Game Devs On the Future of PC Gaming
Shacknews wraps up a developer panel at PAX East discussing the future of gaming on the PC. They cover topics including DRM, digital download platforms and cloud-based gaming services.
"Joe Kreiner of Terminal Reality: 'If you look at it from a giant publisher perspective, then the numbers on the PC just really don't make financial sense for you to bother with it. But if you start out with the mindset — you know, you're targeting that group, you make a niched product that's going [to] do well, if you look at a lot of the titles on Steam, Torchlight's a really good example — as long as you know that's your audience to begin with, and you make something inside of a budget that you know you're going to be selling those kinds of numbers, you can be very successful. I think it just takes a targeted developer. ... There is no [PC] platform, really. It's just a mish-mosh of hardware, an operating system that kind of supports games. The problem with that platform is, there's no standards and piracy is rampant, so why would we want to make a video game for that platform unless you had some sort of draconian DRM thing to keep it from being stolen?"
WoW gives Blizzard 11 million times ~$12 per month and an unknown amount of starting purchases.. that's not financial sense?
..stop shipping them as obvious console ports. Pretty much every major PC release in the last 2 years has had their control systems ported to the PC in a manner that can only be described as half-assed. Where it's most obvious is in menu systems (Dead Space), Vehicle controls (Red Faction, ME1), and Quick-Time events (Pick any game that had them). If you're going to put something on PC then you need to stop porting crappy control configurations and do the job right.
I think the solution to piracy is to make all games multiplayer. Multiplayer in a way that actually adds value to the game. It comes down to market forces, singleplayer is proven to be a rip-off fest so the publishers can whine all they want but it won't change things. A world like Second Life is something of what I see as a start for the future. But instead of just walking around looking at the latest hair pieces you instead raid the corporation down the street with your buddies. Doing multiplayer would refine it, massive worlds change the value from being on your computer to being on the network and the network is a lot easier to monetize (how I hate that word).
Shh.
...they could start with A. not making PC games that crash when you do anything (yes an exaggeration, but you get the point) and B. letting me play the game without insane drm hoops. When it's easier for me to play a downloaded copy than it is to play the copy you are selling, there is a serious problem.
And don't argue that Ubisoft's newest DRM scheme is the answer. Paying customers are having just as much trouble as the pirates.
Living With a Nerd
I think the problem with Ubisoft's idiocy is that it adds nothing of value to the player and takes away real enjoyment. As a legitimate player there is no value to having a constant internet connection for a single-player game and also as a legitimate player it is annoying when your single-player game is artificially restricted by network connectivity. Single-player games should not pause because of a flaky DSL modem: there is a literal disconnect between the purpose of playing the game and the hoops the publisher makes you jump through. Punishing legitimate players for the actions of non-legitimate players may in the end turn out to be lucrative but it is a shitty thing to do to a customer: hopefully enough people will see this and Ubisoft will die.
Shh.
It looks to only be a problem for highly expensive productions.
Smaller games that start giving benefits after some thousand sales will thrive on a market devoid of big fishes.
Which is fine by me.
There is no [PC] platform, really. It's just a mish-mosh of hardware, an operating system that kind of supports games. The problem with that platform is, there's no standards and piracy is rampant, so why would we want to make a video game for that platform unless you had some sort of draconian DRM thing to keep it from being stolen?
Every point of that has been true for the last 25 years. It hasn't kept PC game companies like Blizzard or EA from becoming multi-billion dollar ventures which rival the largest console companies -- without draconian DRM, without any hardware sales, without a monolithic platform. Why? PC games interfaces are not dumbed down for a living room interface, and thus can present more of a challenge to either creativity (Sim City, The Sims etc) or tactical/strategic skill (FPS, RTS etc). Mario, Wii Sports or Halo might be fun and can be a challenge for hand/eye, but aren't not exactly intellectually stimulating and engaging in the long term.
I play the occasional game here and there. I stole a few, sure.
But for instance I just bought the Orange Box two weeks ago and I'm not regretting it one bit. I bought Torchlight because it's some of the most fun you can have for $5 (steam sale). I'm going to buy SC2 because it's going to be an awesome game, etc.
I like buying good stuff, or "ok" stuff for a good price. I don't however like the idea of paying $50 for a shit game. (Looking at you, 90% of the market)
o hai
John Abercrombie: "I think there's just too many options out there, honestly. Too many options for people to buy. With the consoles, there's just one. You just go to the store and buy the one."
So would that one be PS3, Xbox 360, or Wii? At least PC games are supposed to run on both NVIDIA graphics and ATI graphics.
John Abercrombie: "I think browser-based games are really cool...you don't need a PC, you just have something that has a browser. That way, people who were targeting PC or multiple configurations on PC before can just target a browser."
With or without the DOM event model? With or without SVG? With or without HTML5 Canvas? With or without HTML5 Audio? With or without Flash? With or without Java?
