that they have to lie in it.

      --
      "If you want a vision of the future, Winston, imagine a boot stamping on a human face forever." - George Orwell, 1984
    4. Re:Looks like by Anonymous Coward · · Score: 2, Interesting

      There's nothing ironic about it. It affects all platforms, PC or not. You lose more to piracy on PC than you do to royalties on a console title, this is just a plain fact. Our last game had a legit:pirated ratio of 1:50 last time we checked.

      By the way, this game had no DRM. There was no excuse to get a pirated version. The demo was 2/3rds of the full game, so there was also no excuse for people to pirate it to 'try before they buy' since most of the damn game was still available for free. Didn't stop it from getting pirated so hard that the amount of money we've gotten off the game is barely 4 digits. Want to know why all your 'indy' developers are dying? Because you can't sell a god damn game on the PC and make a profit because you have way too many people that think other people's work and property are something that they deserve to take.

      If we had been able to release it as an XBLA title or similiar, we would have made much more money. As it is, every pirated copy IS a lost sale and if all the pirates that stole the game (while using our server bandwidth and space) would have paid the measly price for it, we would have had the money to make more games. As it stands, we're barely solvent.

      posting anon because the piracy numbers are considered secret info or some other bullshit

    5. Re:Looks like by Razalhague · · Score: 0

      If we had been able to release it as an XBLA title or similiar, we would have made much more money. As it is, every pirated copy IS a lost sale and if all the pirates that stole the game (while using our server bandwidth and space) would have paid the measly price for it, we would have had the money to make more games. As it stands, we're barely solvent.

      Bullshit. The only reason you might have gotten more money from making it an XBLA title is the different audience. Being unable to pirate a game largely just lowers the amount of people who pirate the game, it doesn't raise the sales much. The ratio would look nicer, but you wouldn't be making more money. Your problem is most likely in the price, the marketing, or the game itself.

    6. Re:Looks like by Anonymous Coward · · Score: 0

      Or it could just be that pirating is a real issue and nobody wants to admit it. It's killing PC gaming. You want PC gaming to be #1? Stop the pirates.

      The game got high reviews and is in a lot of places. However, we need game sales in order to have money to advertise to get more sales.

      Many of the people I know now making iPhone apps? One made a cool program that used his servers for something. The game has been pirated so much that he might have to shut down his servers because all the pirated copies are costing him too much money to host the media files vs legit users. As in, there are thousands of pirates and maybe 50 legit users.

      Once again, I'll restate:

      If people want to see PC gaming become relevant again, stop piracy. Indy devs are trying to meet you halfway by not using DRM, meet us halfway by reporting and taking down torrents of non-DRM'd games.

    7. Re:Looks like by Razalhague · · Score: 1

      Or it could just be that pirating is a real issue and nobody wants to admit it. It's killing PC gaming. You want PC gaming to be #1? Stop the pirates.

      Piracy has been "killing" PC gaming for, what, 10, 15 years now? The only difference I can see is game companies complaining about it, and stronger DRM. PC gaming will die of old age before piracy kills it.

      The game got high reviews and is in a lot of places. However, we need game sales in order to have money to advertise to get more sales.

      The money does not necessarily have to come from sales. Also, as the Hollywood people can tell you, good reviews do not directly translate to money, and that's not just because of piracy. I don't have any numbers, but I'd bet the amount of movies that had high reviews yet didn't do well at the box office didn't increase significantly along with P2P.

      Many of the people I know now making iPhone apps? One made a cool program that used his servers for something. The game has been pirated so much that he might have to shut down his servers because all the pirated copies are costing him too much money to host the media files vs legit users. As in, there are thousands of pirates and maybe 50 legit users.

      "Not using DRM" doesn't mean you have to serve the pirates. There's nothing wrong with controlling who has access to your servers as long as you can do it unobtrusively.

      Once again, I'll restate:

      If people want to see PC gaming become relevant again, stop piracy.

      Hey, I'll restate stuff too: stopping piracy will not translate to increased sales. It depends on a lot of factors, and unfortunately many indie games are the type which people are happy to play several hours a day if they get it for free, but will also happily not play at all if they'd have to pay.

      Indy devs are trying to meet you halfway by not using DRM, meet us halfway by reporting and taking down torrents of non-DRM'd games.

      You're expecting me to work for you, for free, just because you're not a dick?

    8. Re:Looks like by mdwh2 · · Score: 1

      Wait - you argue that PC gaming is dying due to piracy, with an Iphone anecdote?

      Perhaps you could give us a car analogy instead.

    9. Re:Looks like by KDR_11k · · Score: 1

      You want PC gaming to be #1? Stop the pirates.

      No, make it more accessible! The number of people who neither buy nor pirate major PC games is VASTLY larger than the number who pirate and that's in a large part because their PCs don't run the games, the subject matter isn't appealing to them and the game would probably be no fun to them anyway. If piracy was killing game sales on the PC it should hurt the sales of cross-platform releases with a PC version as well yet PC ports are getting more common, not less so the losses through piracy have to be significantly lower than the profits from those sales.

      Piracy is always there, it's pretty much a law of nature by now. However the number of people who will buy a game is very large and PC games are obviously profitable or companies wouldn't greenlight them. Piracy is a red herring thrown by companies who fail to expand beyond their existing customer base and would rather blame user behaviour than their own product, pacifying investors with stories of "if we can JUST get this DRM working we'll be growing like mad!" when asked about their lack of growth. Even if piracy was defeated it would be a momentary growth (remember competing for the "piracy market" is significantly easier than competing for the real market because in the real market customers have to choose between your product and other uses for the money) and merely leave the company without excuses.

      Companies can claim pirates as potential customers they'd get if they just improved their tech slightly, without them the companies would have no obvious (no matter how impossible to reach) growth potential to point at and would actually have to revise their product in order to increase its appeal. The core gaming market is stagnating so companies selling products in it have a hard time growing, they are currently going for the approach of draining more money from each individual customer with higher prices and tons of paid DLC but that growth potential is capped as each customer has a spending limit.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  2. ARRRGH by religious+freak · · Score: 3, Insightful

    Goddamnit slashdot!!! I had an f'in essay written on this topic and inadvertently clicked on a link, thereby wiping my whole mother F#$*%^! comment out! Can you not save data in forms when I go back like every other webpage out there???

    Ugh... FRUSTRATION!!!

    --
    If you can read this... 01110101 01110010 00100000 01100001 00100000 01100111 01100101 01100101 01101011
    1. Re:ARRRGH by Dante+Shamest · · Score: 1

      *sympathetic pat*
      Hi, you must be new here. :)

    2. Re:ARRRGH by DreamsAreOkToo · · Score: 1

      :'(

    3. Re:ARRRGH by sopssa · · Score: 3, Insightful

      that's why you fire up notepad when writing long comments. :|

    4. Re:ARRRGH by Mystra_x64 · · Score: 1

      Browser itself should do it.

      --
      Quick way to get 30% Funny 70% Troll: defend Opera browser on /.
    5. Re:ARRRGH by Anonymous Coward · · Score: 0

      Goddamnit slashdot!!! I had an f'in essay written on this topic and inadvertently clicked on a link, thereby wiping my whole mother F#$*%^! comment out! Can you not save data in forms when I go back like every other webpage out there???

      Ugh... FRUSTRATION!!!

      You could always try data recovery;-)

    6. Re:ARRRGH by Razalhague · · Score: 1

      It would, but it can't, because the form isn't on the page before you click a button and the JS creates it.

    7. Re:ARRRGH by Anonymous Coward · · Score: 0

      get firefox, install "Lazarus"

    8. Re:ARRRGH by Johnny+O · · Score: 1

      You mean n/k/gedit of course

    9. Re:ARRRGH by Mystery00 · · Score: 3, Informative
      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    10. Re:ARRRGH by KDR_11k · · Score: 2, Interesting

      Opera just freezes the page the way it was when you navigate away, that said I'm still using the old Slashdot interface so comments go on a separate page anyway.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:ARRRGH by krou · · Score: 1

      I'll second that. Lazarus is a fantastic FF plugin to avoid this very problem. Plus it encrypts all your data for added security. Great little tool.

      --
      'If Christ had tweeted the sermon on the mount, it might have lasted until nightfall.' - John Perry Barlow
    12. Re:ARRRGH by Mystra_x64 · · Score: 1

      It does not freeze for me. Though I have Javascript disabled.

      --
      Quick way to get 30% Funny 70% Troll: defend Opera browser on /.
    13. Re:ARRRGH by Mystra_x64 · · Score: 1

      Well, even if created by Javascript it should be still there when you press back (when using Opera at least). I don't use Javascript so I don't have this problem - /. shows me a normal form on a separate page.

      --
      Quick way to get 30% Funny 70% Troll: defend Opera browser on /.
    14. Re:ARRRGH by Ravendruid · · Score: 1

      get firefox, install "Lazarus"

      Dagnabit, you beat me to it.

    15. Re:ARRRGH by KDR_11k · · Score: 1

      I mean it takes the site as it is instead of reloading it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:ARRRGH by Bluebottel · · Score: 1

      Real posters use Emacs.

    17. Re:ARRRGH by Rockoon · · Score: 1

      Opera does this automatically for you.

      The only time Opera loses the stuff in edit boxes is when you forcefully reload the page. You can click on links and rewind back, or you can start out rewinding to see what was on the previous page and then go forward again and the stuff in edit boxes is still there.

      This has been standard Opera behavior for as long as I can remember (at least 10 years.) Other browsers require plugins to mimick the extent of behavior (and those arent even very good at it)

      --
      "His name was James Damore."
    18. Re:ARRRGH by StormReaver · · Score: 1

      It isn't the web site's responsibility to compensate for a shitty browser.

    19. Re:ARRRGH by Totenglocke · · Score: 1

      Ha! Real slashdoters write their posts in binary!

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    20. Re:ARRRGH by Yvan256 · · Score: 1

      01011001 01101111 01110101 00100000 01101101 01100101 01100001 01101110 00100000 01101110 01101111 01110100 00100000 01100101 01110110 01100101 01110010 01111001 01100010 01101111 01100100 01111001 00100000 01100100 01101111 01100101 01110011 00100000 01110100 01101000 01100001 01110100 00111111

         

    21. Re:ARRRGH by antdude · · Score: 1

      And you save and back up. [grin]

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    22. Re:ARRRGH by rachit · · Score: 1

      Real posters use butterflies

    23. Re:ARRRGH by yamfry · · Score: 1

      Dear sir, I understand that you have fallen on difficult circumstances. Fortunately I have associates who may help with your situation in exchange for a favour that I require. I am a highly respected minister with the government of Nigeria. Due to complicated circumstances I require assistance in moving a large amount of money from my country. What I require from you is your banking information to move this money into. Afterward, I will take back 90% of that money, with 10% being yours (approximate value of 8.7 million US dollars). Also, I will retrieve your essay. Thank you for your attention to this matter and I look forward to hearing back with your bank account information.

    24. Re:ARRRGH by PachmanP · · Score: 1

      01011001 01101111 01110101 00100000 01101101 01100101 01100001 01101110 00100000 01101110 01101111 01110100 00100000 01100101 01110110 01100101 01110010 01111001 01100010 01101111 01100100 01111001 00100000 01100100 01101111 01100101 01110011 00100000 01110100 01101000 01100001 01110100 00111111

      No not everyone does. Also, you may have inadvertently slashdotted the first result for "binary to ascii" in google.

      --
      You're thinking small. Why miniaturize the laser, when we could instead enlarge the sharks? -John Searle
    25. Re:ARRRGH by Anonymous Coward · · Score: 0

      http://lazarus.interclue.com/ You're welcome, ~Gildas

    26. Re:ARRRGH by mrspecialhead · · Score: 0

      Mod parent up. I use Lazarus and it has saved me hours of typing.

    27. Re:ARRRGH by Kral_Blbec · · Score: 1

      Real posers use Emacs.

      There fixed it for you. vim 4 life

    28. Re:ARRRGH by kieran · · Score: 1

      Nobody writes here for credit - I suspect they'd rather vent and go elsewhere than take elaborate data-protection measures just to comment on /.

    29. Re:ARRRGH by kalirion · · Score: 1

      Just use the legacy non-js version of /.

  3. Not necessarily a bad thing by Anonymous Coward · · Score: 5, Insightful

    I admit that I'm probably in the minority on this, but I haven't been happy about where the game industry has been going in the past decade.

    The big budget phenomena has been the very thing that's lowering my enjoyment of games. IMHO, the obsession with graphics, sequels/IP and marketing (all big budget things) has detracted from the biggest part of games: gameplay.

    Perhaps this will be an opportunity for the game industry to take a step back and reevaluate their approach to development. I, personally, would very much like to see developers choose a route of detail, gameplay and innovation rather than releasing the same game every other year with improved graphics.

    But what do I know, my ideal game is Dwarf Fortress.

    1. Re:Not necessarily a bad thing by mcvos · · Score: 2, Insightful

      I don't think you're in the minority here. People on Slashdot have been complaining about stupid eye candy, cut scenes, intro movies, crappy franchise games, DRM and general lack of creativity in games for ages.

      I do love the rise of smaller game developers to the mainstream, like Stardock. The big giants can die for all I care, and clear the way for a new generation of game developers.

    2. Re:Not necessarily a bad thing by bmatt17 · · Score: 3, Interesting
      "The big budget phenomena has been the very thing that's lowering my enjoyment of games. IMHO, the obsession with graphics, sequels/IP and marketing (all big budget things) has detracted from the biggest part of games: gameplay."

      I don't think that's quite the case. There have been some exceptional games released that have both excellent gameplay and great graphics. Call of Duty, Bioshock, Mass Effect, Dragon Age is looking to be awesome, the list of great games really goes on and on.

      What I have a problem with is the games that don't have cutting edge graphics and great gameplay yet still cost the same. $60 for a AAA title I have no problem spending. $60 for the latest movie tie in or just average game I refuse to buy. And will pick it up used for half the cost if I want to play it. I really think that games should be released in different pricing tiers. For example the new Katimari for PS3 that's coming out would be fun and worth buying new for 20-30 bucks, but not a good deal for 50 or 60 when compared to Uncharted, Gears of War etc. If publishers would release these average games at a lower price point I would buy a lot of them new. As it is, most games aren't worth the price of admission and as such instead of the publisher/developer getting $30-40 of my money gamestop gets it.

    3. Re:Not necessarily a bad thing by KDR_11k · · Score: 1

      I haven't paid the full 70€ for any "next" generation game so far, the most I paid for a game on the 360 was 45€ for Prototype, imported from the UK (and apparently they imported it from Korea if I recognize that font correctly). Other almost full-price games were Red Faction Guerilla which would have been 70€ had it not been for a deal of the week on Amazon and HAWX which was only 30€ because the store was going out of business. Yeah, I will stay away from the 70€ price even more when I know a game isn't great but so far I don't think I'd pay that even for the greatest games there are.

      I certainly won't buy used at Gamestop, 5€ off is nowhere near enough of a discount for a used game. I'd rather wait for the new copies to fall to 30€ or less. If Gamestop wants my business on used games they should offer much bigger discounts.

      For comparison the Wii's full game price of 50€ is much more acceptable.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Not necessarily a bad thing by Rockoon · · Score: 1

      There have been enough "Gems" over the past decade that I cannot not agree with you.

      Three examples of great sequels are Civilization IV, Oblivion, and Half-Life 2. I admit that there are a lot of crappy sequels out there, but there has always been loads of craptacular games dating all the way back to the Atari 2600. Thats just the way it is.

      For great new innovative games you check out World of Goo, and Defense Grid.

      If platformers are your thing, you gotta check out Trine.

      --
      "His name was James Damore."
    5. Re:Not necessarily a bad thing by bmatt17 · · Score: 1

      I understand the issues people have with gamestop, but if you shop around and get them on their specials deals can be had. For instance Lair is still selling for $50 to 60 new in most stores around here, including gamestop, but used it's $15. Granted any recent title is going to be $5 off(plus another $5.50 with the edge card) so you're saving over $10. Add that to being able to trade games you're no longer playing in and it's not too bad a deal with the edge card and the extra 20-30% they offer at times. Make use of the 7 day free rentals at gamestop as well and it's a decent bargain. I've beaten more than a few games during that free rental period, including Gears of War 2.

