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This video speak the truth - Stop Pre-ordering games.


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#76
Dermain

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If this happens I'm gonna laugh if consumers start whining about it since it's partially their fault this is happening in the first place. Consumers demand increasingly technical games which need to be met with new hardware advancement. And game development costs rise.

 

Exactly.

 

Then the complain, and come up with ways to "punish" the "evil" corporate executives for doing exactly what corporate executives in capitalistic countries do. Sure, it's possible (if unlikely) that the executives will realize that they should "fix up" the games before sending them to release (which is a bad business strategy), or they could do what they did before and raise the overall price. 
 

The problem with taking games in the "golden" or "silver" age of video games and holding them to a certain standard of not being "broken" is that it lacks the overall perspective of the social era that they were developed in. We're starting to see such a "return" to that with indy games, but it's not really the answer.

 

I'll bring up Star Citizen as an example for it. It's an "indy" game being funded on kick-starter with more and more money constantly pouring in. As a response to this additional income the developers keep "adding" features, but I doubt they're actually going in and fully debugging these features. It's entirely possible that this "indy darling" is going to release as a buggy incomplete mess. 

 

 

If? Honestly, I already see it happen all the time when day 1 (or any) dlc is brought up. "I'm already paying $60 for this game, it should be complete!" or "It's less value for your money!". But the possibility that dlc is being used as an alternative to simply increasing the price of games across the board isn't considered valid. 

 

Really, dlc offers an opportunity for modular game design, if done correctly, where gamers can pay for content they find enjoyable/interesting and ignore content they dislike. 

 

Exactly.

 

Edit:

 

I'm just going to take this portion of your post:
 

When you combine all of the above with digital distribution and modern ease and convenience in making an impulse purchase, it leads to a situation where Hype is a huge, dominant monster that completely overshadows every other aspect of  and around the game. First hand user experience, reviews, if the game is actually good or finishes..Publisher can stop worrying about this stuff. They can focus on worrying about quality and quantity of hype instead.

 
So, you're telling me that video games are a business just like every other business? That they try to hype their product up to increase sales of said product? That companies try to exploit the impulse purchase?
 
Why should this really be a surprise?
 
 
 

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#77
Il Divo

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Exactly.

 

Edit:

 

I'm just going to take this portion of your post:
 
 
So, you're telling me that video games are a business just like every other business? That they try to hype their product up to increase sales of said product? That companies try to exploit the impulse purchase?
 
Why should this really be a surprise?
 

 

This is where a lot of my issues crop up as well: gaming is often treated differently from most other commercial consumer products by those complaining. Or at least, it creates a fan base passionate enough to complain about the system. 

 

The whole notion of exclusive bonuses, sales, extra features, etc, is something that is capitalistic by design. Issues such as a game being broken on release are valid (in my eyes), but issues related to consumers complaining from a moral perspective because the company doesn't offer them exactly what they want baffle me. The company's role is to decide terms of sale. The consumer's role is to decide whether those terms merit the investment of their money. 


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#78
Dermain

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This is where a lot of my issues crop up as well: gaming is often treated differently from most other commercial consumer products by those complaining. Or at least, it creates a fan base passionate enough to complain about the system. 

 

The whole notion of exclusive bonuses, sales, extra features, etc, is something that is capitalistic by design. Issues such as a game being broken on release are valid (in my eyes), but issues related to consumers complaining from a moral perspective because the company doesn't offer them exactly what they want baffle me. The company's role is to decide terms of sale. The consumer's role is to decide whether those terms merit the investment of their money. 

 

The fan base does have a valid complaint, the state some video games are released in is deplorable. AC:Unity stands out the most currently because it is recent, but it's issues are technical in nature. On it's own, I don't think it would be a bad game (as I have not played it), but how does it compare to Aliens: Colonial Marines (A:CM)?

 

A:CM should be the game that everyone is decrying. That was a game that deserved the hatred it received. They showed entirely fake footage (as well as a number of other false things) that was entirely NOT what the game actually was.

 

In comparison, Unity really isn't that bad. The state in which it was released in is questionable, but for the most part it is entirely playable and has features that they showed off. So what if the faces disappear? You can still play the game, unless the graphics not being "pretty" are a deal breaker for you. 

 

If anything this insistence on "good graphics" and full voice overs are the cause of the ills of the video game industry. Those two together drastically increase the budget of the game (although I believe voice actors are the real issue). 