Joe Kreiner: "Most of the innovation right now, console-side, is designed around a living room environment. That's not typically where you have your PC."
So you ignore the entire home theater PC market, which has grown since HDTVs displaced SDTVs in stores.
Better give them back then before they find out they are missing.
Nae king! Nae laird! Nae yurrupiean pressedent! We willna be fooled again!
"Oh if you look at the numbers PC games just aren't worth it for big publishers!"
Really? Then why the fuck do they bother? Since about the beginning of 2010 we've seen the release of:
Dark Void
Mass Effect 2
Startrek Online (only for PC)
STALKER Call of Pripyat (only for PC)
Bioshock 2
Napoleon: Total War (only for PC)
Supreme Commander 2
Battlefield: Bad Company 2
Assassin's Creed II
Warhammer 40,000: Dawn of War II - Chaos Rising (only for PC)
Command and Conquer 4: Tiberian Twilight (only for PC)
Metro 2033
Dragon Age Origins: Awakening
Settlers 7: Path to a Kingdom (only for PC/Mac)
Just Cause 2
This is just a list of titles from major publishers, doesn't count any indy games or the like. Now I notice a few things about this list. I notice it is quite a few games, I notice that it includes major titles also on the consoles, and I notice that it has major titles that are PC one. Also some of these titles (like Metro 2033) are enhanced for the PC, meaning you get better graphics or the like on the PC version. That tells me that the PC is NOT a minor platform that "Doesn't make sense" for big publishers. Tells me it is still a big platform.
In fact, as far as I have seen, PC game revenues are still the largest out there. They are bigger than any single console platform. They aren't bigger than all consoles combined, of course, but then you wouldn't expect that. Each console is a separate platform, and the PC is separate. Of those, the PC seems to have the highest revenues.
The fact that big, expensive, games keep coming out for the PC, in particular from studios that also publish console titles (like EA and SEGA) tells you that indeed the PC is very worth it to publish for. If it weren't, they wouldn't.
Remember it is real simple: You take all your costs to make something, all the development, support, staff and so on, call that X. You then take all the money you bring in selling that, call that Y. If Y is bigger than X by a non-trivial amount, say 10% or more, then it is worth doing. You are making a profit, and that's what matters.
These people who think that piracy is "killing" the platform need to tie a can on it. It is clearly not. To me it smacks of the same thing Hollywood loves to do when all movies "lose money" on paper and they cry and whine, yet keep releasing them apace. Tells me that there is no small amount of BS going on.
Agreed. All the major PC games I purchased last year were PC exclusives, with the exception of Dragon Age. (And even there I was rather disappointed with some of the consolized design decisions, though it did do better than most of the other PC ports out there.) Companies like Stardock, Valve, and Blizzard prove that profits can be made in the PC gaming sector. (I don't even like most Blizzard games, but I'm glad they still support PC gamers, so I may consider giving them my money in support.)
Indie games are starting to really come to their own on PC, since it is an unrivaled platform for developing and distributing, especially since the profit margins for selling in the PC marketplace are so much better than something like XBLA. Plus there are tons of free games that are amazing as well. This past year I've spent more money on indie games than on big budget games alone.
I think the main issue for big-name developers is that they force themselves into huge budgets, trying to make games with hyper-realistic graphics, famous voice actors, etc. They just end up being so expensive that the only way to make a good profit on the game is to have big sales, and at the moment, consoles do indeed sell more because they're more accessible on a mass market scale. However, to have big sales, the game not only has to look good, but to appeal to the general gamer population, which means watering it down to be generic enough that a large amount of people will buy it. The result is a bland and uninteresting game with overblown production values.
The perfect example of where PC developers should be going is Sins of a Solar Empire. During development, the budget was limited, resulting in a game with slightly lower production values, but something that still looked fantastic, and as an added plus it ran on a wide variety of machines. Plus the core concepts of the game were still there, and while this focus meant that the game wouldn't appeal to the entire gaming population, it did appeal to a significant group. Add to the mix a lack of DRM, and there you have a game that was a dream for many PC players. The results show in the profit margins, which are higher than many of the large budget games out there. Granted you have beasts like Modern Warfare 2, but how many other big-budget games sell anywhere near as well?
And then there is the lock-in that a gamer experiences with console games. If the company decides to stop supporting the game, you just can't play anymore. (See Halo 1 and 2 on the XBox, and the whole slew of EA titles that lost support.) Meanwhile, I recently reinstalled Descent 2, a 15 year old game, and found a fairly active online community that still plays. (To say nothing of the Quake community.)
In any case, I've always been a PC gamer, have never had a console, and plan on staying that way for a long time to come.
Holy cow, some of this is simply pure garbage:
* "The problem with that platform is, there's no standards and piracy is rampant, so why would we want to make a video game for that platform unless you had some sort of draconian DRM thing to keep it from being stolen?"