    6. Re:Not necessarily a bad thing by MrSands · · Score: 1, Interesting

      Go play them then but don't assume every one wants the same thing as you and don't live in the illusion that simplistic game play can cut it for the mass market today. When I was younger, tetris, pacman, mario, sonic etc. were all fun, very fun for me to play in fact. However, simplistic games can only go so far. Now for my serious money ($50+AUD) I expect a great story, excellent voice acting (this is actually very important, voice acting can ruin a game), sound effects and then also great game play and top notch graphics. Great gameplay alone doesn't cut it for me anymore. A game without a story isn't worth the time for me, a great story needs great dialog and a game with bad voice acting no matter how much it excels in other areas can be terrible. It's not like before where good gameplay alone is enough. Back then game developers only needed programmers and maybe a background musician. Now games need everything else and that means they need to hire not just programmers but also writers, actors, musicians (midi music doesn't cut it anymore). That increases the cost of the game, but it also provides jobs. Now it would be great if all game developers can make great games. However that's unrealistic. Just like everything that involves creativity, for every good work it is preceded by many bad works. It is experimentation and learning (take for example Too Human, they tried an innovative way to control the character - many found the controls bad, now many developers would know to steer clear of that control method or to improve it). Sure I will still play simplistic games, and will enjoy them. But those games better damn well be free (ie-Flash games) or cheap (iphone games -- less than $2AUD). But if the two types of games were mutually exclusive, I would prefer to have the big blockbuster games that breaks new ground (albeit expensive) rather than the cheap simplistic games (that are mostly a rehash of games already released). As for tie-ins and those kind of games, I personally don't enjoy them. But do I get pissed off that I think they are priced much more expensive than I think they should be? No, why? because I wouldn't buy them even if they were $5. But other people do enjoy them and do think they are worth the price they are being asked for (hence they buy them). Do I have the right to say that they should get rid of those games simply because I don't enjoy them? No I don't. And as for DRMs, if pirates didn't pirate there wouldn't be a need for them. Developers develop DRM because they have mouths to feed so more power to them.

    7. Re:Not necessarily a bad thing by whereiswaldo · · Score: 1

      It's hard to find a game that I really like. I've spent too much money on games I don't really like and that's soured me from going out and just buying anything, especially at the 50 to 70 dollar (+ tax) price points.
      These days I am much more cautious, reading game reviews, searching for gameplay footage, and looking for deals on ebay.

      One trend I don't like is a movement towards online delivery. I want the ability to burn a physical copy of the game I downloaded for resale and archive purposes (I don't trust microsoft to keep my copy available indefinitely) but right now making a copy is not an option. Until then I'll be shying away from buying online games over $20.

    8. Re:Not necessarily a bad thing by nomadic · · Score: 1

      I don't think you're in the minority here. People on Slashdot have been complaining about stupid eye candy, cut scenes, intro movies, crappy franchise games, DRM and general lack of creativity in games for ages.

      But people on slashdot also usually add an "I'm in the minority here" before endorsing the most popular viewpoint.

    9. Re:Not necessarily a bad thing by KDR_11k · · Score: 3, Insightful

      Go play them then but don't assume every one wants the same thing as you and don't live in the illusion that simplistic game play can cut it for the mass market today.

      I think the only illusion here is that the more demanding customers form the mass market. They're the minority, it turns out that the mass market doesn't really need great stories and whatnot and is perfectly happy to play a game of tennis where you don't even control your character's leg movement.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    10. Re:Not necessarily a bad thing by MrSands · · Score: 0

      i'm happy to play that too, thats wii sports. It came free with my purchase of Wii... the newer tennis ones also provide a new great accessory the motionplus thus making it worth the price. And it is also taken for granted that some games do not need a great story to work: Sports games, fighting games, simulation games (car, plane etc), even some FPS's (that break new grounds in graphics such as Crysis), most multiplayer focused games. However they all still need proper sound effects. I'd like to see someone release a AAA game with only midi music and see how it fares. There is also game play. If the players had to control the characters in tennis with their digital/analog buttons/controllers it would take a lot of the fun out of the game. Gameplay is important as well.

    11. Re:Not necessarily a bad thing by Eskarel · · Score: 3, Interesting

      Do they really need all that?

      I personally find that while cool at first, voice actors just mean severely limited dialogue and character options. Certainly bad voice actors are horrible and can ruin a game, but I've played a lot of games with no voice acting at all, both new and old, which were perfectly acceptable. A great story does require dialogue, but it doesn't necessarily require voice actors.

      Musicians are really a fairly minor part of the equation as they don't get paid anywhere near as highly as actors and composers(who actually are expensive) have always been necessary. The mario music was as much the work of some creative composer as anything from a modern game, and hiring an orchestra to record something for you isn't really all that expensive in the grand scheme of things, there are plenty of musicians out there who just want to eat and can play well enough(though not write anything worthwhile) who are also cheap.

      Even graphics(which is where a lot of money goes) can be cut down a bit. The vast majority of players of any given game do not have a current state of the art gaming rig and so generally most of the top end features which took all the time aren't ever actually seen by anyone because they have to turn down the settings.

      DRM is also stupid. It's not stupid because game developers don't have a right to feed their families, it's stupid because it doesn't work, and realistically can never work. There are always more clever people trying to break any DRM scheme than there are people implementing it, and they can always dedicate more man hours. That's just the way it is. All DRM has ever done is inconvenience legitimate customers and prevent small incidental piracy. Preventing that small incidental piracy is perfectly fine, but the bar required to do so is far lower than the increasingly draconian DRM that companies are spending money on.

      The point of all of this is that companies have to do what makes them money. If the current model isn't working for them(and the article claims that it isn't) then changes have to be made. That probably means either increasing revenue or decreasing costs. While people do pay higher prices for games in other parts of the world than they do in the states(a new game is about $AU80-100 here in Australia), there probably isn't much wiggle room there. There's an argument to be made for selling more copies of cheaper games, but there's been no convincing arguments that this would actually create real profit increases. That essentially leave cutting costs, which basically means cutting some of the things they're talking about. That might not work either, gamers might not accept games without huge development budgets, but they're not accepting games with huge development budgets either so they can't keep going as they are.

      Most anecdotal evidence shows that some proportion of gamers prefer games which are fun to games which have flashy features. The Wii proves that such a market exists, though it may not translate onto more traditional platforms. Even if the number of sales does drop, even if it drops dramatically, if the per unit revenue increases faster than the sales drop, then they could still come out on top.

    12. Re:Not necessarily a bad thing by hal2814 · · Score: 1

      I used to think it was all about gameplay and that current development houses put too much emphasis on eye candy. Then Street Fighter IV came out and for the first time since Unreal Tournament I'm back looking at graphics benchmarks and upgrading my PC. Turns out, to me it's not so much that games are sacrificing gameplay for eye candy as it is that I'm just sick to fucking death of FPSes, RPGs, and racing games.

    13. Re:Not necessarily a bad thing by Nightspirit · · Score: 1

      My biggest regret has been using steam lately to purchase a few games (including Empire Total War which requires it). I remember the days of loaning games to other people, finding out about genres you otherwise wouldn't play. Now you can't even sell your used PC games anymore. When games didn't require a nagware/adware internet check to play a single player game. Now you have to investigate if games come with additional rootkits (Securerom/TAGES) before you buy them. When games came with extras like huge detailed manuals (Baldurs Gate II) which now require you to buy the "collectors edition" if you want any extras.

      The big publishers took all the fun out of buying games and I will not mourn their loss.

    14. Re:Not necessarily a bad thing by mcvos · · Score: 1

      Go play them then but don't assume every one wants the same thing as you

      I don't assume that at all. I'm fully aware I have different demands than the mass market. I value gameplay over eye candy, for example, and it's my impression that a lot of people at Slashdot agree. Slashdot isn't exactly a mainstream mass market site either.

      don't live in the illusion that simplistic game play can cut it for the mass market today.

      Simplistic gameplay does cut it for the mass market today, that's my entire point. The mass market doesn't want detailed complex games that require you to think. They want pretty games that are winnable. A game like nethack wouldn't cut it in the mass market because it's too detailed and too hard.

      Now for my serious money ($50+AUD) I expect a great story, excellent voice acting (this is actually very important, voice acting can ruin a game),

      If voice acting can ruin a game, I'd rather they just leave it out. Yes, good voice acting can be very nice indeed, but it won't save a crappy game, and it's not necessary for an excellent game.

      sound effects and then also great game play and top notch graphics.

      The problem is that for your $50 you usually get a buggy game with lame gameplay but top notch graphics, great sound effects and good voice acting. The superficial stuff is good enough for the mass market, but not for demanding hardcore gamers. Pretty soon, the graphics and sound don't matter much except to point out certain game play aspects, and it's only gameplay and content that really matter. To me at least.

      Now games need everything else and that means they need to hire not just programmers but also writers, actors, musicians (midi music doesn't cut it anymore). That increases the cost of the game, but it also provides jobs.

      But is the end result worth the increased cost? To me it rarely is. Especially when they cut costs on gameplay, as they often do.

      But hey, let's agree to disagree. You like superficial mass market games with DRM, I prefer games with more detailed and innovative gameplay.

      As for innovation, it's not the blockbuster games that offer it. The last blockbuster-type game that promised innovative gameplay (Spore) completely failed to deliver. Sometimes innovation does come out of a big game publisher (Portal), but those are not marketed as blockbusters.

    15. Re:Not necessarily a bad thing by mcvos · · Score: 1

      But people on slashdot also usually add an "I'm in the minority here" before endorsing the most popular viewpoint.

      True. Just like they say "I'll probably get modded down for this" before getting modded up.

    16. Re:Not necessarily a bad thing by ookaze · · Score: 1

      "The big budget phenomena has been the very thing that's lowering my enjoyment of games. IMHO, the obsession with graphics, sequels/IP and marketing (all big budget things) has detracted from the biggest part of games: gameplay."

      I don't think that's quite the case. There have been some exceptional games released that have both excellent gameplay and great graphics. Call of Duty, Bioshock, Mass Effect, Dragon Age is looking to be awesome, the list of great games really goes on and on.

      What I have a problem with is the games that don't have cutting edge graphics and great gameplay yet still cost the same.

      This attitude is exactly the problem.
      If your enjoyment of the game is purely with those that have "cutting edge graphics and great gameplay", it explains why the profitability problem is so rampant. Keep in mind that profitability is actually not stagnant at all among developers, it's going down. It's stagnant only because Nintendo is making so much profit that it levels up the profitability of the industry. Remove Nintendo, and you see a huge drop in profitability since the start of this generation of home consoles.

      This attitude of games which must have "cutting edge graphics and great gameplay" is the problem, because as you don't have any way to know that the gameplay is great before trying the game, people with this attitude will only go to the sequels, and that's what we're seeing. You will tell me "what about reviews, demos?". Only the huge budget games get high budget for marketing, skewing reviews (see GTA4), which then cannot be trusted, and gamers know that. As for demos, those that have been released didn't work as to show the gameplay, gamers constantly complain about them most often than not.
      The cutting edge graphics part automatically means "big budget", there's no way around it.

      So this attitude just shuts off any game that isn't a big budget sequel, which explains why those are the only ones that work in these environments, and why there's a big problem with profitability. That's because big budget sequels can't be produced fast enough, and the market targeted for these isn't large enough to sustain them.

      Even those big budget sequel games have very poor value: you can see them getting price dropped, sometimes one month after release, where they are already half price. This just shows how poor values these games have, despite being big budget sequels.
      Most HD console games get discounted very quickly, and fall below the price of even Nintendo DS games that still have their launch price 4 years later, and are still in the top 10!
      These are the games that retain their value, these are the really good games. None of these games have "cutting edge graphics", being on the Nintendo DS (but they have great gameplay).
      Actually, some Wii games are the same.

    17. Re:Not necessarily a bad thing by mcvos · · Score: 1

      One trend I don't like is a movement towards online delivery. I want the ability to burn a physical copy of the game I downloaded for resale and archive purposes (I don't trust microsoft to keep my copy available indefinitely) but right now making a copy is not an option.

      I don't have any recent experience with it, but as far as I understand, burning a copy for archive purposes is perfectly possible with games downloaded through Impulse. Or maybe it's only the Stardock games. It's definitely an issue that Brad Wardel cares about (or used to, at least).

    18. Re:Not necessarily a bad thing by mdwh2 · · Score: 1

      I don't see any evidence that bad gameplay is caused by better graphics. Bad gameplay is just bad gameplay - there are good games today, and there were bad games around 10-20 years ago. Some of those bad games have good graphics, but as you should no, correlation doesn't imply causation. And there have been bad games over the years with bad graphics too, anyway.

      Part of the problem is that coming up with playable and original games is hard - a lot harder than a lot of "I've got a great idea for a game" wannabes think it is. Given the money involved, it's not unsurprising that you're going to see rehashes of older ideas with better graphics, or sequels, and so on.

      The same argument could be made of movies, or indeed music or books. If you think you've got a great idea, chances are it's already been done.

    19. Re:Not necessarily a bad thing by mdwh2 · · Score: 1

      Agreed - I've found there are games today that are far more addictive than the games I played in the 90s, which in turn were far more addictive than the 8 bit games in the 80s.

      Nostalgia is a wonderful thing. Plus if he played older games as a child like I did, there's the point that children can be more easily entertained. He should try playing old games through an emulator, to remind him what they were like...

    20. Re:Not necessarily a bad thing by KDR_11k · · Score: 1

      I'd like to see someone release a AAA game with only midi music and see how it fares.

      I think Nintendo regularly does that even with their main franchises. One of the reasons Gamecube games needed so little disc space was the midi music.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    21. Re:Not necessarily a bad thing by bmatt17 · · Score: 1

      "If your enjoyment of the game is purely with those that have "cutting edge graphics and great gameplay"" This isn't quite what I was trying to say. I enjoy games other than the AAA blockbusters. What I have issues with is those games costing just as much as the the AAA titles. The latest Harry Potter game shouldn't cost as much as say Mass Effect 2. The graphics are no where near the same quality, the amount of time and effort on the developers part is no where near the same. And this relates to non-licensed games as well. Heavenly Sword, great game not worth anywhere near $60 for a 6 hour game, yet that one stayed at $60 for a couple years. It wasn't worth $60 new, it sure as hell wasn't worth $60 2 years after release. But it was a fun game that I really enjoyed renting and would have purchased it if it wasn't so overpriced for so long. Currently playing Sacred 2. Definitely not a AAA title, graphics are meh, lots of bugs, but it's fun and I don't feel bad about paying full price because it is fun and has hours upon hours of gameplay.

    22. Re:Not necessarily a bad thing by ookaze · · Score: 1

      "If your enjoyment of the game is purely with those that have "cutting edge graphics and great gameplay""

      This isn't quite what I was trying to say. I enjoy games other than the AAA blockbusters. What I have issues with is those games costing just as much as the the AAA titles. The latest Harry Potter game shouldn't cost as much as say Mass Effect 2. The graphics are no where near the same quality, the amount of time and effort on the developers part is no where near the same.

      There are several problems in what you say, except in the effort.
      I agree that the effort invested in the licensed movie games is far more important than in other games, because these people are the most talented, being able to make games that don't fall apart despite time constraints, small budgets, having to support most of the platforms, ...
      Also, what you say give me a hint that you believe price of products is determined by returns cost.
      That's just not true of course. Price of a product is based on its value. The closer the price is to the value the consumer find in the product, the better it sells.
      So the latest Harry Potter should have the same price as Mass Effect 2 if its value is the same for most of its buyers. I assure you some people will find far greater value in Harry Potter game, and will find Mass Effect 2 overpriced.

      And this relates to non-licensed games as well. Heavenly Sword, great game not worth anywhere near $60 for a 6 hour game, yet that one stayed at $60 for a couple years. It wasn't worth $60 new, it sure as hell wasn't worth $60 2 years after release. But it was a fun game that I really enjoyed renting and would have purchased it if it wasn't so overpriced for so long. Currently playing Sacred 2. Definitely not a AAA title, graphics are meh, lots of bugs, but it's fun and I don't feel bad about paying full price because it is fun and has hours upon hours of gameplay.

      OK, but not everyone has your tastes. Heavenly Sword has other problems, as it surely stayed so high for so long because it didn't sell enough to break even. It's just another examples that shows the market can't sustain these kind of games on the HD consoles.
      There's a serious problem with the industry because like I said already, there are tons of HD games that get discounted very quickly below the price of even DS games that keep selling for months at their launch price.
      This just can't be sustainable, and the dev studios closing left and right is some kind of evidence of the problem.

  4. Disruption is the right word. by KDR_11k · · Score: 0

    there has been 'significant disruption' to the games industry's business model.

    Yes and it's called the Wii.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
    1. Re:Disruption is the right word. by KDR_11k · · Score: 1

      If you like a source with less unconventional writing there's this one though it doesn't go into the basics of what disruption means.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Disruption is the right word. by KDR_11k · · Score: 1

      Oh and maybe I shouldn't amend my posts that often but here is a good description of the attack process in a disruption.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. Good thing, too by puroresu · · Score: 5, Insightful

    The cost of licensing IPs has gone up? Then stop relying on licensed IPs and start making compelling games that people want to play.

    Every year there's a new Tiger Woods/NFL/WWE game, virtually identical to the last offering with a few player updates and token changes to the control system. Sorry, but I prefer actual depth over the latest and greatest graphics and accurate sports team rosters.

    A lot of developers could take influence from the greatest pro wrestling game series ever devised. Concentrate on making a fun game and make it customisable enough that the player can change it to accurately represent a given league/company/tv show/movie/comic book (delete as required).

    1. Re:Good thing, too by MBGMorden · · Score: 4, Informative

      While licensing big properties like that is part of the equation, later comments in the summary lead me to believe that a big part of "Licensing IP" that they reference is simply the fees you pay to publish on a console. If you put out a PS3 game, Sony gets a cut. If you put out a Wii game, Nintendo gets a cut. If you put out a computer game though (be it Windows, Linux, Mac, whatever), you generally don't have to pay royalties to any company just to publish your game.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    2. Re:Good thing, too by Dionysus · · Score: 1

      Then stop relying on licensed IPs and start making compelling games that people want to play.

