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Games Entertainment

Whether Prestige Titles? 52

Via some extended commentary on GameSetWatch, a post by Greg Costikyan on the Games*Design*Art*Culture blog on the lack of 'prestige' games in the modern game industry. By 'prestige' Costikyan means titles that may not do terribly great commercially, but that attract a lot of goodwill towards the developer and publisher. From the article: "Suppose Capcom, instead of closing Clover Studios and muttering about 'disappointing sales' had trumpetted Okami's critical success, instructed its publicists to attempt to interest both game and tech media in presentations of art from this beautiful and visually stunning game, and announced their strong support for innovation and creativity in future? They might have produced greater interest in, and sales for, the game, but more importantly, could have worked to establish for Capcom what no company other than Nintendo has in the industry today--a reputation for actually caring about gameplay. Could Ubisoft not have done the same with Beyond Good and Evil? And since Ubisoft is in direct competition in most of the cities where it has studios with EA, which has a reputation for mistreating its staff and a lack of innovation, would this not also have benefited their recruiting efforts?"
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Why Get Hung Up On Game Sales?

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  • by The Living Fractal ( 162153 ) <banantarrNO@SPAMhotmail.com> on Monday November 27, 2006 @06:28PM (#17009190) Homepage
    The summary talks about visually beautiful and stunning games and in the same thought refers to gameplay. Well, which one do you want? I think we've all established by now that gameplay comes first. So while I do understand the concept that games can be art, I disagree that art can be games - and the sales will show I'm right.

    TLF
    • by Erwos ( 553607 ) on Monday November 27, 2006 @06:41PM (#17009352)
      It's not either-or choice. I'd prefer both.
      • by The Living Fractal ( 162153 ) <banantarrNO@SPAMhotmail.com> on Monday November 27, 2006 @06:43PM (#17009374) Homepage
        I'm not saying it is an either-or choice. I am saying that art has no gaming value unless infused with gameplay elements. So you can have the most visually beautiful thing in the world but no gamer is going to buy it if it's not really a game (or has poor gameplay)

        TLF
        • by Erwos ( 553607 )
          Well, let me get equally philisophical on you: a game that has excellent gameplay but no graphics at all isn't going to succeed, either. Witness the practical death of IF as games (and the subsequent rebirth as literature).
        • Re: (Score:1, Funny)

          by Anonymous Coward
          I'm not saying it is an either-or choice. I am saying that art has no gaming value unless infused with gameplay elements. So you can have the most visually beautiful thing in the world but no gamer is going to buy it if it's not really a game (or has poor gameplay)

          The stream of FMV connected by repetitive random battles known as Final Fantasy says otherwise.

          Rumor has it there is a game somewhere within the Metal Gear Solid series, but I don't think it's been found yet.

          Hasn't stopped them from selling though
        • I equate art with an expensive license: it's no excuse for turning out a craptacular game. I've heard time after time that such-and-such a game is beautiful, and not fun. Fun comes first. Make your good looking games, but don't forget they're games, not an art school thesis.
          • by iocat ( 572367 )
            Actually, in games today there is a real correlatoin between bad art and bad gameplay. If the art sucks, chances are the budget was low, which means the development time was short, the project was understaffed, and the gameplay suffered. The converse is not necessarily true: there isn't necessarily a correlation between good art and good gameplay. But from where i sit, there is no necessariy inverse relationship between art and gamplay quality.

            But anyway, Greg Costikyan is high. He acts like one of those

        • by Haeleth ( 414428 )

          So you can have the most visually beautiful thing in the world but no gamer is going to buy it if it's not really a game (or has poor gameplay)

          And yet DVDs still sell rather well, despite having no gameplay whatsoever and being entirely about sitting passively staring at a story unfold in front of you. Seems there are actually quite a lot of people who rather enjoy the combination of story and visuals, and aren't particularly fussed about getting to mash buttons or push crates. So why shouldn't there be r

    • Re: (Score:3, Interesting)

      by TPIRman ( 142895 ) *
      The summary talks about visually beautiful and stunning games

      No, the summary talks about "beautiful and visually stunning game[s]." Games like Okami and Ico are beautiful beyond the graphical aspects—there's a beauty to their story, feel, and gameplay. Those are the type of games that we're talking about when we discuss possible "prestige" games, not games with all visual splendor and no depth.

