Mikey_205 wrote...
I think it is incredibly unhealthy that games need to sell so well to turn a profit.
I'm sad to say this but its partly our faults as consumers. For some reason games are cheaper than they have ever been yet kids still whine and buy them second hand (N64 games were £50 Playstation £40 when I was young so if you factor in inflation the price is massively deflated). If a game was tailored perfectly to my taste and offered a decent number of hours I would pay 50% more to fund the development. You can chase more customers spending tons on marketting or you can increase your mark-up or do a bit of both. Premium DLC is probably a sneaky way to achieve this but I suspect it doesnt sell as well as the new game priced higher would but they dont take the PR hit from goons saying games are too expensive.
Secondly developers are probably becoming too large and losing perspective in the rush for HD blockbusters. There needs to be a middleground between indie, arcade and facebook games and HD games (handhelds are going the way of HD consoles in terms of dev costs next gen).
There's a reason for that. Publishers (EA, Activision, Atari, Acclaim), they control the purse strings. A developer gets roughly 10-15% of the profits if they're a well known studio, only the very biggest houses can command more (Firaxis, ID previously, Blizzard previously, Bioware previously). What a Developer gets is pittance. So they literally live by virtue of the publishers.
The Publishers aren't interested in quality products, or quirky innovative products, or products with a less than mass market appeal. The Publishers goal is to make a ton of money, generally because they're a public company (EA, Activision, Acclaim, Atari). So all the Publishers want to see is the "Next big thing!", they're not interested in anything that isn't going to roll in a ton of money. As far as a Publisher goes, what sells is Doom, Tomb Raider, and Warcraft/Starcraft. Because those games once sold a ton of units. What doesn't sell according to them are TB Strategy, real RPGs, Simulations, Empire strategy (Tropico, Evil Genius).
Since the publishers hold the purse strings, either you make the game they want you to make, or your studio dies. It's really that simple, because the Devs get pittances, they don't have the money to move on with their vision. In most cases, the reality is, they stay alive *only* because of the milestone payments during the development of a game.
There've been a number of high-profile deaths due to this issue. Looking Glass (System Shock, Thief), New World Computing (Might & Magic, Heroes of Might & Magic), Troika (Arcanum, Return to the Temple of Elemental Evil), because the Publishers either couldn't pay them, or because they demanded inclusions that outright sucked. Heck, EA forbade Maxis to make The Sims, because they didn't think it'd sell well enough.
That's why the industry is Blockbuster driven though. Because Developers have to make the games Publishers tell them to make, not the games they want to make. Publishers run them like slaves, and cast them off when they're finished moving onto the next one. Solely because the Publisher's interest is only to inflate the quarterly report, and hence put out endless iterations of FPS/TPS/RTS to do it.
That's also why Digital Distribution is so very critical, it eliminates the Publishers and puts the power back into Developers.
(Source: Gamedev,net resources, and Gamasutra articles and commentaries)
The big difference is in the last 10ish years it has become mainstream/accepted adult activity as in the people with mney activirty. Sure plenty of adults have played games for longer than this, I'm too old for a 10 year plan to pan out for me. But me playing games and the industry really acknowleging that the adults haven't given up their toys has been on a different time frame. Once they(investors mainly) accepted that the 25+ crowd is still gaming it changed things to a more blockbuster mentality. It is kind of similar time frame to lets say when comic con bcame a media con instead of a comic con. i mean as much as I like the television show Psych, it has virtually nothing to do with comics and yet they were still there
I understand where you're coming from, but I disagree.
For the reasons I listed above. It's really got very little to do with demographics and a whole lot to do with Publishers and Wall Street. As I said before, they aren't buisness people, they don't know how to sustain revenues, they just plug away hoping for the Blockbuster so the end of year report shows some growth and Wall Street dumps some more money into the stock.
The Hollywood Model is directly applicable to gaming, since it's essentially the same type of product. Yet the Game Industry keeps chasing after "Pirates of the Caribean" and doesn't bother considering the possibility of "Paranormal Activity".
The Sims was forbidden, Will Wright did it quiely, because EA didn't think it'd sell enough. GTA was almost cancelled, because it wouldn't sell enough. So how many great games died a untimely silent death because all the publishers are interested in is Blockbusters to boost Wall Street.