      Maybe the cost of IP is going up because those games sell and people want to play them?

      --
      Je ne parle pas francais.
    3. Re:Good thing, too by Razalhague · · Score: 1

      Well, you go the first one right.

    4. Re:Good thing, too by fuzzyfuzzyfungus · · Score: 1

      I think that that is a "All they that take the DRM shall perish with the DRM" moment.

      They wanted a nice clean, shiny platform that kept the riffraff off. And they got it. Trouble is, putting yourself in the hands of a single gatekeeper is a bad idea.

    5. Re:Good thing, too by ukyoCE · · Score: 1

      Not to mention with digital distribution you can reduce or completely eliminate distribution costs. (effectively, obviously bandwidth still has some costs)

      With publishers traditionally taking a huge cut of the profits, this is a great opportunity to increase profits. Of course publishers also took a lot of the risk in the past.

    6. Re:Good thing, too by ClosedSource · · Score: 1

      It's really too bad. For those who are too young to remember, prior to Ninetendo's entry into the console market, anybody could make a console game if they could reverse engineer the console and the console maker got nothing.

      The courts should have ruled such non-competitive licenses invalid.

    7. Re:Good thing, too by mcvos · · Score: 1

      If you put out a PS3 game, Sony gets a cut. If you put out a Wii game, Nintendo gets a cut.

      I've never understood how that works. I can understand an official Sony/Nintendo stamp of approval is worth money, or the ability to use their logos on your game, but if I develop a game and don't ask/pay for their approval, surely there's nothing they can legally do to stop me? Big companies in particular should have no problem publishing games on their own without any console maker's assistance or approval.

    8. Re:Good thing, too by KDR_11k · · Score: 1

      They must be signed so the system will accept the disc. Datel has been working around it but firmware patches broke their workaround.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:Good thing, too by scot4875 · · Score: 1

      anybody could make a console game

      And they did, and there was so much garbage that nobody knew what to buy, and then there was that whole video game crash thing around 1984.

      In fact, it's kind of like what we have today, except for some reason people buy the garbage anyway.

      --Jeremy

      --
      Jesus was a liberal
    10. Re:Good thing, too by ClosedSource · · Score: 1

      There was a lot of garbage but also a lot of great games that wouldn't have seen the light of day with today's licenses.

  6. Download .iso & key? by achowe · · Score: 4, Insightful

    If the games industry switches to a buy online / download model, I want to be able to burn that download to CD for backup. Nothing worse than paying for something and finding N+1 months later when you want to play again, that the download is no longer available and/or the seller has gone bust. For example NetStorm. Greatt game. Good single player campaign. Net play was good too, except the servers eventually died off. Still I do like to play single player from time to time. If I didn't have the CD, I'd be shit out of luck to replay later (yes I know there are online cracked versions now). The point is that if you buy something, people had better be able to burn to CD and install from CD.

    1. Re:Download .iso & key? by KDR_11k · · Score: 1

      You are not alone in that sentiment, in fact it looks like the vast majority wants a physical copy. In an interview even Shigeru Miyamoto (I think he holds a lot of sway on Nintendo's business decisions, not just game designs) said he wants a physical copy of things he downloads.

      Going online-only isn't going to fix the financial woes of the gaming industry anyway, the problem is with the content (which is costing more and more to make while bringing in too little money), not the delivery method. Even if online reduces the overhead costs that's only a fixed growth, a one time spike that may delay the end for a few years but not going to prevent it. The only way to prevent it is to make costs go down (or at least stay level if you've got them down to a good level already) and sales go up. Sales don't go up by making the delivery cheaper, they go up by making the product more interesting to more people, i.e. expand the market. Companies that keep pushing unnecessary expenses like even better graphics while keeping their product's appeal more or less the same will implode from rising costs.

      It's really not news though, apparently the percentage of households with a gaming system has remained unchanged over the last few generations and all growth was driven by population growth. If the population declines so will the core market for gaming. Doesn't help that core games are currently being made for a very narrow demographic and the demographic change in the upcoming years (i.e. the number of people in the age brackets below the target demographic) looks like that demographic is going to shrink massively.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Download .iso & key? by SerpentMage · · Score: 2, Interesting

      The problem is not content... The problem is fun...

      I grew up with defender, robotron and after a while I just stopped playing video games. I always wondered why? Then one day while in Redmond, Microsoft threw a gala and rented out an arcade for us. All games were free and we could play whatever we wanted.

      What happened? The games that promoted social interaction were red hot! This was around 99, and in those days there were only a few games. The one I played was car racing where six booths were side by side and you raced against your friends. It was a lot of fun...

      Then I looked around and I saw pools tables and other games where people got to interact. And that made me wonder if there are not two sorts of games;

      1) Time killers a'la pop-cap...
      2) Social games where the game are the people.

      It has been a while since I have been playing games, but I wonder are there games where the object is not to kill computers, but duel each other? I mean a sort of turf war, paint ball? Think of the success of Second Life... Completely social...

      Just wondering...

      --

      "You can't make a race horse of a pig"
      "No," said Samuel, "but you can make very fast pig"
    3. Re:Download .iso & key? by whereiswaldo · · Score: 1

      Totally agreed.
      I really liked Netstorm, too - what a cool concept. Eventually they did make the server software available to allow the community to run their own thanks to some lobbying. See the history so you can still play the online game today.

      My current gripe is with Battlefield 2 by Electronic Arts. The game is copyright 2006 and they're already shuttering the online servers because not enough people are playing. That's total garbage - when it's up the game has many dozens of players online. Is that not enough of a cash cow for them? What about people who are just buying the game today, new or used - what's their experience going to be like? This has really soured me from buying more of their titles, knowing they could call it quits within 3 years. It's too bad because I like their games, but thankfully there are other talented game makers.

      I wonder what it would take for an XBox 360 game to make their server software available to the community.

    4. Re:Download .iso & key? by achowe · · Score: 1

      I too grew up with Defender, Scramble, Galaga, and a slew of others. There was social interaction with this games, at least two players "king of the hill scores". I remember at university a four player fantasy game called "Gauntlet" that was really hard and ate money faster than a street walker. Gauntlet was pretty social. However, personally I'm less interested in the social aspect of games; prefer excellent single player campaigns. I treat modern games much like a book: there is a beginning, middle, and end to the story. And I can replay sometime in the future to relive that experience, much like rereading a book. Of course there are those who like the idea of climbing a social ladder in a fictional online world, but personally I find they require too much investment in time (if playing Subspace/Continuum is a guide), and there will always be someone better who has the time to social climb. The same is true of text MUDs, they are social, and continue to draw in people. Truly social games will be those where you play with family or friends in the same room: be it PC, console, pool, darts, cards (bridge, poker, Eurkre, Magic The Gathering) , board games (Civilisation, Eurorails, Roborally, ...) For me playing board games down at the pub on a Sunday with my mates from uni. was the best form of social.

  7. Consumers should change too by interkin3tic · · Score: 5, Insightful

    It would be nice if economic troubles caused gamers themselves to be more selective about which games they bought. A few years ago when I worked at gamestop, most of the customers (children especially) seemed to buy games based ENTIRELY OFF THE BOXART. "Hey, I have a PS2. Hey, I enjoyed the movie 'fight club". Hey, this box which appears to have been the first game I picked up is Fight club for the PS2. That's GOT to be a good one!" Many people are apparently buying wii games at random, the effect being that most of the games for the wii are barely playable. Developers wouldn't make movie-tie in games if they didn't sell. It would be great if the economic troubles really put a damper on people buying games on impulse without reading a single review to tell if the game was halfway decent, or shovelware.

    Then again, I'm pretty sure even if that 29% decrease were entirely due to throwaway games, the industry would still follow the path of least resistance. Maybe they'd just make ONLY worthless games.

    While I'm making demands of millions of people who wouldn't change even if they did read this post, it would be nice if gamers were more supportive, or at least more forgiving, of games that try to do new things. A lot of "hardcore" gamers get very entrenched opinions about what a game should and should not be according to genre. It's like if moviegoers complained that a movie wasn't formulaic enough.

    1. Re:Consumers should change too by KDR_11k · · Score: 4, Interesting

      Many people are apparently buying wii games at random, the effect being that most of the games for the wii are barely playable.

      The data actually shows that sales are MORE concentrated on the Wii, most sales go to an even smaller number of games than usual (80% sales on 14% games, the usual values are 80-20). The few shovelware titles that managed breakthroughs did so because they did something people really wanted. AFAIK the sales of the shovelware are mostly really low and the market for it is so oversaturated (the developer of Carnival Games, a million-selling minigame collection said they wouldn't stand a chance in today's Wii market... yet they kept throwing money at more shovelware) that I wouldn't be surprised if they failed to sell enough to break even despite their low dev costs.

      The whole situation has made third parties run around like headless chickens, only able to clone what others succeeded with and not realizing that they could at least clone games from other consoles instead of only what was released on the Wii. As it is they keep cloning a very small pool of games with no understanding of why the original game worked in first place and then act surprised as the result bombs. EA's Peter Moore seemed to have a recent realization of how to sell Wii games, namely thinking about what the customer demands from a game of that type and then dealing with those demands instead of just taking an existing formula (that was probably developed with those customer demands even if it was by accident and so long ago that noone remembers what exactly happened). Maybe it was triggered by Wii Fit where everybody could immediately understand why a customer would buy Wii Fit: Because they wanted to lose weight! By knowing the customer demands they were able to make their own fitness games that worked. If you don't understand WHY something was done you probably won't be successful at copying it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Consumers should change too by Anonymous Coward · · Score: 0

      Somebody forgot the number one rule of Fight club for the PS2...

    3. Re:Consumers should change too by ookaze · · Score: 1

      This is nonsense. "Consumers should change" is sth you should never have to say, or it shows you are having a very big problem. Consumer is NEVER the problem. No industry has ANY right of sales that consumers should abide to.
      If consumers don't buy your product, obviously the industry is the problem.

      It would be nice if economic troubles caused gamers themselves to be more selective about which games they bought. A few years ago when I worked at gamestop, most of the customers (children especially) seemed to buy games based ENTIRELY OFF THE BOXART. "Hey, I have a PS2. Hey, I enjoyed the movie 'fight club". Hey, this box which appears to have been the first game I picked up is Fight club for the PS2. That's GOT to be a good one!"

      I see lots of problem in that, and none are the consumer's fault.
      Why couldn't the specialised store inform the consumer? Why did the developer make a bad game out of this license? Why are the licensee making the developers do such bad games?
      Why the gamer should assume that the game can't be good? What will happen when he realise that the game he bought has no interest compared to the movie ? He won't buy game again.
      Fatigue will set in, and a time will arrive (like now) where he will have to make a choice, and he will dump buying games. The industry is the problem in all that.

      Many people are apparently buying wii games at random, the effect being that most of the games for the wii are barely playable.

      No, that's not true at all!
      3rd parties are making lots of bad Wii games, hoping to screw the Wii customers. What happens is that less and less people buy games from those companies, and more and more people buy Nintendo games, which are good games. People start to recognise which companies make good games, when before they wouldn't pay attention. The 3rd parties have done that to themselves, the consumer is not at fault. People new to games assumed that games for the Wii were at least as good as the game that comes with the console.
      These people are not the problem for being disappointed, those that made these games are the problem.
      And remember that 3rd parties are the ones responsible for this situation. Before PS1, there was regulation by the console maker as to the quality and quantity of games that every 3rd parties could put out every year on their console. This ensured at least some level of quality, and even then there was lots of shovelware. Then came PS1 which allowed anyone to make anything on the console, and the 3rd parties flocked to the PS1, sending a clear message that it was what they wanted.

      it would be nice if gamers were more supportive, or at least more forgiving, of games that try to do new things. A lot of "hardcore" gamers get very entrenched opinions about what a game should and should not be according to genre. It's like if moviegoers complained that a movie wasn't formulaic enough.

      True enough.
      This usually leads to a decreasing market, as more and more people are left behind by the level of sophistication that goes higher and higher, and becomes inaccessible to newcomers.

    4. Re:Consumers should change too by interkin3tic · · Score: 1

      This is nonsense. "Consumers should change" is sth you should never have to say, or it shows you are having a very big problem. Consumer is NEVER the problem. No industry has ANY right of sales that consumers should abide to.
      If consumers don't buy your product, obviously the industry is the problem.

      Yeah, I'm not the videogame industry, I AM a consumer. We are, in fact, a big part of the problem. I'm not making any products and blaming the consumer. I think I have every right to say "A lot of my fellow consumers are making stupid purchases and that encourages stupid games."

  8. Another victim by MPAB · · Score: 1

    An economic crisis such as this one is a wet dream for governments wanting to offer "protection" to all sorts of businesses and have them comply with their ideologies. And games are just another industry in the hands of those who may offer tax cuts or printed money in exchange of new politically correct (and boring) games.

    1. Re:Another victim by nschubach · · Score: 0, Flamebait

      It doesn't even need to be a crisis... they will run for office under the guise that there are developers starving to death on the streets and going bankrupt left and right because of the situation and create a fabricated crisis out of it. Then when they pull on the strings of the sympathetic (aka: charitable) people in the US, they will eat it up hook line and sinker. They'll blame the evil corporations and capitalism and trumpet their ability to create a better system. People will overlook all the other failed programs and insist on change.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  9. Not suprising by dbIII · · Score: 3, Interesting

    The last financial crisis killed Loki Games even though they were on track with their financial plans.

  10. In the past... by Lord+Lode · · Score: 1

    In the past games were made with much less developers and a much smaller budget, and yet I found them just as fun to play.

    1. Re:In the past... by hanako · · Score: 1

      Good. Buy games from developers with smaller budgets instead of buying the megazillion shiny thing. The crazy parts of the industry that just blindly follow the money around will change course if the money is obviously somewhere else. :)

  11. That's the way it's supposed to happen. by psnyder · · Score: 5, Insightful

    This is the natural way it's supposed to happen.

    Graphics
    When SNES came out, the fact that it looked so much better than the NES added to the enjoyment. Now graphics are at a point where we can move characters around in something akin to what we'd see in a CG movie. We've hit a peek where cartoonish graphics can't really get much better.

    Expansiveness
    Next we have huge sandbox games. Again we've hit a peek, where the worlds are so expansive that by the time you've explored everything you're either addicted (like an MMO), or you've spent so much time doing the same things that the gameplay becomes repetitive.

    Complexity
    Then we've got games that take months to learn all the possible moves and combos.


    Flair is no longer as important
    So the old adage of more is better is no longer valid with video games. We've hit a peek in many areas where more is simply not necessary. Now we can focus specifically on what makes something "fun" besides the flair.

    This is why the Wii is so popular. And as technology keeps getting better, it becomes easier and easier for independent developers to produce graphics, game play, and complexity that are passable, so that audiences will just focus on if it's fun or not.

    Of course big game companies may soon be in trouble. A lot of their main commodities (graphics, expansiveness, complexity) are getting easier and easier to reproduce to an appropriate level. This makes what they produce less valuable. It's progress.

    1. Re:That's the way it's supposed to happen. by KDR_11k · · Score: 3, Interesting

      Their main commodities don't get easier to reproduce but they are demanded less by customers. Most if not all core values of gaming have overshot the majority of customers, i.e. reached the point where they offer more than the customer demands. The big publishers may be better at driving these values but since they've overshot a smaller company can come along, make a game with lower core market values than the big guys do and still not be too low for the customer's demands so the big guy just spent a whole lot of money on something that failed to give him a competitive advantage. Meanwhile some companies find values that were traditionally ignored but are undershooting the customer (i.e. not up to the standard the customer would like and improvements are much appreciated) and improve them, resulting in a MASSIVE advantage. This is a disruption (actual business term) and it usually ends with the incumbents being driven out of the market while the newcomer becomes the new master.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:That's the way it's supposed to happen. by tepples · · Score: 4, Interesting

      This is why the Wii is so popular. And as technology keeps getting better, it becomes easier and easier for independent developers to produce graphics, game play, and complexity that are passable

      But it still remains hard for independent developers to meet the minimum bar that Nintendo and Sony have set. For one thing, Nintendo is still openly hostile to a developer preparing its first title:

      We typically look for companies that are established game developers, or individuals with game industry experience. The authorization for Wii/WiiWare or Nintendo DS will be based upon your relevant game industry experience.

      We require that companies are working from secure business offices. Home offices are not considered secure locations.

    3. Re:That's the way it's supposed to happen. by Anonymous Coward · · Score: 0

      We've hit a peek where[...]

      Again we've hit a peek[...]

      We've hit a peek in many areas[...]

      We've hit a what? A peek? A pique? Ohhh, a peak!

    4. Re:That's the way it's supposed to happen. by IamTheRealMike · · Score: 1

      Wiis is popular with users not game developers. Third party titles sell atrociously on the Wii. And forget about the indie market. If you want to make indie games and sell them for profit your best bet is either PC or XBox Live Arcade/Indie section. Lots of people there who are only a button press away from buying your game.

    5. Re:That's the way it's supposed to happen. by psnyder · · Score: 1

      I find that very interesting and agree with the mods.