      And when we're discussing a creative endeavor, "the sales will show I'm right" is not a particularly compelli
      • No, the summary talks about "beautiful and visually stunning game[s]." Games like Okami and Ico are beautiful beyond the graphical aspects--there's a beauty to their story, feel, and gameplay. Those are the type of games that we're talking about when we discuss possible "prestige" games, not games with all visual splendor and no depth.

        If these prestige games have beautiful story, feel and gameplay then I fail to see why they won't sell well. I think they should. So why are we talking about poor sales? If

        • by Dance_Dance_Karnov ( 793804 ) on Monday November 27, 2006 @08:06PM (#17010232) Homepage
          "I fail to see why they won't sell well"

          because the masses are morons with shitty taste. They want violence, tits, and football.
          • Re: (Score:3, Interesting)

            Welcome to Earth. We humans (well, most of us) consider tits, breasts, boobs, gazungas, knockers and jugs (among may other names) beautiful. Some of us even consider football beautiful (unless it's this years Steelers). Violence can even be beautiful for the right reasons. Some people (mostly celibate monks) probably disagree. Lucky for us game publishers their definition of beautiful is far different than the average game player... Que Será, Será.

            TLF
            • by _xeno_ ( 155264 )

              The thing is, Okami delivers on the violence and tits. (Although it's cartoony violence and tits, so I guess that might not count.) It's not exactly "high art." You defeat one of the early bosses by getting him drunk. One of the unlockable abilities is a "taunt" move where the main character (a white wolf) pees on her enemies. Not exactly high art, and definitely not things that "average Americans" wouldn't understand.

              Unfortunately it is on the stylistic side, and some people find the cartoony graphi

            • by SirSlud ( 67381 )
              The GP is really not talking to consumers, hes talking to marketers. Successful marketers are usually petrified, more so than economists. They know you like tits, football, and violence. So thats what they advertise. Its the safe bet. And it pays off. Until you change, and they collapse.

              I think the real question is, "Is there anything we can do to fight the desire to reduce risk by way of marketing tits and football to people?"

              Its the willingness to take risks in actually advertising and marketing new ideas
        • Re: (Score:2, Insightful)

          by Hobbes512 ( 954891 )

          If these prestige games have beautiful story, feel and gameplay then I fail to see why they won't sell well. I think they should.

          For a work to sell well, it needs to grab the attention of the mainstream. It should appeal to mainstream tastes. As can be seen with a form like film, not all mainstream works are "beautiful", and not all "beautiful" works are mainstream.

          In other words, the sets of the "mainstream" and the "beautiful" certainly intersect, but neither one is a subset of the other.

        • by Jackmn ( 895532 )
          If these prestige games have beautiful story, feel and gameplay then I fail to see why they won't sell well.
          Excellent, innovative games often sell poorly. That's just the way life works.
        • If these prestige games have beautiful story, feel and gameplay then I fail to see why they won't sell well. I think they should. So why are we talking about poor sales? If a game doesn't sell well then I further submit to you that it must have some critical flaw involving your aforementioned beautiful aspects. Neh?

          One word: Marketing

          Marketing can make or break the sales of anything, good marketing can sell tons of a crappy product and poor marketing can cause a good product to not sell at all. The ass

    • by Bastian ( 66383 )
      I'm not sure I understand what you mean by "games can be art, but art cannot be games." On the surface it's a logical contradiction, so I assume you're using either 'art' or 'games' two different ways in that sentence.

      My guess at how to interpret it is "Something that is mostly meant to be a game can have artistic qualities, but something that is primarily intended to be art can't make a good game." I would disagree with that, though. I've seen art that also works well as a game, and while I agree that t
    • I keep hearing this saying that gameplay is more important to graphics as if they're completely separate entities, and it's completely wrong. Graphics convey a sense of immersion, and a sense of immersion is what pulls people into living the experience that much more. The only reason this argument ever comes up is from the plethora of games that license a beautiful engine and completely waste the opportunity to create a fun gaming experience. They are equally important in my eyes.
  • Most publishers will continue to make games in a series as long as they break even in an attempt to build a brand which may become profitable in the long run. In the previous generation many games were in the $5 Million to $10 Million to develop range and as a result required about 250,000 to 500,000 copies to break even. Nintendo has an advantage by being a first party publisher which enables them to make greater revinues per title, and they're know to keep development costs lower (partially by reusing con

  • Developers and publishers have to care about profit because every title these days costs a lot of money to make. Even 'small' titles cost over a million dollars. That's ignoring advertising costs, which generally are at least equal to (and generally more than) the cost of development.

