Who Killed Videogames?
jjp9999 writes "Video game developer and novelist Tim Rogers exposes the underbelly of free-to-play games that use real-world currency. They're not trying to entertain you — they're trying to get you hooked. Every minute you play is being analyzed by men in suits reeling you into a cycle of addiction so they can keep you coming for more, and hopefully opening your wallet to buy premium points here and there. To do this, they intentionally give you an hour's worth of gameplay dragged out over the course of a week to keep it on your mind, dropping coins here and there for you to pick up, and playing on your own sense of work and profit to keep you coming back."
capitalism
This summary quite literally illustrates exactly what is driving away gamers, and which nothing to do with the games but instead the various companies behind it and their various little pay-as-you-go niches (map packs, songs, excessive subscriptions, etc.). It's all about the various companies involved in the development and marketing of a game, who nearly always turn out to be greedy little pigs. Take, for instance, Call of Duty: Modern Warfare 3 and their Double XP Promotion. This really pisses off real gamers (the ones who play a lot and get better through time and practice), and especially pisses off those who had to work hard for their last prestige. One mere example, but, regardless, they really need to knock it off.
vos nescitis quicquam, nec cogitatis quia expedit nobis ut unus moriatur homo pro populo et non tota gens pereat.
They're not trying to entertain you — they're trying to get you hooked.
From my perspective as a consumer, what's the difference? It's all the same to me as long as I'm satisfied.
You don't have to buy their games. Fortunately the games market - at least for PC's and smart phones - is fairly easy to get into. Yeah ok if you want to talk retail distribution then it's harder if you're not doing it online - getting your game into brick and mortar stores around the world is next to impossible unless you sign with a major publisher. But even the major publishers are moving to online distribution, so the independent has no excuse. The market is coming to expect to be able to download games and apps now. And many, many independent games have achieved surprising success.
Therefore there will always be some game genres that don't follow the mainstream trend - if everyone is monetizing, at some point they are not going to be getting new customers because everyone will be busy playing the non-monetized games. Apart from the occasional idiot who never learns, you can only take people for a ride so often. Eventually people are going to get a feel for these cash-sucking parasites, just like people get a feel for telemarketers or infomercials and instantly switch off, and this "industry" will extinguish itself. I think good games are never going to die because human creativity is never going to die.
Seven puppies were harmed during the making of this post.
I was watching a old computer chronicles from 88? anyway there was a game designer talking about arcade games
"Its almost like inventing a drug, and finding that balance between letting people play forever and not frustrating them so they keep dropping the quarters in, is the key, just give them a big enough dose that they cant stop"
It's not like these "social" games would go away if someone invented effective, unobtrusive copy protection tomorrow.
As a former Facebook game addict, I can tell you that the "social" games speak to the completion/builder/collector in many people. What's really the difference between building a model replica ship and building a model farm? Or collecting something as meaningless as beanie babies vs. collecting something as meaningless as digital tokens? Or needing to finish, well, any task, and needing to master all your character's jobs?
The social games offer a very powerful thing: Constant progress. No matter what you do, you will progress, but you will never win. There are lots and lots of people who want constant progress. There's also people who feel compelled to complete things (I was one of them).
The other problem with blaming this on piracy is that you can absolutely pirate these games! Most of where the publisher gets their money is getting you to pay to remove obstacles to your progress, like timers or "X friends must "help" you" stuff where X is more people than you want to annoy. So you can "pirate" by simply making fake accounts or finding a group of people who are die-hard players like you are but who you don't actually know to add as fake friends, effectively "robbing" the publisher of their revenue. So just like traditional games, you can, with some effort, get the stuff for free, but many people will still pay for it for the convenience. Actually, were piracy the issue, MMORPGs are the solution, as it's pretty much impossible to pirate a monthly subscription.
The problem with the social games though, like any drug dealer, is these game publishers have gotten too greedy. They have cut the product too many times so it is no longer any good. I USED to mostly have fun playing, but then the bean counters got too much control over the game development and it became impossible to progress without either annoying the piss out of my friends (or finding a pile of fake friends) or paying cash. And if you're trying to play for "free", you wouldn't be able to get most things unless you're devoting lots of time to the effort (complete task now, 8-hour timer starts. Are you going to be near a computer in 8 hours? Well, if not, you can accelerate the timer for only XX tokens!
Anyway, they've made it not fun. People don't pay for not fun. I suspect Zynga will ultimately go the way of Groupon.
paintball