      But what I was trying to say is that, in many cases, people can make similar games for Flash or some other medium. They don't need to make something for the Wii specifically. Yet they can meet the requirements their audience has for graphics, game play, and complexity.

    6. Re:That's the way it's supposed to happen. by KDR_11k · · Score: 1

      Note that a "secure business office" can mean an attic with a company sign on the door and some PC tables set up. Try watching those "We are WiiWare" videos on the Nintendo Channel, they show the offices of the companies making these games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:That's the way it's supposed to happen. by KDR_11k · · Score: 1

      Third party titles sell atrociously on the Wii.

      Then the third parties should try making games people actually want. Making the nth Wii Sports knockoff is pointless, there's already a Wii Sports included with every Wii and if anything people are looking for more elaborate implementations of the sports (like, say, Tiger Wood 10 which just sold quite well). You can even compete with Nintendo's own offerings (like, say, EA Sports Active vs Wii Fit) if you realize what made those games popular. If you're really unsure just use a concept that worked on another console, the Wii isn't that different (Call of Duty: World at War). Maybe even just release an improved port of an old game (Resident Evil 4 Wii Edition) The Wii isn't some magical system, if you make a game noone wants like MadWorld (too violent for most people and alienates most of the rest with its unconventional art style) then you won't see sales on it. If you aren't up to the standards of the genre like The Conduit (it would have been mediocre even on the PS2) you will similarily suffer. Note how many of those "failed to sell" games from third parties would at best be niche games even on the PS2.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:That's the way it's supposed to happen. by SetupWeasel · · Score: 1

      That is not "openly hostile." That is "You have to show us that you are able to be professional before we are going to let you see our secrets."

    9. Re:That's the way it's supposed to happen. by Anonymous Coward · · Score: 0

      Complexity

      Then we've got games that take months to learn all the possible moves and combos.

      You are confusing complexity with depth. And while I admit that I'm biased here, what's the point of going through the oh-so-pleasant process of gamedev if you can't get a playerbase to stick with your product for longer than a week?

      I know *plenty* of devs who would be estatic to keep players occupied for months to years, just as I would hate to work on something that gets thrown away the player has seen all there is to the game.

    10. Re:That's the way it's supposed to happen. by tepples · · Score: 1

      "You have to show us that you are able to be professional before we are going to let you see our secrets."

      I'll accept your interpretation if you can clarify the following: How does a startup acquire the capital to "be professional"? And to satisfy "game industry experience", must one have previously worked for a medium to large game developer on a published title before starting his own company?

    11. Re:That's the way it's supposed to happen. by tepples · · Score: 1

      I'm not close to an Internet-connected Wii console at the moment, so I looked up We are WiiWare: Swords and Soldiers on the Internet. Sure, the office is humble, but it still appears to be a leased office in an office building. I don't know exactly what you mean by "an attic" given the "secure office facilities separate from a personal residence ( Home offices do not meet this requirement )" on Nintendo's page. And these people satisfied the "established game developers" bullet point by having THQ pick up their college project. But being already out of college (with a B.S. in computer science) and having my current day job outside the video game industry, I don't know how to satisfy that one either.

    12. Re:That's the way it's supposed to happen. by KDR_11k · · Score: 1

      Then maybe ask B-Plus how they managed to get a dev kit with two people and zero ability between them. Overall though the service is not meant for zero budget development and wasn't even originally intended for smaller devs, it was intended as a lab for experiments in game design that don't cost much. If you want real near-zero budget development go for XBLA indie.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:That's the way it's supposed to happen. by Dutch+Gun · · Score: 1

      I'll accept your interpretation if you can clarify the following: How does a startup acquire the capital to "be professional"? And to satisfy "game industry experience", must one have previously worked for a medium to large game developer on a published title before starting his own company?

      Generally speaking, one does not start up a console gaming company without having had a lot of previous industry experience and some sort of financial backing. Consoles are where the big boys play, and the console makers are just informing you of that fact. There are a limited supply of development hardware (especially early in it's life), and the console manufacturers want to make sure that those they ship hardware to have a reasonable chance of producing a viable product.

      There are other incubators out there for indie game developers: I'd develop a PC game for Steam, or look at creating a community game for Xbox Live (no development console needed).

      --
      Irony: Agile development has too much intertia to be abandoned now.
    14. Re:That's the way it's supposed to happen. by drsquare · · Score: 1

      I'll accept your interpretation if you can clarify the following: How does a startup acquire the capital to "be professional"? And to satisfy "game industry experience", must one have previously worked for a medium to large game developer on a published title before starting his own company?

      Let me get this straight, you're complaining that you can't start a company with no investment and no experience working in the industry? Yeah well, I'm having trouble starting up my strip-club chain for similar reasons.

    15. Re:That's the way it's supposed to happen. by Haeleth · · Score: 1

      Now graphics are at a point where we can move characters around in something akin to what we'd see in a CG movie. We've hit a peek where cartoonish graphics can't really get much better.

      People have been saying this for at least 10 years, you know. Then the next system comes out and, whaddya know, graphics get better!

      It's only natural; we get used to what we see, and we can't imagine what we haven't seen. I still remember looking at Doom, and thinking "How can Quake look any better than this?"

      Again we've hit a peek, where the worlds are so expansive that by the time you've explored everything you're either addicted (like an MMO), or you've spent so much time doing the same things that the gameplay becomes repetitive.

      If you're spending all your time doing the same things, then there's clearly plenty of scope for sandbox games to introduce more things to do.

      And which way is the trend actually going? Consider the Elder Scrolls games, a standard example of the sandbox-style RPG. The game worlds have become progressively smaller through the series.

      Then we've got games that take months to learn all the possible moves and combos.

      You say it like you think it's a recent development. But there have always been complex games around. PC flight simulators used to come with manuals the size of a phone directory.

      Basically, your comment could have been posted at any time in the last 20 years. And it frequently has been. I remember reading Usenet postings saying very similar things in the mid-1990s. There is nothing new under the sun.

      Now get off my lawn.

    16. Re:That's the way it's supposed to happen. by tepples · · Score: 1

      Consoles are where the big boys play

      Then on what platform do the small boys who want to develop local multiplayer games play? Are there enough customers on Steam with home theater PCs to make a local multiplayer game viable, or should I just learn C# and go XNA?

    17. Re:That's the way it's supposed to happen. by Anonymous Coward · · Score: 0

      This is why the Wii is so popular. And as technology keeps getting better, it becomes easier and easier for independent developers to produce graphics, game play, and complexity that are passable

      But it still remains hard for independent developers to meet the minimum bar that Nintendo and Sony have set. For one thing, Nintendo is still openly hostile to a developer preparing its first title:

      We typically look for companies that are established game developers, or individuals with game industry experience. The authorization for Wii/WiiWare or Nintendo DS will be based upon your relevant game industry experience.

      We require that companies are working from secure business offices. Home offices are not considered secure locations.

      The bar needs to be lowered on consoles for independent developers.

      1. LittleBigPlanet approach - users are able to create their own worlds with a limited toolbox that is included.

      2. Unreal approach - User designs everything on computer based on a licensed engine then runs a compiler for specific console. Burns to media. Game is activated online whether a developer charges or offered for free. All versions must be activated online for play.

      50% Developer, 30% engine/designer, 20% console maker

      3. Reduces costs to zero for past generation consoles. PS1/PS2 for PS3, Xbox for X360, etc... Allows independent developers to design games but doesn't affect the big studios working on the latest consoles. Must be activated online for play.

      70% Developer, 30% console maker.

    18. Re:That's the way it's supposed to happen. by Anonymous Coward · · Score: 0

      Games that take months to learn and graphics that have peaked? Know how I know you only play fighting games on consoles? As a PC gamer I haven't found a game I haven't 'completed' or reached all but the eater-egg class content in under 20-30 hours in many years now.

    19. Re:That's the way it's supposed to happen. by kalirion · · Score: 1

      People have been saying this for at least 10 years, you know. Then the next system comes out and, whaddya know, graphics get better!

      GP did specifically mention "cartoonish" graphics. And while I disagree that they have hit their peak, "cartoonish" graphics do last a whole lot longer than the "realistic" stuff does. People don't expect lots of details in cartoons. TF2 will keep looking good long after CS:S and HL2 start seeming like a mess.

    20. Re:That's the way it's supposed to happen. by Nevyn · · Score: 1

      Generally speaking, one does not start up a console gaming company without having had a lot of previous industry experience and some sort of financial backing.

      Right, follow the argument. CGC (console gaming companies) must be established to be allowed to develop, because only established CGC currently develop. Round and round we go. Maybe we should throw the developers into water, and if they float that means they can't develop games.

      The obvious refutation of this circle of insanity is Braid, basically developed by one guy while living with his parents. Big shocker that it isn't out for anything but the 360.

      --
      ustr: Managed string API with ave. 44% overhead over strdup(), for 0-20B
  12. Legally Downloading Games by Armaron · · Score: 1

    I really hope they don't stop selling games in brick&mortar stores. I have a limited download limit (25GB) and I can't afford to up that limit at the moment. So if I want a game and the only way to get it is to download a 5 or 8GB file, it won't be worth my trouble.

    1. Re:Legally Downloading Games by MBGMorden · · Score: 1

      With a cap that low you're a rarity in the market, and will be even moreso as time goes on. They'll only service your market so long as the profits gained exceed the revenue expended in the endeavour. Right now there are enough people to justify B&M store sales by a decent margin. There will likely come a time within the next few years though when the cost of producing and shipping a boxed copy will outweigh the profits they get from that minute portion of their customers that either won't or can't download the game.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    2. Re:Legally Downloading Games by Anonymous Coward · · Score: 0

      With a cap that low you're a rarity in the market

      In NZ I pay $50 NZD ($34 USD) per month for a 15GB cap and 8Mbps download speed.
      This is considered a "high-end user" plan here.
      While the type of broadband you're talking about might be common is a lot of places, it's not ubiquitous yet.

    3. Re:Legally Downloading Games by KDR_11k · · Score: 1

      Judging by the comments that followed a story on Games on Demand on Eurogamer it sounds like the entire UK has low caps (like 30GB). Of course the entirety of Australia has very low caps as well but AFAIK that market is only a few hundred thousand people.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Legally Downloading Games by julesh · · Score: 1

      With a cap that low you're a rarity in the market

      Not here in the UK he isn't. Most UK ISPs have a 10GB or so monthly cap on their basic service.

  13. Cost by mccalli · · Score: 3, Insightful

    I'm buying more games than I've bought in ages at the moment, but 'the industry' may not like the reasons I'm doing so. My two primary platforms are iPhone and Wii, in that order. iPhones games are anywhere from 59p to an eye-watering £2.99, the Wii has Gamecube games available which I can get for £1.99 second-hand.

    That's about what these are worth to me. Looking at games appearing for £29.99, even £49.99 etc....I'm just not interested. The only games I've bought within the last year or so at full price have been Guitar Hero III (thinking about it, must be more than a year now) and err...err...hmm. Actually that's it. Oh yes, World of Goo which was already a download and relatively cheap. One glaring exception would be Wii Fit, depending on whether you want to count that as a pure game or not.

    It's really a question of pricing for me. I don't care about licensed IP, I only marginally care about having the latest greatest graphics....it's just that games started costing a huge chunk of cash and I'm simply uninterested at that level. It's not that I can't afford it either, it's that I simply don't think it's worth it and would rather put the money towards a day out, or more bits for the bike, or something other than gaming.

    Bring down the cost, get more buyers. If it's not profitable for you to bring the cost of your current model down, then change the model.

    Cheers,
    Ian

    1. Re:Cost by KDR_11k · · Score: 4, Interesting

      One glaring exception would be Wii Fit, depending on whether you want to count that as a pure game or not.

      I think it's an important one. Wii Fit isn't just a game that manages to sell stupidly well without pricedrops a long time after its release and even sells consoles too, it's also a game that would be impossible to make online-only because of the balance board. As much as game publishers seem to love the idea of something like OnLive where you basically subscribe to a gaming broadcast Wii Fit would be a killer app against it. Peripherials can't be downloaded and Wii Fit cannot be done without the balance board (there are other fitness games but AFAIK they all come with at least one peripherial to get more data about your body movements). OnLive's promise of playing all games without upgrades is made impossible by games like Wii Fit.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Cost by Stevecrox · · Score: 2, Interesting

      I've been doing a similar sort thing with the PS3, when inFamous came out it was £49.99 in the shops. Its only been a few months but the games £26.99 now and if you get it second hand I paid £17. The price difference is extreme enough that a 3/4 month delay on games is really worth it. Plus you get a much more realistic opinion of the game (don't trust critics myself).

    3. Re:Cost by apoc.famine · · Score: 1

      I've been doing the same thing, but with computer games. Stardock sells older titles via their Impulse downloader for very little money. If you watch the sales, often under $5. I had a blast playing through Space Rangers II - many hours of wasting time for all of $5. Recently downloaded the Penumbrum games trilogy, when the linux versions were on sale for $10, I think. I've played through the first two, and they are very interesting. They're first-person-horror-puzzle games with quasi-realistic physics. I've not seen too many games put that combination together.
       
      I've bought more games in the last two years than I did in the previous five before that. But I probably spent less money. I agree with you - lower the cost, and if you have to, change your model. I wonder if we're about to see a new generation of game companies, due to the ability to sell small, fun games at low prices to a wide market.

      --
      Velociraptor = Distiraptor / Timeraptor
    4. Re:Cost by Taikutusu · · Score: 1

      You can't seriously hope that the industry as a collective moves to $2.99 games. Sure, there's a market for those games, but don't kid yourself, there's a massive market out there for proper games (that sounds rather conceited, but so be it).

      Perhaps it's the Australian in me that recognises I'm basically always going to get screwed on price when it comes to games, but I think there have been plenty of reasonably priced games released. I'll freely admit I've become something of a Steam fanboy, they have some fantastic deals on there. Without sounding too much like a shill, I don't know how anyone can complain about something like the Orange Box for $35 (that's about what it costs in Australia). I've bought more games in the past year than ever before - and paid far less for them than what I ever have in the past.

      Slashdot seems to have yet another case of rose tinted glasses. Hell, I remember buying Street Fighter 2 Turbo on my Mega drive back in...whenever it was. That cost me $120. A lot of the other mega drive games of the day were $80+ (SNES owners can leave their sniggering for another day). I'd never pay that for a game these days, and thankfully, I don't have to.

  14. overhead bloat by Anonymous Coward · · Score: 2, Insightful

    There is a lot of senseless cost in making many games today. Paying famous celebrities insane sums of money for voice overs, the bean bag chair mentality, the never ending focus on improving on graphics instead of just making good gameplay and so forth. Plus publishers and distribution costs. Game costs are rivaling the bloated costs of making movies these days.

    Somewhat off topic but think about this. How can District 9 which is such a great movie with some of the best unique effects Ive seen in a recent Sci Fi movie cost 30 Million and yet Transformers 2 cost $228 million, GI Joe Movie $170 million etc. All icing and no cake.

    1. Re:overhead bloat by julesh · · Score: 4, Informative

      Somewhat off topic but think about this. How can District 9 which is such a great movie with some of the best unique effects Ive seen in a recent Sci Fi movie cost 30 Million and yet Transformers 2 cost $228 million, GI Joe Movie $170 million etc. All icing and no cake.

      It's called Hollywood accounting. The quoted cost of producing a film that's expected to do well typically actually includes costs of earlier films that didn't do so well when they were released. By doing this, they reduce royalty payouts on the successful movie (as Hollywood typically pays royalties to writers, IP holders, etc. as a percentage of profit rather than percentage of net takings as most other IP-related industries do).

    2. Re:overhead bloat by Renraku · · Score: 1

      Hollywood accounting should be illegal. It exists only to fuck people out of money who may not be able to afford lawyers as expensive as the company doing the shady accounting. Calling this Hollywood accounting is like calling Michael Vick a dog trainer.

      --
      Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    3. Re:overhead bloat by westlake · · Score: 1

      Paying famous celebrities insane sums of money for voice overs
       

      Vocal performance in an animated feature or a video game seems easy only when you've heard it done well.


      How can District 9 which is such a great movie with some of the best unique effects Ive seen in a recent Sci Fi movie cost 30 Million and yet Transformers 2 cost $228 million

      It's not unusual for a low-budget flick to take off in late summer. The question is whether District 9 has enough gas to keep flying.

      The Transformers franchise has proven remarkably durable.

      Revenge of the Fallen has grossed almost $400 million dollars in the US alone.

  15. Evolution of games and gamers by Cothol · · Score: 1

    I do not agree that evolution of games must mean that they're more expensive to make. Maybe I am not one of the majority but big, long, high-budget games based on some movie IP is not what I am after. I am soon 30 and have a job, I love small and fun games that I can play for a few hours or so without having anxiety for not being able to play for a week. It seems like this market is growing and I sure buy 3-4 casual-gamer games than one high-budget game that I am going to get tired of before I am able to finish it. I think studios that can find a good balance between such releases will be successful.

    1. Re:Evolution of games and gamers by tepples · · Score: 2, Informative

      I am soon 30 and have a job, I love small and fun games that I can play for a few hours or so

      Then you might like Animal Crossing series.

      without having anxiety for not being able to play for a week.