    Publishers and developers these days aren't interested in building meaningful relationships with developers. They are interested in investing in a one-hit-wonder at the right time, and then moving on.

    It may not be the 'right wa
    • Funny, It cost money to make money. Breaking even or keeping a less then succesfule title around could be considered an investment fo th future if that company want to take that approach.

      And the one hit wonder could be the developers second attempt after he found out what went wrong with the first game in the series. I'm sure there is more then one game out there that didn't take off until a second (or later)title on it was made.
    • by peterpi ( 585134 )
      Consumers these days aren't interested in building meaningful relationships with publishers. They are interested in investing in a one-hit-wonder at the right time, and then moving on.
  • by rabiddeity ( 941737 ) on Monday November 27, 2006 @06:54PM (#17009496) Homepage
    Or, you know, you could actually PROMOTE those games properly. Publishers dump boatloads of money into promoting sequels like the latest Madden 200X (which is already going to sell well without any effort), but I don't recall seeing any advertising for Okami. Certainly there was nothing memorable.

    Of course the standard single page ad in a magazine generally doesn't even play up a game's strengths properly. If "beautiful graphics" are touted on the box cover, I'll see four 1 inch square microscopic "screenshots". If they're trying to promote the story we get a few stale phrases like "expansive storyline". You're not getting my attention, guys. And don't get me started about eye-splitting obnoxious flash ads. Oh, you're selling a game. That's nice. Your ad doesn't even try to tell me how it's different from the other 50 blockbusters on the market. That kind of sloppy advertising works fine for your sports sequel, because people already know what they're buying, and they're lined up to buy the next installment anyway. But it makes genuinely unique games like Okami flop.

    Most companies seem to be blind to the difference between a great product promoted poorly and a mediocre sequel marketed to the gills. If a good game is not selling, fire your marketers and hire new ones. And if a bad game isn't selling, THEN you fire development staff.
    • In Japan, we had a ton of ads for Okami. I don't recall any other game I've ever seen getting that many ads.
  • Budget (Score:5, Interesting)

    by Bastian ( 66383 ) on Monday November 27, 2006 @07:01PM (#17009576)
    It seems to me that budget is the key reason why game publishers are backing off on the prestige games. Specifically, a lot of people don't seem to know how to make a lower-budget game.

    The article hints at this when they mention that prestige movies tend to be lower budget, and people who work on them are expected to work for lower pay. The huge expensive special effects and highest-paid actors are saved for movies with more mass-market appeal. Meanwhile, a lot of the more, shall we say, experimental games that I see coming out of major game studios still hold tight to their expensive high-detail graphics and whatnot. This makes the games much more expensive to produce, and they effectively price themselves out of their already restricted market.

    I think a key lesson that the game industry could stand to learn is that they don't have to have incredibly complex graphics and endless content in order to make a game look good and get played a lot - Katamari Damacy illustrates this point extremely well. This is another thing that sets prestige movies, which do shun the special effects and whatnot, apart from most attempts at prestiget games that I've seen. Another is that people who pay attention to these games aren't necessarily all that interested in great visuals, anyway. Paying for all of that when your target market doesn't care about it is just throwing money down a well.
    • think a key lesson that the game industry could stand to learn is that they don't have to have incredibly complex graphics and endless content in order to make a game look good and get played a lot - Katamari Damacy illustrates this point extremely well. This is another thing that sets prestige movies, which do shun the special effects and whatnot, apart from most attempts at prestiget games that I've seen. Another is that people who pay attention to these games aren't necessarily all that interested in gre
    • Part of the reason "prestige" films are made is to generate good will in the filmmaking community. As a consumer, I'm unlikely to have any studio loyalty. But a filmmaker may be more likely to cooperate with a studio that they know supports some artistic material. Even though gaming does have some big names, their involvement in a game doesn't make or break it automatically the way a talented person on a film can, so there's less incentive to create an environment that courts individual talent.
      • by LKM ( 227954 )
        I think that's an important point. Game devs are jealous of each other's talents, so they try to hide them instead of promoting them. There are very, very few names that can sell games. Miyamoto is one, and that is probably one of the reasons why Nintendo can make weird games and still make money. If EA creates a game like Pikmin, well, weird game, who cares. If Miyamoto creates a game like Pikmin, I'm going to check it out simply because it's from Miyamoto.
    • by ClamIAm ( 926466 )
      experimental games that I see coming out of major game studios still hold tight to their expensive high-detail graphics and whatnot.

