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.
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.
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/
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.