      Oh wait, scratch that recommendation. For each day you don't play an AC game, weeds get added to your town, and you might miss a holiday event.

    2. Re:Evolution of games and gamers by Yvan256 · · Score: 1

      Just mess around with the system clock before playing.

    3. Re:Evolution of games and gamers by Anonymous Coward · · Score: 0

      I to being 27 have been doing the same, being stressed for time, I don't get to play these big budget games since I run around so much. I think I beat 2 games this year (short games), left4dead and halo3. But I spend more of my time playing small fun quicky games that I can pick up and set down whenever. Stuff like a quick COD4 online match before bed, or a small game or two of "crack-attack" on my ubuntu laptop. BTW, if you like small games like that, ubuntu is LOADED with em. I have a huge list of games I can play on a lunch break, and they are all legally free :). Another thing I find good is mame. Mame emulates all those old arcade games you and I used to love when we were kids, and they were "designed" to be short little time wasters while our parent's got drunk... ...well, mine anyway. XD

  16. Why do profits always have to go up? by Anonymous Coward · · Score: 1, Interesting

    Why can't anyone be satisfied with a flat profit of several billion dollars a year every year for 10 years?

    Someone explain capitalism to me. If I ran my own business and I made 1 million dollars last year, and only $900,000 this year....well I just pocketed $900,000.

    If a big company does the same, they go bankrupt.

    Explain.

    1. Re:Why do profits always have to go up? by KDR_11k · · Score: 1

      As long as you make a profit that's good but most of the gaming industry is actually making losses.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Why do profits always have to go up? by julesh · · Score: 2, Insightful

      Someone explain capitalism to me. If I ran my own business and I made 1 million dollars last year, and only $900,000 this year....well I just pocketed $900,000.

      If a big company does the same, they go bankrupt.

      Explain.

      A venture capitalist or bank lender looking at this will extrapolate a trend, and assume the next game will earn $800,000 or less. The amount they are prepared to lend wioll therefore go down, perhaps to the point that producing the game becomes uneconimcal. A company raising funds via an IPO rather than VC will face a similar issue.

    3. Re:Why do profits always have to go up? by griffinfinity · · Score: 1

      Big companies believe advertising budgets need to be BIG in order to sell more 'units'...seven figures are where they begin. These expenses have nothing to do with production costs. Big companies tend to have massive overhead. This often leads to implosion. Big companies tend to lose focus over time, but not their ego's. This may be the biggest expense in the long run.

      I seem to recall a guy who developed a mod in his parents basement. He called it Counter-Strike. Damned if it didn't kick the industry in the backside.. Never believe the hype that you need some Wall Street connection or a VC angel to make your dreams come true. If that was the case, Apple would only be remembered fondly as the Beatles record label.

    4. Re:Why do profits always have to go up? by east+coast · · Score: 3, Insightful

      Someone explain capitalism to me.

      It's not a matter of capitalism. If you're happy with your 900k that's fantastic. But if you're asking others to invest (stockholders, money loaners) they want to invest where they get the most bang for their buck.

      Believe me, if every business had to show a continuous profit increase there wouldn't be many that would last. Small businesses do what you're talking about and one of the reasons they can do it and survive the dry times is because they knew enough to invest in themselves. They don't need to go asking others for money the second they become unprofitable. Business owners who ride the edge of reserve capital are the ones who falter in difficult times.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    5. Re:Why do profits always have to go up? by MrSands · · Score: 0

      Put it this way. Suppose you run a company and its networth is $200 million. Now lets suppose that out of that you have $100million to spend (the other $100 million is from non-cash assets like buildings). Now you can take that $100 million and deposit it to a bank that provides you 10% interest per annum. You can earn $1million a year simply from doing that. That method is virtually risk free (there is still risk but it is very small compared to the next scenario. Now lets say your company is a game developer. You can use that $100 million to pay employees, expenses (like electricity, advertising, etc) used to create and publish a game. Your plans are that the game will be finished within a year. But there are risks, the game could take longer to finish, the game may not sell as much as you hoped, etc. The projections are that you will also earn $1m for developing the game (Assuming all goes as planned). Now given that scenario, which path would you choose? Deposit it to the bank and earn $1m or take the risk and also earn $1m. It is rational in that scenario to choose to go the less risky way and deposit it in the bank. For it to be rational to choose to develop the game, it needs to return much more than $1million to take into account the risk. Now if you include complexities such as having to answer to investors the issue only gets more complicated. Why would an investor provide you funding to start a project that can return $1m when another can return $5m?

    6. Re:Why do profits always have to go up? by Z8 · · Score: 1

      Why can't anyone be satisfied with a flat profit of several billion dollars a year every year for 10 years? ...

      I work in finance and would say the basic reason for this is opportunity cost. Any project like this (even small indie games) have some upfront cost. The people who finance these projects generally aren't philanthropists or fan-boys, they want to make as much money as possible.

      Doing a bit better than breaking even won't cut it. Games are risky, and if they just wanted some non-negative profit they could put their money in treasury bills (or better yet, TIPS for inflation-sensitivity). If they are going to run the risk of financing a game, they would want a commensurate return. Investing in a game has to be as profitable (on a risk-adjusted basis) as investing in treasuries, bonds, or stocks. All of these instruments are expected to yield compound returns (i.e. "profit" that goes up and up) so if games don't, no one would invest in them.

      About your second example of someone being happy with $900K, I would be very happy with that too. However, if you're talking about an individual (not capital providers), you have to compare their opportunity cost, which is wage earnings (salaries). Wages are also expected to increase at an increasing rate in nominal terms.

      So anyway, I agree with your point that it is the absolute return that matters. However, no matter how big that absolute return is on a yearly basis, if it never goes up it means the total value never goes up either. The total value of other financial instruments does go up. So eventually the investment will be unattractive on a relative basis.

    7. Re:Why do profits always have to go up? by pipatron · · Score: 1

      Anything to back that up? What about the gaming industry in total?

      --
      c++; /* this makes c bigger but returns the old value */
    8. Re:Why do profits always have to go up? by KDR_11k · · Score: 1

      EA's last financial statement was something like 200 million losses. Both MS and Sony are in the red. I'm not sure about Activision, I think they're currently riding on a high but their entire income plan for the near future seems to rest on Call of Duty 6 and their CEO is talking about massive price hikes. GRIN just went out of business.

      Totals are deceiving as it doesn't tell you how many of the companies in the market are healthy, especially when you throw companies from different markets together.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  17. Serves them right ! by Anonymous Coward · · Score: 2, Insightful

    The dreadful sequelitis has messed up the whole industry.
    You see while Doom / C&C and whatever game here were indeed groundbreaking and innovative, Doom 25 / C&C MCXIII and Sims 2014 isn't.
    Sorry, treating a initially good idea solely as a cash-cow and milk it for all it's worth is not a feasible business model in the long term.
    This has killed many game companies and will still kill them in the future.

    The second problem is the utter lack of story telling these days. The most telling sign for this is the downfall of the graphics adventure genre. There are some exceptions, but in general the state there is terrible.
    Best example is World of Warcraft which rakes in over 100 million revenue per month but still the developer think they can get away with a retarder story a 3rd grader would make up. And add this collecting 10 bear asses. Over and over and over again. (Mind the invention of the assless bear in this setting).
    While the crappy story telling is counteracted in games like WoW by the social interaction and competitives challenges, this will kill most offline games in the long term. That's why this achievement stuff has been added to the xbox - to add a competitive challenge to overcome the shortcoming of ass-brained game stories.

    1. Re:Serves them right ! by KDR_11k · · Score: 1

      Best example is World of Warcraft which rakes in over 100 million revenue per month but still the developer think they can get away with a retarder story a 3rd grader would make up.

      They don't just think so, they can. Most customers don't really care about the quality of the story and will often games with no story at all (e.g. sports games).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Serves them right ! by nomadic · · Score: 1

      Sorry, treating a initially good idea solely as a cash-cow and milk it for all it's worth is not a feasible business model in the long term.

      Id still seems to be doing fine.

    3. Re:Serves them right ! by Dutch+Gun · · Score: 1

      You see while Doom / C&C and whatever game here were indeed groundbreaking and innovative

      See: Castle Wolfenstein & Dune II. Both of those games were refinements on an early premise. Many of the most successful games of all times have been refinements of existing ideas and gameplay mechanics, combined with a few interesting new ideas, and extremely polished execution.

      Sorry, treating a initially good idea solely as a cash-cow and milk it for all it's worth is not a feasible business model in the long term.

      Final Fantasy begs to differ. Frankly, despite occasional claims to the contrary, it's not a good idea to be *too* innovative, or you may end up losing your audience. People like a balance between established convention and new ideas. And frankly, if players enjoyed a particular mechanic, or a control scheme worked well, why change what worked for no good reason?

      The second problem is the utter lack of story telling these days.

      Did I mention Final Fantasy? I'm pretty sure there was a story in most of those games, and those stories got more complex and richer as the series progressed. I can think of plenty of games which had strong stories.

      Honestly, story-telling in games seems to be on the rise, not the decline. If you look at the games of yesteryear, they were nearly all action-based arcade stuff. Games on early consoles likewise had little room for storytelling. It's only in the last few generation of games that storytelling has integrated itself into games in a significant manner. Have you ever played the Xenosaga games? An epic story told over multiple games with dozens of hours of cutscenes...

      Maybe you're talking specifically about the Adventure Game genre? Yeah, I'll admit that one has withered up pretty badly. Hopefully the games Lucasarts are re-releasing on Xbox Live sell well, and it encourages new development.

      Best example is World of Warcraft which rakes in over 100 million revenue per month but still the developer think they can get away with a retarder story a 3rd grader would make up. And add this collecting 10 bear asses. Over and over and over again. (Mind the invention of the assless bear in this setting).

      Try a game like Guild Wars then. There's comparatively little grind required to get through the main game. And it's got an interesting story told through cutscenes as you progress through the main missions.

      That's why this achievement stuff has been added to the xbox - to add a competitive challenge to overcome the shortcoming of ass-brained game stories.

      No, I think it's just satisfying the Pavlovian-type satisfaction of seeing points pop up on a screen for doing stuff. It adds the network model of MMOs for allowing you to rate yourself against the community, and... gamer crack. Seriously, the Xbox achievements are probably one of the most brilliant marketing ideas I've seen come out of MS... well, probably ever. Massive, massive payoffs for a tiny development cost.

      Painting the entire industry with the same brush is just silly. It's a big market now, so there's going to be a lot of crap that appeals to the lowest common denominator. If you're just willing to look a bit, there are some amazing games out there that will probably appeal to you. But don't expect the entire market to just cater to your personal whims. If you financially support the games you like, then you encourage more development of those games. Ranting on /. won't change a thing.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    4. Re:Serves them right ! by ookaze · · Score: 1

      The second problem is the utter lack of story telling these days. The most telling sign for this is the downfall of the graphics adventure genre. There are some exceptions, but in general the state there is terrible.

      But the downfall of the graphics adventure genre contradicts your point!
      Some adventure games are released continuously, and they never sell a lot.
      Also, the fact that most of the best selling games have no story telling contradicts your point too. Games are not movies, the amount of story telling doesn't affect how much they sell at all.

  18. He's full of shit by thetoadwarrior · · Score: 1

    Physical media isn't the problem. He would like people to think that so they can force people into download only media where they can kill the used games market and even kill off old popular titles if they wanted. The problem is that the business model for gaming is shit. No one makes profit on the hardware (except Nintendo as they always have) so when MS & Sony ramp up the cost of their hardware to out do each other they have to pass that cost on via licences which will drive prices up. That's why we've gone from $50 to $60 in this generation.

    Because 3rd parties need to pay out to develop they need to make sure they make money and they do that by no being very imaginative or experimental so we get a lot of the same old shit but with new graphics. So it's harder for a title to stand out from the crowd and make money.

    They need to build profits into the hardware to alleviate some of the pressure on software costs and they need to make games that will appeal to more than teenage males.

    The cost of the hardware has to go up either way. If they go with a download only model and stick companies with only selling the hardware they will want a profit. As it is now they make no profit or even a slight loss just sell the thing. This is why retailers have to rely on used games so much. Publishers are giving retailers nothing decent to work with. So that means the price has to go up or you get stuck only being able to buy hardware from the manufacturer directly.

    We could let shops mange their own digital sales to account of the shitty way hardware is sold but I don't see the likes of MS giving up control to let places like Best Buy or Wal-Mart mange their software.

    1. Re:He's full of shit by tsotha · · Score: 1

      While it's true game consoles typically lose money when they debut, that doesn't continue forever. Both Nintendo and Microsoft have been making money off the hardware for years now. Sony is still subsidizing hardware, but that has more to do with a late release and some iffy design decisions.

      In any event, there's no reason to think downloads will require the manufacturers to turn a profit on hardware. If console game distribution goes primarily to download they'll make it so you can't just download a game from anywhere - you'll need to get it from the manufacturer-authorized distributor. That way they still get their ten bucks (or whatever).

  19. Sins of a Solar Empire by Xelios · · Score: 5, Insightful

    Didn't Sins of a Solar Empire have a budget of just $1 million? Didn't the game sell more than 500,000 units? Wasn't it a good game? Maybe other developers should follow their lead, and for the record not every game has to be ported to all 3 consoles to make money.

    --
    Murphey's fighting Occam, and we're in the stands.
    1. Re:Sins of a Solar Empire by tpgp · · Score: 3, Funny

      Didn't Sins of a Solar Empire have a budget of just $1 million?

      Just 1 million you say? Wow! Let's hear it for those small budget indie games!

      --
      My pics.
    2. Re:Sins of a Solar Empire by KDR_11k · · Score: 1

      That's pretty small for a game that appeared on every retail shelf in large amounts like the next big blockbuster.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Sins of a Solar Empire by mathx314 · · Score: 2, Informative

      Sins of a Solar Empire wasn't a small indie game, it was made by Stardock, an already established studio and released for full retail price. For a better indie game, consider World of Goo: two coders, $10,000 development (including food and rent), sold over $450,000 on WiiWare alone.

    4. Re:Sins of a Solar Empire by tepples · · Score: 1

      Maybe other developers should follow [a PC-exclusive low-budget video game developer's] lead, and for the record not every game has to be ported to all 3 consoles to make money.

      One problem with this reasoning is that as of 2009, there aren't a lot of home theater PCs (defined as PCs connected to a monitor big enough to fit several people around). One reason for this is that the majority of living rooms still have CRT SDTVs purchased before the late 2000s when HDTVs finally became affordable. This means PC games need to put each player on a separate PC, and the cost of doing that within a household limits a game's market. So until HDTV displaces SDTV, real-time games designed for four players sitting on a sofa will still tend to come out only on consoles.

    5. Re:Sins of a Solar Empire by KDR_11k · · Score: 1

      From what I've read they used the money gained from preorders for the devbelopment process as well and even then ran out of money and had to sign a contract with a publisher which almost resulted in a full price retail release in Europe (with a fifth chapter).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:Sins of a Solar Empire by apoc.famine · · Score: 1

      For those who haven't played it, Sins is the definition of good navigation in an expansive RTS world. I have NEVER seen a game with controls that polished, useful, and intuitive. Plus it's fucking beautiful from top to bottom. If you haven't played it, do yourself a favor and go get it. It was a fantastic game, and I still go back and get sucked into it.
       
      That game is the reason I have Stardock's Impulse downloader installed. It's a download-store where you can purchase their other games, and a bunch of older titles as well. Every now and then they have a special, with older titles on sale for $5 or less. I've gotten a few, and have been moderately happy with them. Some hits, some misses, but nothing remotely close to spending $50 on a game that sucks.

      --
      Velociraptor = Distiraptor / Timeraptor
    7. Re:Sins of a Solar Empire by tepples · · Score: 1

      For a better indie game, consider World of Goo: two coders, $10,000 development (including food and rent)

      How does that mesh with Nintendo's policy against working from home? Or are you talking about $10,000 to develop on and for the PC and an unspecified amount to port the completed PC game to Wii?

    8. Re:Sins of a Solar Empire by brit74 · · Score: 1
      Sins wasn't developed by Stardock. Ironclad Games was the developer, Stardock was the publisher.

      For a better indie game, consider World of Goo: two coders, $10,000 development (including food and rent)

      "According to Carmel, the tiny two-man company spent $96,000 during a span of two years as it created World of Goo."

    9. Re:Sins of a Solar Empire by mathx314 · · Score: 1

      Sorry about the Ironclad Games/Stardock thing. You're right. While Ironclad Games is a new studio, however, it was formed by guys from Rockstar Vancouver, so we're not talking about at-home programmers.

      I got the $10,000 development figure for World of Goo from Wikipedia: "The developers estimate spending about $10,000 of their personal savings to develop World of Goo which includes rent, food, and minimal equipment." (source). Where'd you get your quote?

    10. Re:Sins of a Solar Empire by drsquare · · Score: 1

      If consoles can output to SDTVs, why can't PCs?

    11. Re:Sins of a Solar Empire by tepples · · Score: 1

      If consoles can output to SDTVs, why can't PCs?

      I don't know why PC makers don't make S-Video output a standard feature across all models. You would have to ask HP, Acer, and other PC makers that put their products in Best Buy and Office Depot.