      Case in point: Shenmue. Moving on:

      a key lesson that the game industry could stand to learn is they don't have to have incredibly complex graphics and endless content in order to make a game look good and get played a lot

      Define "game industry". I assume you mean the "big" companies here, and for them this is probably true. But there are other game makers who have discovered t
  • Just because Ubisoft isn't EA doesn't mean the conditions there are utopian. It's still a big honkin' international game company. I'm sure you could find at least a few UBI_Spouses there.

    DJCC
  • "Why Get Hung Up On Game Sales?"

    Correct. Studios should be more "hung up" on Game Downloads. (Think all of the NFS series and HL/HL2+episodes).
  • I don't know about Capcom (they've had their ups and downs) but Ubisoft isn't exactly France's EA. Other than the Rainbow Six series and its spin-offs (Ghost Recon and Splinter Cell series), Ubisoft has been hit or miss when it comes to sales and successful games.
  • by nathanh ( 1214 ) on Tuesday November 28, 2006 @04:02AM (#17013464) Homepage

    I've played and finished Beyond Good & Evil. It is a brilliant game and I'm glad I found it at the local store. But I only heard about it this year. It completely slipped under my radar. I bought it from the bargain bin on a whim because the cover art looked interesting.

    Psychonauts? I hadn't even heard about this game until the Slashdot story about it being available on Steam. I bought it the same day and it's been very entertaining. It's a little childish and platformers aren't usually my thing but I'm finding it fun anyway. Another one that almost slipped my attention.

    Okami? This is the first I've even heard of this game.

    The failure in all three cases isn't the game; it's the advertising. I receive gamer newsletters all the time - electronic and paper versions - and none of these games were brought to my attention. Even worse, word of mouth failed as well. Usually I can rely on friends to recommend worthy games but I had to tell them about BG&E and Psychonauts.

    Imagine if a movie studio sunk $5 million into a flick and even the movie buffs didn't know the film existed. Yet that is the situation we currently have with $5 million games such as Psychonauts.

    • So as a result of all this, you got to play the games far more cheaply.

      This is the other problem games face (which Greg Costikyan has discussed extensively before): games titles are discounted far too rapidly. A game might eventually sell copies based on its good reputation but it can never make much money that way.
    • by Vanye1 ( 448817 )
      All three of these games have been covered on G4's X-Play. Of course, the only reason I know that is because my 12 year old stepson-type (gf's son) watches it religiously.

      Because of the review for BG&E, I bought it (for $10) and like you said, it was a brilliant game. The boy wants to get Psychonauts, but I haven't seen it in the stores anywhere. Okami, not my type of game, but it does have some very intriguing art.

      IOW, I agree. Advertising was damn near non-existent for these games.
      • You can pick up a used copy of Psychonauts on gamestop/ebgames website (at least thats where I got mine).

        Box/Manual and all were in near mint condition. No guarantee yours will be like that, but they seem to try.
    • I'm going to assume, by your domain, that you're in Australia. Thay may be the reason you haven't heard of certain games. Until I just searched for it as an example, I had never heard of the (probably $5M+ film) Like Minds; but it's well-known in Australia. There's plenty of great (and not so great) UK music artists that chart immensely over there and we never hear a peep from here or we get their album a year or two later.

      In video games, sport games are what comes quickest to mind. Ask an American if he pr
  • No company is going to spend multi million dollar budgets on a game to make fantastic "gameplay" and be happy with low sales numbers. The simple fact is games are about making money, pure and simple. There are a couple companies out there not interested in making money and they are usually called independents for a reason. However they have to have money to make games and where ever that money is coming from has to not care about making a return. Most companies that produce games don't want to "make a re

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