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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."

13 of 246 comments (clear)

  1. 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.

  2. 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
  3. 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.

  4. 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.
  5. 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 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.

  6. 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.
  7. 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.
  8. 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).

  9. 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
  10. 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".