    12. Re:Sins of a Solar Empire by Anonymous Coward · · Score: 0

      1 mil is not much. It adds up quickly.

      Lets say you pay someone 100k (including benefits, electricity, rent space, 401k, insurance, SS, etc...) That is 10 full time people for 1 year. 5 for 2 years which is about what it takes to make a game...

      To break even you would need to move only 20k in boxes at 50 each. 500k is massively profitable.

      Do not let these dudes poor mouth you. They are massively over staffed creating a probably crappy game and have blown their budget trying to get the bugs out of a crap game. This 'our costs are spiraling upwards' happened last time they wanted to bump the cost from 40 a game to 50 to 60...

      The 'we are getting crushed by the Wii selling way more than the other consoles'. Well DUH average selling price on the Wii is 40 vs the 60 on the other 2. Seriously where the hell did these MBA's get their degrees... They did it to themselves they made '40' on the 360 and PS3 seem like a 'gehto' pricing. So they can not launch a title at 40 on the ps3 or 360 without it looking like it is a 'bad' title. They need to work with MS and Sony and say 'we need to lower the average launching selling price. MS and Sony both then need to come out and say it that they screwed up. They would sell more units and make more. I would rather sell 2 units for 80 dollars than 1 unit for 60. Esp if my average cost is 2-3 bucks a disc.

  20. Not a Bug. A Feature. by RobotRunAmok · · Score: 2, Insightful

    Like calling for a meeting in a room with no chairs, the Slashdot forms discourage lengthy messages, which, after you've read enough "essays" on Slashdot, you recognize is a Good Thing.

    1. Re:Not a Bug. A Feature. by JamesP · · Score: 1

      Too bad there's always a moron that keeps going about their vacation even in a stand-up meeting...

      --
      how long until /. fixes commenting on Chrome?
    2. Re:Not a Bug. A Feature. by Anonymous Coward · · Score: 0

      Hear, hear. We don't RTFA, and sometimes, we even don't RTFS.

  21. Not enough outsourcing, I suppose by superphysics · · Score: 1

    They say costs are going up. Should they, then, not be doing what every industry in the world is doing? i.e. throwing the dirty work to cheap coders sitting back in China and India and Pakistan?

    --
    Life is too good to waste... Read!
    1. Re:Not enough outsourcing, I suppose by superphysics · · Score: 1

      Oops. Talk about filling forms while setting Slashdot prefs...

      --
      Life is too good to waste... Read!
    2. Re:Not enough outsourcing, I suppose by KDR_11k · · Score: 1

      They already do that to some degree but it's not enough and apparently you can't get very good talent over there currently (maybe because it all emigrates to western countries to get more money), usually the outsourcing to those countries is done for crappy ports to secondary systems and original games from the area tend not to do very well. I guess the best you can hope for in terms of cheap labor is eastern Europe.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Not enough outsourcing, I suppose by superphysics · · Score: 2, Interesting

      Actually, I happen to live in one of the countries I mentioned, and I happen to be involved in the related circles. I can tell for certain that all IT companies actually come back over and over again to these 'low cost' outsourcing centres. What surprises me is that no game developers ever do...

      --
      Life is too good to waste... Read!
    4. Re:Not enough outsourcing, I suppose by Anonymous Coward · · Score: 0

      AFAIK Shanghai has a big games development scene (EA, Ubisoft etc.) they are slowly getting allocated better projects as they prove themselves.

      India outsources graphics but has not had success with original games yet.
      Is "Ashoka" out yet? Is it being bundled with Duke Nukem Forever?
      1 billion people and none of them can write a successful game? wtf?

    5. Re:Not enough outsourcing, I suppose by CronoCloud · · Score: 1

      I know that WildTangent (Alex St.John's company) does farm out dev work to Russian/Chinese devs, he's mentioned doing so.

    6. Re:Not enough outsourcing, I suppose by Dutch+Gun · · Score: 1

      Actually, I happen to live in one of the countries I mentioned, and I happen to be involved in the related circles. I can tell for certain that all IT companies actually come back over and over again to these 'low cost' outsourcing centres. What surprises me is that no game developers ever do...

      It shouldn't surprise you that much. Outsourcing's biggest weakness, IMO, is communication. Game development is, by necessity, a much more fluid process than most types of software development. If a feature is not "fun", it has to be reworked, and that requires flexibility. Flexibility, in turn, requires good communication among programmers, designers, and artists.

      In general, outsourcing for games works reasonably well in some limited capacities. Porting a game from one platform to another is one example of something that's commonly contracted or outsourced. For the art side, outsourcing often works best by handing off some of the less artistically-demanding but time-consuming tasks. Many game dev houses also contract external houses for FMV cinematic sequences, as that requires an expertise outside of traditional game-making.

      --
      Irony: Agile development has too much intertia to be abandoned now.
  22. DRM and more by Anonymous Coward · · Score: 0

    Well I am not buying games that need some fancy online activation.

    Start treating me (aka customer) with the respect I deserve and not like a criminal.

    Start making games that are fun to play and not the 512th reincarnation of an old concept.

    Start making games that have useable controls on the PC, and not just some lame console conversion.

    Stop charging 50EUR for a game with bugs, which needs 2 patches before beeing playable and which is over in 8 hours.

    Stop blaming pirates for your losses. If you don't like the current market, change it. Don't fight to keep the Status Quo.

    Stop forcing me to watch thos stupid intro movies, add a decent in-game tutorial, quicksave goes on f6, ...

    1. Re:DRM and more by jackal40 · · Score: 1

      This, and while were at it, start embracing the community that successful games have built. For example, Company of Heroes - the original game didn't have DRM, had a unique twist to the typical RTS format, supported LAN and TCP/IP play, and quickly developed a mod community. Relic/THQ promised additional mod tools which didn't come out until just before the THIRD expansion, they changed to a peer-to-peer patch system which sucked, and they pretty well ignored the mod community while releasing patches which constantly broke the mods.

      All in all, great game, but poor decisions on the part of the company turned a great game into something not worth playing any more.

      --
      The patriot volunteer, fighting for country and his rights, makes the most reliable soldier on earth. (Stonewall Jackson
  23. economic growth by DaveGod · · Score: 1

    What makes the difference between Western firms and Chinese developers was the way they went about getting products to players

    And the disparity in the growth rates of their economies.

    1. Re:economic growth by KDR_11k · · Score: 2, Insightful

      Yeah, that analyst seems to forget the old adage about correlation and causation. China uses online and China has growth therefore online means growth? No, China grows by itself and it uses online because they can't get people to pay in any other way. Makes you wonder what kind of sucker hands this guy a paycheck for faulty reasoning like that.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  24. So, time to come up with something original! by Targon · · Score: 1

    Maybe it is time for those people who have no ability to come up with anything new to come up with their own intellectual property, instead of just making games based on movies and books. Seriously, a good game is a good game, and I am sick of how few original ideas and stories show up in the game industry.

    If license fees are too expensive, come up with your own original works that share the same vibe as what you are looking to make, and if you make it solid, people will play. Gamers are STARVED for games that are new, and not just a clone of an existing game, or a 6 hour game based on a movie.

    The console world also should NOT be the center of the game universe. A really really huge game that is PC-only right now can be released for the next generation consoles if those can handle it. Drop support for Intel graphics if they can't handle the demands, and in under five years, Intel will either get their act together on the graphics front, or players will start to demand that computers come with a real graphics chip in them that CAN handle it.

    1. Re:So, time to come up with something original! by KDR_11k · · Score: 2, Insightful

      The thing with the PC market is that it's fairly small and relying only on it when you've sunk a hundred million into your game is suicide. The number of people who have a PC that's gaming ready and care about having it is fairly low though there is a HUGE market of people who have a PC, don't care about its game readiness and want something simple to play. PopCap is serving that market.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:So, time to come up with something original! by tepples · · Score: 1

      If license fees are too expensive, come up with your own original works that share the same vibe as what you are looking to make

      It's not just the licensing for copyright in the underlying works. It's also the licensing for patents and digital signatures needed to run the game on video game consoles. Not all genres fit the PC. (You can prove me wrong by showing me a four-player platform fighting game for PC that is even half as good as any game in the Super Smash Bros. series.)

    3. Re:So, time to come up with something original! by Eskarel · · Score: 1

      Actually, millions of people have gaming ready PC's, if you stop trying to one up your graphics every time.

      There's a big gap between popcap games and crysis and there's a huge market for games within that gap which don't have to be tetris.

      The primary reason for the decline of PC gaming was that developers didn't realize that people have stopped buying a new PC every year, because for the most part there isn't any need to. They're perfectly happy to create games for consoles using 5 year old graphics hardware, but the idea that they could create games for that level of graphics on the PC seems to totally fail to cross their minds. Half the PC world has a graphics card which is on the order of at least a 5000 series Nvidia card, but they make games with huge amounts of features which can only be used on cards that aren't even out yet. Not even the PS3 has a card that powerful, but they can't control themselves these days. They make games which by the time anyone other than a few nutters has a system to see the graphics will be yesterday's news.

  25. Needing a PC for each player by tepples · · Score: 4, Insightful

    If you put out a computer game though (be it Windows, Linux, Mac, whatever), you generally don't have to pay royalties to any company just to publish your game.

    But if you go PC, your game generally becomes single-player unless it targets the college demographic, which can afford a separate gaming-class PC for each player. Very few major-label PC games take into account the case of one PC, one 32" monitor, and four USB gamepads; most 4-player party games are either single-console exclusives or multiplatform in the sense of "both country and western".

    1. Re:Needing a PC for each player by KDR_11k · · Score: 1

      I don't know if you're living under a rock but almost all major games have been moving towards online multiplayer instead of local multiplayer. Plenty of console games require one system per player too.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Needing a PC for each player by tepples · · Score: 1

      almost all major games have been moving towards online multiplayer instead of local multiplayer.

      That doesn't help if the other players are already visiting my house, let alone in households that have more than one gamer.

      Plenty of console games require one system per player too.

      At least on consoles, I have a choice to buy games that use multiple gamepads as opposed to those that require a separate console and a separate copy of the game per player. On PCs, I don't have that choice because there aren't yet enough HTPCs to make HTPC support worth the major labels' time.

    3. Re:Needing a PC for each player by KDR_11k · · Score: 1

      You claimed PC games can only do singleplayer unless you buy a whole LAN's worth of machines. that's patently false as PCs can do online multiplayer.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Needing a PC for each player by imakemusic · · Score: 1

      yeah, and it sucks.

      Left 4 Dead on PC has the ability to split screen with a few commands and a 360 controller (and some luck, apparently...I've yet to get it working properly but that's beside the point). They could easily have built that into the menu system and actually made it good. If they had then me and my flat mate would have played it every night. But I couldn't get it working properly so we played call of duty nazi zombies instead.

      But then again CoD:WaW only let you play four-player split screen on versus mode. You can only play 4-player zombies online. Maybe there's some technical reason - it does glitch a bit on two player when it gets hectic - but I'd have gladly taken a hit to the graphics or something to be able to play with more players.

      --
      Brain surgery - it's not rocket science!
  26. What would Guitar Hero have been? by tepples · · Score: 3, Informative

    Then stop relying on licensed IPs and start making compelling games that people want to play.

    What would Guitar Hero have been without songs that people recognize?

    1. Re:What would Guitar Hero have been? by nschubach · · Score: 3, Informative

      Canceled... like it should have been a long time ago. ;)

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:What would Guitar Hero have been? by SetupWeasel · · Score: 1

      If they were awesome songs, people might pick up the game for the music. That would still result in fewer sales probably, but I'd bet you could do it profitably.

  27. Fragmented? by Anonymous Coward · · Score: 0

    I'm not arguing that PC gaming is dead. But, while the console market may be more fragmented than it used to be... it's still.. 3 consoles vs... how many potential computer configurations? Yea, I think I'll develop for consoles.

    - A professional video game programmer

  28. Customers who live in areas without cable or DSL by tepples · · Score: 2, Informative

    With a cap that low [25 GB per month] you're a rarity in the market

    In areas of the United States not serviced by cable or DSL, the cap is even lower. MiFi service from Verizon and Sprint, which runs over their 3G networks, has a cap of 5 GB per month. Satellite Internet from companies like WildBlue typically has a cap below 10 GB per month as well.

  29. Licensed songs in Guitar Hero by tepples · · Score: 1

    The only games I've bought within the last year or so at full price have been Guitar Hero III [...] I don't care about licensed IP

    Would you have paid full price for a copy of a Guitar Hero game if it didn't have any songs that you recognized? Some people would; I know I bought a copy of Dance Dance Revolution Konamix for the original PlayStation to get away from the crappy licenses that characterized DDR at the time. But a lot of people buy Guitar Hero games for the set list.

  30. DNAS Error -103: You waited too long to buy this by tepples · · Score: 1

    I've been doing a similar sort thing with the PS3, when inFamous came out it was £49.99 in the shops. Its only been a few months but the games £26.99 now and if you get it second hand I paid £17.

    Both times I tried this, it failed. I bought PS2 games from the bargain bin, and the day I took off the shrinkwrap, put the disc in my PS2, and go online, I found that Sony had already pulled the plug on online play: "DNAS Error -103: This software title is not in service."

  31. I think the biggest obstacle is greed by SmallFurryCreature · · Score: 3, Insightful

    Anyone remember the old x-wing and tie-fighter games? What did these games have? Relative long gameplay, you couldn't finish those games in a weekend. And then when you were done, there were TWO expansions for both games, released at a small price that offered another few days of gameplay.

    Compare that to Kotor and Kotor2. You can't of course compare gameplay of an RPG with a space-sim but you can compare the expansions. Or rather the lack of them. Had Kotor2 been produced as an expansion right from the start and not been shuffled out of house AFTER lucasarts realized that a sequel might make some extra money (gosh, a SW rpg might be a success, who would have thought).

    If games were tv, then they would produce a pilot to test the audience, tear down the set, kill the actors and de-invent the camera. If the pilot happens to be liked, they start filming. One episode at the time. But no more pussy-footing about. They don't just tear down the set but nuke the state. Kill the actors entire lineage through time-travel and get god himself to remove light from the universe.

    What exactly is taking so long with Mass Effect 2? They seems to be adding a lot of stuff (yet more planet surveying, my favorite part of the game) but the delay really shouldn't be necessary to tell a story. The series really should have ended now OR at LEAST we should have had a few expansions produced for some quick cash and extra gameplay.

    Games really just don't to be produced sensibly.

    Of cours the tech has to advance, but it doesn't have to happen for every game.

    Tell me this, if a producer had simple done Planescape: Torment 2 with absolutely no advances to the engine, just purely another story, would you have bought it? I think the answer is yes.

    So why do companies produce so few "expansions" and so many year long sequels that look fantastic but are the equivelant of making a television series with episodes 2-3 years apart.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:I think the biggest obstacle is greed by Anonymous Coward · · Score: 0

      that's all good and well but... star wars is for fags.

    2. Re:I think the biggest obstacle is greed by mattus · · Score: 1

      You mean like the SIM's ? I lost track of the number of expansions they made.

    3. Re:I think the biggest obstacle is greed by lennier · · Score: 1

      "If games were tv, then they would produce a pilot to test the audience, tear down the set, kill the actors and de-invent the camera. If the pilot happens to be liked, they start filming. One episode at the time. But no more pussy-footing about. They don't just tear down the set but nuke the state. Kill the actors entire lineage through time-travel and get god himself to remove light from the universe. "

      That's exactly how they make movies, you know.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
    4. Re:I think the biggest obstacle is greed by lennier · · Score: 1

      "If games were tv, then they would produce a pilot to test the audience, tear down the set, kill the actors and de-invent the camera. If the pilot happens to be liked, they start filming. One episode at the time. But no more pussy-footing about. They don't just tear down the set but nuke the state. Kill the actors entire lineage through time-travel and get god himself to remove light from the universe. "

      That's exactly how they make movies, you know.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
  32. Genres that the PC can't handle by tepples · · Score: 1

    The only way to kill PC gaming is to kill the PC.

    Or to popularize genres that deployed PCs still can't handle, such as party games where four players share one big screen, or music games that depend on extremely low audio latency by PC standards (under 17 ms).

    1. Re:Genres that the PC can't handle by Reapman · · Score: 2, Insightful

      I think what the GP is trying to say is as long as you can write code on a PC, you can write a game. Therefore, gaming will exist. For example a lot of games made in the 80s and such were done by hobbyists, and even the EA's of the world were small fries. Gaming on the PC will never ever die. It'll grow, it'll shrink, it might even be considered marginal someday, but it will never ever be dead.

      And using your example, I could "popularize genres that deployed consoles still can't handle, such as RTS's, FPS's (still can't beat the mouse!), where the computers controls are superior, or the fact that games on the PC are cheaper especially for the Mom and Dad's of the world, not to mention the inherent openness of the PC"

    2. Re:Genres that the PC can't handle by Haeleth · · Score: 2, Informative

      Those genres are already very popular. This has not killed PC gaming. Therefore, your claim that popularising them will kill PC gaming is transparently false.

      The single-screen multiplayer case is not even something the PC "can't handle". The PC handled it very nicely when it last made sense, which was with split-screen games about 15 years ago. Then the internet made split screen look very silly. It's only very recently that the growth in popularity of party games has given shared-screen multiplayer a new purpose.