In other words, DRM is what we need, and we need more of it! The current DRM cannot be a possible reason for low sales!
* "If you look at how many guys have high-end graphics cards--well, yeah, all of you do--but the more casual players, the more general audience might not. The percentage is probably pretty low."
Thus, you're forced to allow us options to set graphics options - ranging from very simple all the way up to dual-cards. Which is difficult because... ?
* "If everybody would stop pirating, if everybody would stop doing DRM, it would be a much happier world, wouldn't it? We'd have a lot more PC games sold and a lot more happier customers."
Piracy will never, ever stop. And as we've seen very clearly in the past ten years, DRM is quite worthless, succeeding merely in stopping people from buying the originals, as the pirate copies are so much better.
* "I think you're going to continue to see what we've seen in the past five years, which is just console games ported to the PC..."
Which usually don't sell all that well, as PCs are simply more capable than consoles. High-end PCs, that is - the others can have plenty of graphics options.
* "PC gaming isn't dead, it's just in a partially vegetative state."
Which is why the indies are doing so well - have a look at "Plants vs. Zombies", for example...
* "At some point, there's going to have to be a fundamental paradigm shift in how we interface with the PC. The screen's just not going to do it anymore."
I... see. So, let's not use the monitor. Sounds brilliant
I'm sorry, chaps, but that discussion seemed pretty useless, particularly as the DRM attitude of some of the are idiotic (especially Joe Kreiner, Engine Licensing VP - but what do you expect from a manager anyway?)
Ciao,
Klaus
Free PC version of ChipWits at http://www.breueronline.de/klaus/chipwits/
Publishers who think they have to DRM things to death or the PC market isn't "worth it" who also think that the console market is "piracy" free nirvana (it isn't) should simply leave the PC gaming industry.
Chances are, they are making crap games that are just half-assed console ports, or trying to shove radical schemes (Ubisoft's constant phone home system) down people's throats. Companies that do either should EXPECT TO FAIL, and "piracy" has nothing to do with it.
If these companies leave the market that just makes new room for the next Bioware or similar company to rise. I note that even EA, the 600 pound gorilla has been mostly abandoning DRM of late, first sign of intelligent thought from that company in over 10 years.
The PC gaming industry will never die. The platform is too large, and it is the only platform that is actually open to independent publishers, since you don't have to pay a "Sony, Nintendo, or Microsoft tax" just to access the platform. That, coupled with faster and faster internet connections and the rise of digital distribution (I buy all my games this way now) there is more opportunity than ever for competition.
This, I suspect, is why certain publishers actually WISH the PC would die. On the PC anyone who wants to can compete with them. On the consoles, access is restricted in a RIAA/MPAA fashion. I would say that the console publishers are actually the ones clinging to a dying business model, not the PC...
Corporatism != Free Market
As a game developer myself, I must say that you've got it wrong.
These 'pirates' are NOT A LOSS.
There is -no- appreciable cost to them having a "pirated" version of the software, so spending the millions they do on DRM schemes is complete and utter lunacy. Instead they should reinvest those millions into making their games better, and enticing "those who didn't buy", or even -not- spending it at all, and requiring lower returns to still make a profit. There is NO logical business sense to DRM.
Is it just me, or are these developers just a bunch of whiny little bitches?
Of one billion PC users.
Sure, you can carve that up with whatever limitations and excuses you want, but throwing away a market with potential like that shows either an incredible ignorance of economics, or a willful strategy of shifting retail practices to closed mediums where users can be controlled and gouged on price.
Generally, there have traditionally been five different groups of people who (want to) have a game.
1. The group that cannot afford it and thus copies it.
2. The group that simply collects copies, no matter if it's good or sucks or whatever, gotta have 'em all.
3. The group that kinda-sorta likes the game, or thinks they might, and copies it if possible. If not, so be it.
4. The group that WANTS a game, preferably free, but buys if it can't be gotten another way.
5. The group that simply buys a game and doesn't care about copying.
Depending on your genre and particular game, you may have different weighs in those groups, a sequel will probably have more weigh in group four than a casual game without a brand behind it, which will probably have more weigh in group four or five.
Now imagine you implement the absolute, perfect and unbreakable DRM. What will change.
You will not gain any sales from group one. They couldn't afford buying your game before, that won't change with any DRM you could tack onto it.
You will also not gain any sales from group two. They just collect because it's free.
You might gain a few sales from group three, IF your game price is below the threshold where people would rather abstain if they're unsure whether it's worth it.
You will certainly gain sales from group four, who will now be forced to buy your game. They will even accept any DRM you force down their throat because they want that game.
You will OTOH also certainly lose sales from group five, though, due to DRM and them not accepting it.
The question is now, do you expect your fanboys to be numerous enough to outweigh the losses from the (almost certainly financially potent) group five, who probably didn't care about the price but do possibly care about the paternalism?
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.