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#79
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If? Honestly, I already see it happen all the time when day 1 (or any) dlc is brought up. "I'm already paying $60 for this game, it should be complete!" or "It's less value for your money!". But the possibility that dlc is being used as an alternative to simply increasing the price of games across the board isn't considered valid. 

 

Really, dlc offers an opportunity for modular game design, if done correctly, where gamers can pay for content they find enjoyable/interesting and ignore content they dislike. 

Good point. All the pre-order incentives and DLC implementation just might be the best case scenario for the unconcerned gamer without them realizing it.


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#80
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Thank you very much for taking time to analyze and review my post so thoroughly, it makes an incredibly valuable addition to this topic.

 

What you or I think of Watch Dogs or Unity or Destiny is pretty subjective and as such, equally valuable and worthless.  General consensus  in Internet among people who have reviewed these games is that of mild disappointment. From what I've seen, same applies to people who bought the games, too. Latter is harder to prove, since obviously you find as many examples as you could possibly need for any imaginable amount of love or hate for these games. 

 

 

 Since you evidently are very  interested in harder arguments I'd make about the matter, I' very happy to be able to inform you that I outlined mine sentiments in post#20 of this thread.  I'll sum things up for your pleasure:
 

If enough people remain convinced  pre-ordering or buying on day1 is smart,  Publisher can easily end up in situation where value of hype is greater than value of a good game. Marketing and advertisement budgets are already utterly obscene, and are starting to rival actual development costs of games. For a publisher, making people convinced game is good can be better investment than making sure developer studio has necessary time and resources  to make the game good.

 

Pre-ordering (or buying on day one, for that matter) trivializes the tradition of trusting on reviews (peer, pro or otherwise) to tell you if the game is awesome. Instead, you choose to  trust on Publisher's PR machine to tell if the game is awesome. (spoiler: It is actually going to be the best.game.ever. As evident from those awesome 10 minute video clips. It will forever  change the way you view the genre. No matter which game we speak of.)

 

When you combine all of the above with digital distribution and modern ease and convenience in making an impulse purchase, it leads to a situation where Hype is a huge, dominant monster that completely overshadows every other aspect of  and around the game. First hand user experiences, reviews, even whether the game is actually good or properly finished..these things matter less and less. Publisher can lessen it's attention to this stuff. Focusing on marketing machine can be better value for their money. 

 

 

It is absolutely surreal we, as  consumers,  can have this argument. I can't believe you don't agree with me, just as you said!

 

This is silly.

 

Yes, it is possible for that to happen (hype). However, in the long run, it's not sustainable. A company that makes terrible products will fail, regardless of marketing.

 

Additionally, there's another purpose for marketing that has absolutely nothing to do with hype and is actually quite valid: brand recognition. If Ubisoft puts out five different ten-minute walkthroughs of Watch_Dogs, people are more likely to notice the game. And merely the fact that more people notice means there will be more buyers. The percentage of buyers (out of all who've seen it) may not change, but because there's a larger group it is more successful.

 

This is not hype. This is not sleazy. This is economics.

 

And I will say how hilarious I find the idea of trusting reviews. You'd be better off trusting the publisher than some tool like TotalBiscuit who's making millions off of the games (to say nothing of actual gaming sites). There is no value in trusting reviews. The only metric of value is experience with the game. This can be gained either through walkthroughs (which, unlike you imply, are not ten minutes of "this game is awesomez" -- you clearly haven't watched many) or playing the game. On occasion you'll run across someone who has the same interests as you whom you can use as a metric, but this is rare and will not be across the board for all games.

 

What you say about hype is only valid for people susceptible to hype. Most of the people you encounter here on the internet are not those people. We're the ones who look into a game, who watch walkthroughs and such. And another point: hype is not generated by the company. Hype is generated by the fans. Ubisoft didn't manufacture W_D hype, a bunch of people went "such grafix, much hax" and got hyped. People got hyped for No Man's Sky, Metal Gear Solid V, Star Citizen, Destiny, whatever. This has nothing to do with companies and everything to do with gamers.

 

Your best bet for stopping people blindly buying games they don't know anything about (which I generally agree with you about) is to actually question them about the game. Ask them what they know about it. Ask them whether they think they'll enjoy it, and how they know they will or will not.

 

I knew I'd like W_D from what I saw of the gameplay. I knew I would have problems with DA  Inquisition's combat from what I saw of the gameplay.


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