    3. Re:Genres that the PC can't handle by Razalhague · · Score: 1

      The single-screen multiplayer case is not even something the PC "can't handle". The PC handled it very nicely when it last made sense, which was with split-screen games about 15 years ago.

      Yes, it worked 15 years ago, but 15 years ago is when mice became the standard game controllers instead of joysticks. Multiple mice don't work well together and modern keyboards don't support many simultaneous keypresses; mice and keyboards simply suck for single-screen MP. Joysticks don't have either of those problems, but they're pretty rare nowadays. No, modern PCs can't handle single-screen multiplayer.

      Then the internet made split screen look very silly. It's only very recently that the growth in popularity of party games has given shared-screen multiplayer a new purpose.

      Sure, Internet play works for the games that have to be played on a split screen (FPSes for example), but there are types of games that are naturally shared screen, most notably fighting games. Even if playing online, both players will see the same view. These are pretty much exclusive to consoles now.

    4. Re:Genres that the PC can't handle by tepples · · Score: 1

      Joysticks don't have either of those problems, but they're pretty rare nowadays.

      Rare? Only in the sense that Rare is a developer owned by Microsoft, which makes the PC-compatible Xbox 360 controller sold in Best Buy along with Logitech's Dual Action controller. Jandaman sells a $16 adapter called "EMS USB2" to use PlayStation 2 controllers on a PC. The only reason I can see that major-label PC games don't use DirectInput gamepads like these is that PC monitors are so small.

      It's only very recently that the growth in popularity of party games has given shared-screen multiplayer a new purpose.

      Sure, Internet play works for the games that have to be played on a split screen (FPSes for example), but there are types of games that are naturally shared screen, most notably fighting games. Even if playing online, both players will see the same view.

      I think fighting games are part of Haeleth meant by "party games".

    5. Re:Genres that the PC can't handle by mcvos · · Score: 1

      Popularizing other types of games has never killed PC gaming and never will, unless it somehow manages to kill the PC itself. As long as people have PCs, they'll be playing games on it. If people use anything else that'd capable of handling games (phones, smartphones), then they'll be playing games on that. We play games on anything we can get our hands on.

    6. Re:Genres that the PC can't handle by ookaze · · Score: 1

      Those genres are already very popular.

      Yes but not on PC.

      This has not killed PC gaming. Therefore, your claim that popularising them will kill PC gaming is transparently false.

      Of course it's false. It's not exactly the situation. PC gaming is not dead, it has fled on what is believed to be consoles, but actually are mini PC with DRM.
      These are the HD consoles. Did you notice how most developers on these HD consoles are historically PC developers that didn't develop for consoles? Now they all are making their main games for consoles, PC coming after.
      This is killing the gaming on PC even more, meaning decreasing revenues, but PC gaming still lives on these HD consoles, which really are mini PC with DRM. At least that's how the PC developers see them.

      The single-screen multiplayer case is not even something the PC "can't handle". The PC handled it very nicely when it last made sense, which was with split-screen games about 15 years ago.

      The PC can technically do local multiplayer, but no, PC can't handle it, which is why it never worked on PC. The PC is related to "work", and it's a strongly entrenched feeling that most people share. That's why most PC games are solitary games, where you play alone on one monitor, disconnected from others around you. But on consoles, the local multiplayer is the big thing, it's natural to have several players around a console, playing together on one single screen. Consoles are more social things and that's the main difference with PC.

      Then the internet made split screen look very silly. It's only very recently that the growth in popularity of party games has given shared-screen multiplayer a new purpose.

      This is BS. Ever since the NES came out and beat the PC games market (with lots of PC only companies dying in the process), local multiplayer never looked silly. It looked silly perhaps to those that stayed on the "better" PC gaming, because that's what they always wanted to believe. Party games have not been growing the popularity of local multiplayer, it has always been here. It's just that most developers were not making games around this concept anymore even on consoles.
      BUt you know that already, as your second sentence contradicted your first one. You say the Internet made split screen silly, and the Internet is still there, yet "shared-screen multiplayer" is growing. So either it never looked silly, or people never cared about it looking silly.

    7. Re:Genres that the PC can't handle by mcvos · · Score: 1

      Those genres are already very popular.

      Yes but not on PC.

      So what? Not every single genre out there has to be popular on the PC for PC gaming not to be dead. PC gaming is very much alive due to plenty of genres that only work well on PC.

      And even if all genres were more popular on consoles (unlikely, but let's assume it happens), then PC gaming would still not be dead due to lots of people having PCs and feeling the occasional urge to play a game on it. The only way to kill PC gaming is to kill the PC.

      Of course it's false. It's not exactly the situation. PC gaming is not dead, it has fled on what is believed to be consoles, but actually are mini PC with DRM.
      These are the HD consoles. Did you notice how most developers on these HD consoles are historically PC developers that didn't develop for consoles? Now they all are making their main games for consoles, PC coming after.
      This is killing the gaming on PC even more, meaning decreasing revenues, but PC gaming still lives on these HD consoles, which really are mini PC with DRM. At least that's how the PC developers see them.

      Could you possibly write even bigger nonsense? PC gaming is alive because people play games on consoles, and it's dying because some developers develop for PCs, but give it lower priority than consoles.

      There are a lot of developers developing only for PC, and there are a lot of people playing games only on PC. What the hell do consoles have to do with anything? There's room for more than one platform.

      Besides, the biggest selling game ever in the history of mankind is on PC. As long as that's the case, any claim of PC gaming dying is just plain silly.

    8. Re:Genres that the PC can't handle by hydroponx · · Score: 1

      Yes, it worked 15 years ago, but 15 years ago is when mice became the standard game controllers instead of joysticks. Multiple mice don't work well together and modern keyboards don't support many simultaneous keypresses; mice and keyboards simply suck for single-screen MP. Joysticks don't have either of those problems, but they're pretty rare nowadays. No, modern PCs can't handle single-screen multiplayer.

      Because joysticks aren't commonplace? Just because they aren't doesn't mean they are: 1. not available 2. not in use 3. not configurable for most games the strawman is burning.....

      Sure, Internet play works for the games that have to be played on a split screen (FPSes for example), but there are types of games that are naturally shared screen, most notably fighting games. Even if playing online, both players will see the same view. These are pretty much exclusive to consoles now.

      I don't play many of this genre, but wal-mart's site says there are a few "fighting & shooting" games for pc, just take a look here

    9. Re:Genres that the PC can't handle by Razalhague · · Score: 1

      Because joysticks aren't commonplace? Just because they aren't doesn't mean they are: 1. not available 2. not in use 3. not configurable for most games the strawman is burning.....

      Yes, PCs are good for everything given enough peripherals. But seriously, the vast majority of PC do not have joysticks, therefore the vast majority of PCs suck for single screen MP.

      I don't play many of this genre, but wal-mart's site says there are a few "fighting & shooting" games for pc, just take a look here

      Walmart (the ultimate authority on all video gaming) doesn't know the difference between a fighting game and an FPS. I'm guessing you don't either.

    10. Re:Genres that the PC can't handle by ookaze · · Score: 1

      So what? Not every single genre out there has to be popular on the PC for PC gaming not to be dead. PC gaming is very much alive due to plenty of genres that only work well on PC.

      And even if all genres were more popular on consoles (unlikely, but let's assume it happens), then PC gaming would still not be dead due to lots of people having PCs and feeling the occasional urge to play a game on it. The only way to kill PC gaming is to kill the PC.

      I agree with all that. I know where's the problem: it's the definition of "PC gaming".
      You went with the correct definition of "PC gaming", meaning all kind of games on PC including Solitaire, while I went with the context in which these guys are when they talk about "PC gaming".
      And keep in mind that in their context, Solitaire in not at all part of "PC gaming". "PC gaming" in their context only include a select kind of games with some arbitrary amount of cost. Games that need so many resources that they have a barrier of entry for the smaller developers.
      That "PC gaming" is the one dead for them on PC, but "PC gaming" in your context is still very well alive.
      When they talk about "PC gaming", they're actually talking about a selective group of developers.

      These developers calling themselves "PC gaming" are the ones who make the biggest games, and their games are the one advertised in the gaming media. No wonder then that PC gamers don't understand when these people say "PC gaming" is dieing: they're just not talking about the same thing.

      Could you possibly write even bigger nonsense? PC gaming is alive because people play games on consoles, and it's dying because some developers develop for PCs, but give it lower priority than consoles.

      There are a lot of developers developing only for PC, and there are a lot of people playing games only on PC. What the hell do consoles have to do with anything? There's room for more than one platform.

      Besides, the biggest selling game ever in the history of mankind is on PC. As long as that's the case, any claim of PC gaming dying is just plain silly.

      Again, I was talking in the context of the "PC gaming" they are talking about, not your context. In your context of "PC gaming" being all kind of games on the PC, of course what I write is nonsense.
      The selective group of developers that call themselves "PC gaming", I'll call them the "famous developers", nearly all fled to the consoles though.
      They develop first for the consoles, and then try to adapt it for the PC, which makes very awkward games for PC.
      Only the most succesful ones among the famous developers go on making games with the PC as the main platform in mind.

    11. Re:Genres that the PC can't handle by mcvos · · Score: 1

      I agree with all that. I know where's the problem: it's the definition of "PC gaming".
      You went with the correct definition of "PC gaming", meaning all kind of games on PC including Solitaire, while I went with the context in which these guys are when they talk about "PC gaming".
      And keep in mind that in their context, Solitaire in not at all part of "PC gaming". "PC gaming" in their context only include a select kind of games with some arbitrary amount of cost. Games that need so many resources that they have a barrier of entry for the smaller developers.
      That "PC gaming" is the one dead for them on PC, but "PC gaming" in your context is still very well alive.
      When they talk about "PC gaming", they're actually talking about a selective group of developers.

      So when they say "PC gaming is dying", what they really mean is: "our business model is dying".

      They can't really expect me to deal with an arbitrary, unspecified definition of "PC gaming", can they? Using your own custom definition of a word can be a useful rhetorical trick, but something like "PC gaming" sounds just too generic for lots of PC gamers to accept without some more thorough spin.

      Again, I was talking in the context of the "PC gaming" they are talking about, not your context. In your context of "PC gaming" being all kind of games on the PC, of course what I write is nonsense.
      The selective group of developers that call themselves "PC gaming", I'll call them the "famous developers", nearly all fled to the consoles though.

      But others have taken their place. Pretending a few famous developers constitute "PC gaming" may sound like a cool idea to them, but it's not exactly accurate or even useful. All they mean when they say "PC gaming is dying" is that they're seeing more revenue elsewhere for their business model. But it has little relation with what gamers call "PC gaming", so it only makes those developers look silly.

      They develop first for the consoles, and then try to adapt it for the PC, which makes very awkward games for PC.
      Only the most succesful ones among the famous developers go on making games with the PC as the main platform in mind.

      I don't care about the fame of developers. Brad Wardel of Stardock is one of the few I know by name, and he develops very successful games entirely for PC.

    12. Re:Genres that the PC can't handle by ookaze · · Score: 1

      So when they say "PC gaming is dying", what they really mean is: "our business model is dying".

      They can't really expect me to deal with an arbitrary, unspecified definition of "PC gaming", can they? Using your own custom definition of a word can be a useful rhetorical trick, but something like "PC gaming" sounds just too generic for lots of PC gamers to accept without some more thorough spin.

      Think about it: would people be sympathetic to them if they said right away the true meaning of what they're saying? No!
      Englobing all the PC gaming scene as if they cared is a far better way to bring them support.
      Next time you see these talks about "PC gaming" is dying, try to replace "PC gaming" or the term they are using, with sth like "famous developers". You'll see that it always goes from nonsense to making perfect sense.

      But others have taken their place. Pretending a few famous developers constitute "PC gaming" may sound like a cool idea to them, but it's not exactly accurate or even useful. All they mean when they say "PC gaming is dying" is that they're seeing more revenue elsewhere for their business model. But it has little relation with what gamers call "PC gaming", so it only makes those developers look silly.

      I agree, and that's the problem (but only when you realize what they really call "PC gaming"). You can't have sympathy for their real goal, so they use "PC gaming".
      The goal is not to make you a friend, but to make friend with analysts, who influence venture capitalists or other entities with money. It's all PR, and it works. What I despise about all this is that the gamer is less and less a priority, but it's the real customer!

      I don't care about the fame of developers. Brad Wardel of Stardock is one of the few I know by name, and he develops very successful games entirely for PC.

      Look, I agree on everything you say, I wasn't even adressing you directly. I say you, but I'm actually talking about the gamer. Most gamers care only about the games.
      Next time you disagree with these kind or articles, try to put them in another frame, in another context.
      Put it in the context I'm talking about, and you'll see what they say actually make sense and is often despicable. If it wasn't, they wouldn't have to use such tactics.
      These game developers have change from the old ones, the ones that basically launched the game industry.
      Nowadays, I noticed lots of the famous ones that can make big budget games want to be stars, and behave like movie stars. I wouldn't mind if this attitude didn't alter their games.

  33. Not everyone can download and ..Increase value! by Anonymous Coward · · Score: 0

    I'm in South Africa. The extremely high cost of bandwidth means you essentially pay double price if you download a game( the price of the game plus the price of downloading it) . So unless I can buy the game and download it somewhere for free, I simply won't buy it.

    I think the answer is simple. Increase the value of the games and I will buy more games. Otherwise I'll keep playing the games I have. I think this will simply mean that less games that suck will be made.Also, keep in mind not everyone can afford pc's with high-end spec's. Market new games that work on older machines.

  34. but some games are better without the spilt screen by Joe+The+Dragon · · Score: 1

    but some games are better without the spilt screen mp

  35. Flawed Tech / Credit Collapse by Anonymous Coward · · Score: 0

    One thing I've noticed is intentional flawed technology especially on the pc platform.

    Numerous drivers for different cards with different bugs. A developer has to buy dozens of flawed video cards. Not to mention computer companies changing the bus standards every other year.

    All the new raster standards require the developer to hand write custom shaders etc. Even the latest standard in openGL is even more heavily skewed towards the software developer of the game and not the driver writer.

    What does this accomplish? It makes developing games more expensive. It drives the smaller companies out. But now its starting to bite the big boys.

    But as the credit collapse becomes more severe I expect less AAA games to be developed and more market consolidation. Existing games might drop in price but at the expense of less future game development and the developer market shrinks. The software tools market aimed at developers will shrink and consolidate too.

    Game quality and originality will decrease as consumers ( especially mobile consumers ) pay less for games.

    Open source games will suffer to from the credit collapse. There will be less loans through education to subsidize programming time. There will be less donations from large corporations to subsidize programming time. At the end of the day, someone needs to pay for electricity and food.

    Not to mention consumers getting their credit limits cut and having to purchase necessities.

    Just my two cents...

  36. Drop the price and remove the corporate malware. by Anonymous Coward · · Score: 0

    Everyone knows that no matter how much the game costs to develop, the reproduction costs are practically nothing. I will not pay $50 for a piece of software infected with DRM malware. The publishers treat us gamers with hostility by incorporating such malware, so its high time we treat them with hostility by spreading the word and avoiding their products.

    On the other hand, its not like I'm going to run out of games to play. I still enjoy games from ten+ years ago. The industry needs my business... I do not need them.

  37. Re:but some games are better without the spilt scr by tepples · · Score: 1

    but some games are better without the spilt screen mp

    I was talking about the games that aren't. For example, in the game Super Smash Bros. Brawl, what advantage would there be to give each of the four players in a match a separate Wii console and a separate copy of the game?

  38. Upgrading past the 5 GB/mo cap by tepples · · Score: 1

    Not to mention with digital distribution you can reduce or completely eliminate distribution costs.

    But then the publisher would have to drastically cut the price of a game in order to retain customers who would have to pay significantly more per month to upgrade from their current Internet access plan to a plan with a higher monthly transfer cap. It might be cheaper just to press copies of the game on DVD-ROM and mail them to such customers.

  39. What revenue model? by tepples · · Score: 1

    in many cases, people can make similar games for Flash or some other medium.

    Please clarify:

    • I searched for actionscript gamepads in Google, and it turns out Flash Player doesn't appear to support any input device other than one keyboard and one mouse. Gamepad support appears to be limited to the keyboard emulation provided by joytokey, which limits the genres available to SWF games.
    • The market for SWF games has become so saturated that the audience expects to pay $0.00. How can an indie game developer attract advertisers? Or were you thinking of making one throwaway game for free and using that to attract venture capital? Or what other kind of revenue model am I failing to imagine?
    1. Re:What revenue model? by psnyder · · Score: 1

      For clarification, we'll have to split the term "game play" into various points.

      One point is the controller. There's no way to use Wii-like gamepads for SWF. Another point is what actions are done with the controller. For a number of games, the Wii controller is used in a point and shoot method. This is easily done with a mouse and target. Any of the gamepad button actions can be done with a keyboard. What a mouse and keyboard can't do is the spatial motion movement. For some Wii games, that's the whole point. For others it's a gimmick. And still for others it's not needed.

      So the controller part of "game play" can only sometimes be done with mouse and a keyboard. But one could argue that the whole point of any Wii game is to stand up, flailing your arms about.

      Other aspects of gameplay are how well you can move about and do actions, responsiveness, repetitive and non-repetitive actions, etc, etc.

      While the complexity of the top end Wii games are not found in Flash games (who would want to wait for a 1GB Flash game to load in their browser?), many, many Wii games are not complex at all, and Nintendo makes quite a bit of cash from these. Hence, people are buying them because they don't need such complexity.

      There are tons of 2d games, or barely 3d games for the Wii and SWF.

      These may not be the games that you might buy, or even the ones that get good reviews, but many people do buy them as they line the walls of the game shops. A lot of Wii buyers are looking for these "easy access" games. I assume the audience for most of these games are children before adolescence and adults who only casually play games.

      These can be called "throwaway games". The Wii is saturated with them. I'm surprised the Wii audience expects to pay more than $0.00 for these games. Perhaps many are attracted by the gimmick of the Wii controller. But also many of them are actually "fun"! At least for a little while.

      For one anecdotal example, I really like the so-called "brain training" games on the Wii and the DS, but they can easily be done in Flash.

      So, their revenue model is still working for now, but people are buying games that can now be reproducible in something as simple as Flash. And since the market is saturated in similar games, they are not as valuable as the money people are shelling out for them. More importantly, people are having FUN with these games. So the graphics and complexity are now at a point where many people can have fun without needing more. As KDR_11K put it in the post above you, these games are "still not too low for the customer's demands so the big guy just spent a whole lot of money on something that failed to give him a competitive advantage". They've "overshot the majority of customers".

      I haven't even started on independent developers like S2 Games that actually make decent 3d multiplayer games like Savage 2 and Heroes of Newerth (still in closed beta). But these kinds of games play a roll as well.

    2. Re:What revenue model? by tepples · · Score: 1

      Any of the gamepad button actions can be done with a keyboard.

      I have developed games for the PC that use the keyboard as a substitute for a gamepad. When you get two players on one keyboard, all you get is "boop, boop, boop" as the keyboard tells the PC that too many keys are being held down.

      people are buying games that can now be reproducible in something as simple as Flash.

      People buy these games in their Wii form. People do not buy these games in their Flash form. As an independent developer without experience in the game industry, I do not have access to an official Wii devkit. So the question remains: for what platform should an indie develop its first commercial game in order to demonstrate "game industry experience" to Nintendo and earn enough money to lease an office for the first year?

    3. Re:What revenue model? by CronoCloud · · Score: 1

      People buy these games in their Wii form. People do not buy these games in their Flash form. As an independent developer without experience in the game industry, I do not have access to an official Wii devkit. So the question remains: for what platform should an indie develop its first commercial game in order to demonstrate "game industry experience" to Nintendo and earn enough money to lease an office for the first year?

      You make a flash game (or Python/Pygame/SDL). That is your portfolio. You don't show it to Nintendo, you show it to dev houses. Then, if they like your work, they contract/hire you. One man in a garage doesn't cut it anymore, you should be focusing on getting an entry level dev job with an existing company.

      Then, after you get some experience, maybe you can form your own small dev house (with a few other people) and get some actual financial backing in a professional manner.

      Think incremental steps over the long term.

    4. Re:What revenue model? by tepples · · Score: 1

      you should be focusing on getting an entry level dev job with an existing company.

      I know of no such company in Indiana. What is my next incremental step?

    5. Re:What revenue model? by Razalhague · · Score: 1

      It's really quite simple. If you can't do the work you want to do where you are, you move. Or find something else to do.

    6. Re:What revenue model? by CronoCloud · · Score: 1

      Well, you can always travel for interviews and then move if they offer you a job. There's dev houses scattered all over the country. Find some in Chicago.

  40. Publishers Aren't Interested In Sales... by The+Real+Nem · · Score: 1

    ...they're interested in gross profit. The problem with PC games is you have a shorter window in which to make a profit before piracy takes hold. If you don't believe that initial sales will be high enough, you either don't release a PC version or you delay it. It's about risk management. There is still a market for PG games, the games you see being released are the games that are expected to have strong initial sales (or that have some other mechanism to thwart piracy (be it DRM, online accounts or what have you)).

    1. Re:Publishers Aren't Interested In Sales... by binarylarry · · Score: 2, Insightful

      Unless the gameplay itself is tied to a service on a remote network.

      Then you've effectively killed off piracy.

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. Re:Publishers Aren't Interested In Sales... by Razalhague · · Score: 1

      ...until someone leaks or reverse-engineers the code running on the remote server.

    3. Re:Publishers Aren't Interested In Sales... by Anonymous Coward · · Score: 0

      Somehow steam makes lots of money... gee, I wonder how they do it... Oh yeah, you make it so the only way you can play online is with a real key! Then make it so people only want to play it online! Brilliant idea! And then make it so that even if you lose your CD, you can still just redownload it over and over, on any pc in your house (as long as you aren't playing it on 2 machines at once).

  41. Wii Fit, then Fit 360 by tepples · · Score: 1

    Wii Fit cannot be done without the balance board

    No, but if one believes Microsoft's hype, Fit 360 can be done with Natal.

    (there are other fitness games but AFAIK they all come with at least one peripherial to get more data about your body movements)

    The peripherals that come with EA Sports Active are not electronic. They're a resistance band (available at any Dick's Sporting Goods) and leg strap to hold a Nunchuk accessory (can be MacGyvered up).

    1. Re:Wii Fit, then Fit 360 by KDR_11k · · Score: 1

      Yes but you need to buy extra stuff either way which OnLive specifically promised you would no longer have to.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Wii Fit, then Fit 360 by binarylarry · · Score: 1

      OnLive? That's that service that runs on the Phantom console right?

      --
      Mod me down, my New Earth Global Warmingist friends!
  42. Because they're all the same by fat_mike · · Score: 1

    I don't like first person shooters, I don't play sports games (though SimGolf and Baseball Mogul are the shit) and I don't own a console and I don't play MMO's.

    While going through some boxes the other day I found all of my old Sierra and LucasFilm games. Monkey Island, Full Throttle, The Dig...those were fun. They're fun because there's an actual story with good characters, interesting locations and good puzzles.

    Civilization, SimCity, etc are fun because there's no limit to what you can do. There's no pre-determined path to follow. If I want to build a majestic, economically sound city then giggle while I destroy it with a flying eyeball that spits lasers I can.

    I recently bought X-Plane because of the deal they were running due to Flight Simulator getting cancelled. Its not nearly as polished as Flight Sim but its got freaking Mars and its possible to actually get out of Earth's orbit. I dutifully purchased the Inside Passage and some other planes. I did this because its fun and again there's no linear path to follow.

    Bring back "FUN" and people (especially old farts like me that have plenty of disposable income) will buy it.

  43. Re:Customers who live in areas without cable or DS by electrosoccertux · · Score: 1

    Meh, free market actually is solving this, through 4G and WiMax wireless. For $80/month from Sprint you can get unlimited phones, text, internet, and PC internet (real unlimited bandwidth). If you think you just need it for travels here and there, you can get a 5GB plan.

    CLEAR wireless doing the same thing, also WiMax. WiMax deployment cost simply involves lasso'ing yet another antennae to already erected cell wireless towers. No last mile problems.

    Nobody ever said the Free Market always solved all problems first.
    But I'm confident with multiple wireless carriers entering the scene, our solution will be better than what would have come about if our government [even more] got involved. Remember-- just because it worked somewhere else, DOESN'T mean it'll work here. Our legislature is different, the people are different, and seem far more readily disposed to slinging money at the problem (the Healthcare plan) than actually making a solution that works.

  44. Re:DNAS Error -103: You waited too long to buy thi by CronoCloud · · Score: 1

    inFamous is a single player title, not multiplayer. Apples and Oranges.

    There's still plenty of PS2 games with internet play still up, you just chose the wrong games. Try the original SOCOM (2002) or EQOA (2003).

  45. Fuck 'em Go Retro, Homebrew and Indie. by PotatoHead · · Score: 1

    Seriously.

    I've nearly bagged on modern gaming. Every so often, there is a great title and I'll play, but usually I don't.

    http://www.classicvgm.com/

    That's a new (small) magazine that will be covering the retro / homebrew / indie scene. Atari 2600 has seen a ton of releases since about '95, many of them written in full view online and self-published with great art and manuals and such. Several people even do boxes. That's my favorite scene, just because it's simple and fun.

    Sega Genesis, NES, of course Dreamcast, ColecoVision and others are seeing new games produced. Most of these rival or even exceed the commercial quality efforts of the time.

    Also up and coming is retro gaming type games on micros. The Propeller has seen a few great ports and some original titles. You can play those for $30 or so and an evening soldering, or buy one of several boards that can run the games easily enough. That chip has NES - Genesis quality graphics built in --with multi-display capability and VGA / NTSC / PAL outputs no less!

  46. Too much money lost on experimentation. by master_p · · Score: 1

    Many companies lose a lot of money while developing a game in experimenting with various sides of the game. Besides Duke Nukem Forever, there is the example of Half Life 2, which took Valve 5 years to release from HL1 simply because they rebuilt and rebuilt and rebuilt their game...sometimes with a new engine, sometimes with new graphics etc.

    A game does not need to be perfect, it needs to be nice and fun, above all. The gameplay is usually an afterthought in many modern games.

  47. Marginal by tepples · · Score: 1

    It'll grow, it'll shrink, it might even be considered marginal someday, but it will never ever be dead.

    Homebrew on consoles is "marginal". If PC gaming ever gets that small, it'll be "dead" to the press.

    games on the PC are cheaper especially for the Mom and Dad's of the world

    That's true in single player. But if Dad, two kids, and their play date are gamers, you need four PCs and four copies of the PC game, but you need only one console, three extra controllers, and one copy of the console game. Compare their prices.

    1. Re:Marginal by Reapman · · Score: 1

      Dead to the press? I thought we were talking gaming being dead. Last I checked I don't much care what the press says.

      Yes that's a valid concern what you raise, and thank you for proving that consoles have their place in the world. Your ignoring the benefits PC's offer, however. Both have their place.

      A few million WoW gamers would like to discuss the dead PC Gaming world btw.

    2. Re:Marginal by mcvos · · Score: 1

      A few million WoW gamers would like to discuss the dead PC Gaming world btw.

      I doubt it. They'd much rather just play their favorite PC game.

  48. Living together and playing together by tepples · · Score: 1

    You claimed PC games can only do singleplayer unless you buy a whole LAN's worth of machines. that's patently false as PCs can do online multiplayer.

    So if little Abigail and little Chester live together, and they want to play together, should I send Chester to his friend's house just so that he can play with Abigail?

    1. Re:Living together and playing together by MBGMorden · · Score: 1

      Not really - I know plenty of households who have a computer for each person, even aside from gaming. A computer now is literally $300 or so (and despite not being a "gaming machine", a lot of those bottom end budget machines will run slightly older games just fine, or you can pop a $75 video card into most and they'll play just about anything you want). That's well within a Christmas budget for most families, and PLENTY cheap enough for each kid to have their own. I know several families in my WoW guild who play together and they all have their own systems.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    2. Re:Living together and playing together by tepples · · Score: 2, Insightful

      [$300 for a computer without a monitor is] well within a Christmas budget for most families, and PLENTY cheap enough for each kid to have their own

      Compare $1,200 for a 4-pack of computers to $400 for the most expensive console (PLAYSTATION 3 or Xbox 360 Elite), and then add the cost of monitors and the cost of buying extra copies of each game for each computer because almost no games nowadays have the sort of "spawn installations" that you see with the original Starcraft or Tetris DS.

    3. Re:Living together and playing together by MBGMorden · · Score: 2, Informative

      Actually depending on how you play your cards you might actually get a monitor for that $300. My last laptop was right at $300 and it naturally included a monitor. I've also seen sales (particularly Black Friday sales) with Desktops with monitor for $300 or less.

      You missed my point though - as I said, many families already have a separate computer for each user OUTSIDE of gaming. The cost statement is merely to prove the feasibility of that. You don't need to compare it to a Playstation because most people (and increasingly so in the future) will have a computer for everyone regardless.

      Not to mention that fact that with the rise of Xbox Live and other online services, split screen even on the console is pretty much dieing. Being a known "computer guy" has led to me getting talked into setting up more than a few home networks in my area. I've not only seen the multiple computers thing going on, but it's also fairly common to see each kid with their own Xbox360 connected to the network for online play too. If the kids want to play together then the online services facilitate that.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    4. Re:Living together and playing together by ookaze · · Score: 1

      Not to mention that fact that with the rise of Xbox Live and other online services, split screen even on the console is pretty much dieing. Being a known "computer guy" has led to me getting talked into setting up more than a few home networks in my area. I've not only seen the multiple computers thing going on, but it's also fairly common to see each kid with their own Xbox360 connected to the network for online play too. If the kids want to play together then the online services facilitate that.

      I agree that the split screen thing is dieing on XBox and on PS3, but not on consoles. That's because these consoles are not really consoles, they're mini PC with DRM.
      That's because Sony and MS are not console companies and don't understand consoles.
      Look at the only console company remaining, which is Nintendo, and you will see that local multiplayer (part of which is split screen with 4 pads or more) is not dieing at all, far from it.
      Playing together in local multiplayer is a far different experience than playing on a network, each people having its own monitor, like a LAN party, even if all the players are in the same room. It's just not the same, as everyone is completely disconnected from each other. These are the characteristics of PC gaming.
      It's funny to read that online services facilitate kids playing together. That's just not true.

    5. Re:Living together and playing together by KDR_11k · · Score: 1

      Singleplayer means you cannot play with ANY other people, not that you cannot play with specific other people. If I've got a friend who plays WoW but is in a different region whose servers I cannot access does that make WoW singleplayer?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  49. Three ways to save the PC industry. by w0mprat · · Score: 1

    1) Offer 'LAN' licences allowing perhaps 4-8 seats. You only need one copy of the game, but several other PCs can have a altered client copy that shares the licence temporarily as long as the PCs are on the same lan.

    2) The big guys need to open up their game engines along with easy toolkits and scripting engines to allow smaller indie developers to make games with big title tech, but with much less labour hours for a given level of product complexity and time to release. 3a) Open Source! Make easy flexible moddable open source game engines, then draw from the strength of the modding community to crowdsource content. (worked for operating systems, how are games different?)

    3b) Stay proprietary, but make games very cheap, like the iPhone App Store. Have something like Steam, but bring the price right down. This must be done, because iPhone/Android games sell like crazy compared to out of a box variety. It's a the new business model.

    In the 80s and in the 90s even some big titles were coded by not more bunch of guys in a garage. Games now take 2-3-400 programmers and artists, years to complete. So whats the problem? Quite simply, alot of duplicated effort, and existing programming tools have not scaled terribly well. Per developers labour hour, not much more end product complexity can be achieved. Thus you need 100x the number of programmers for a 'big title' today with about the same length of single player play as something from 1993.

    --
    After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
  50. tl;dr... by jonaskoelker · · Score: 1

    tl;dr. Just say "long bad"!

  51. What's also missing: polish, testing, usability by jonaskoelker · · Score: 1

    I've found that most games are missing out in terms of either polish, patching (which on consoles means better pre-release testing because there is no patching) and usability.

    Let's take a quick consideration of my wii games.

    • Legend of Zelda: Twilight Princess: the game can deadlock in more that one way; i.e. your have a save in a game state where it's impossible for you to progress (and thus complete the game).
    • Guitar Hero III: the menu structure is horrible: it's slow to navigate (too deep); it has an irrelevant step; identical words mean different things in different contexts; the same meaning have different words in different contexts; there's too much "are you sure?" and not enough undo (for instance, to "give up" a song, you select what amount to "quit", then get told that your progress will be lost [duh!] and are you sure, and then "where to you want to quit to? main menu, set list or retry song").
    • Okami: set aside that your sidekick Issun too often talks to the 15yo male player and not to the much (infinitely?) older sun goddess character; the dodging maneuver (swinging the nunchuk) is too hard to execute reliably. A bit more polish and better motion sensor programming would be great.
    • Mortal Kombat: Armageddon: the menu structure is too slow to nagivate--some submenus spend "forever" (i.e. at least a whole second) fading in and fading out. Either that's poor design or it takes an absurd amount of time loading a new wallpaper and the code for ten instances of three kinds of widgets.
    • Super Mario Galaxy: I can seemingly never make the camera point at what I want it to while I'm moving around, and it's too damn hard to see which direction Mario is pointing at when swimming.

    A lot of those issues are easy to fix, in that the hard part isn't knowing what to do instead but knowing that you should be doing something else. A system for patching and patches that improve the game implementation quality would be great.

    I know this won't happen, but letting people who care fix these things would be great too. I know I'd be fixing some of the issues with GH3 if no one else would.

    *grumble*

  52. A great game? by jonaskoelker · · Score: 1

    What would Guitar Hero have been without songs that people recognize?

    What drove me to buy Guitar Hero was playing it and playing through songs I didn't know (but by bands I know) and learning that this button-mashing thing is kinda' fun. I did know 5 of the ~70 songs when I bought GH3, and a lot of the bands, but I've come to like more songs by playing the game than I knew already.

    So... maybe the answer is a cheaper but just as fun game?

    [Or do people play it differently than I do?]