Game Profitability Under Threat 102
The BBC has up an article looking at the dwindling opportunities for profit on games in the coming years. Soaring prices for game development, the increasingly-entrenched segmentation of the marketplace, and overwhelming emphasis on sequels means that it's looking increasingly dire for game development houses. While the success of the DS means that there's a wide market for games on that platform (witness Square/Enix's movement of the Dragon Quest franchise), the phasing out of the PS2 means that for the moment there is no 'leading platform' for game creation. The article talks about how the various game companies are responding to this challenge, as in Microsoft's reliance on exclusive deals and Sony's absorption of development houses into their infrastructure.
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The people who complain the loudest about the government teat are usually the ones suckling the most frantically. Did you vote for your senator because he can bring home the pork? Most Republican states take more fede
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As to your closing comment; why do we need democratic vs republican states? You act like this is a healt
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People have strong intrinsic motivations. This "work or die" ethic replaces a strong and rewarding motivation (doing what you love, gaining the respect of your peers) with a weaker, less rewarding, and more limiting motivation (fear of death.)
I agree that our two party syste
Politics (Score:1)
If you don't eliminate campaign finance, you continue to support the buying of politicians by business interests, and it shouldn't surprise you that those politicians place the interests of business ahead of their constit
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The entire point is to remove special interests, and allow anyone to effectively run. Yes, this also removes one of the prime components that keeps the 2 party system going - that of effectively raising campaign funds and promoting a single person.
I don't know why you think anyone gets a message out at all in the current setup. Take Al Gore or Bob Dole
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You were dropped on your head as a child, weren't you...and what's wrong with less content control, or even tax breaks?
With less content control (read: regulation) they are freer to make games like Manhunt and Conker and whatnot...you know, things that if the fat bible thumping high-and-mighties in America would never allow if they had their way.
If a gaming company i
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By your logic, we should just hand them over all our money, that would allow them to make bigger budget and/or more titles, too.
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Look at game companies. Sure, there are some big ones, but look at the great games that small companies have put out lately...if the price of those little companies getting more of the money that they need is the bigger companies getting more money that they DON'T need, then fine. I'm willing to do that if it gives the little guys (or even the
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How about tax breaks when it is in the public's interest for their to be tax breaks (i.e. tax breaks for using less energy, etc.)?
Just being small is no virtue - nor it being big a vice in an of itself.
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That's oligopoly. "Oligarchy" is used to describe political systems.
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There are a couple different political philosophies that you're apparently against in this sentence, both from opposite ends of the spectrum. Sure, DRM is awful (I guess I haven't been paying attention, because I haven't heard anything about game developers interested in using DRM...), but what has ever been wrong with less content control? Tax breaks? The taxes sh
Startup capital? (Score:1)
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Counterpart to sweat equity? (Score:1)
Same place they get the money for starting their company.
Which is? Using the Internet, it's possible to develop and market an original franchise to be sold on the Windows, Mac, or Windows Mobile platform using sweat equity [wikipedia.org] arising from hobbyism. What is the counterpart to sweat equity for developing someone else's franchise or for developing anything on platforms other than Windows, Mac, or Windows Mobile?
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Well for the ones that really do suffer from this little piece of apparent hypocrisy, it's the very idea of handouts going to the poor that irks them.
It's why you'll hear this type of person rail against the idea of public healthcare, because they don't want to pay for someone else's health care. Yet they'll buy insurance, and do exactly that. The difference? With insurance, everyone else has p
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The problem of free riders is real, but our current system only encourages free riders. Our system is adversarial, not cooperative. In a system that is adversarial, where the little guy has no chance of punishing unfairness, most people will try to get away with as much as they can.
Conversely, in a system that is cooperative, where everyone
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Uh, when is the last time you did a brain dump of people that are opposed to such social transfer programs? I know you left a small caveat at the end, but a) I think you'd find that the overwhelming majority of them have substantially different reasons than what you imply b) this is essentially a strawman argument.
So what was this article about anyway? (Score:5, Interesting)
Companies will get their costs in line. Either it will turn out that increased costs from games going HD will be a myth or become a myth as tools improve (most likely), or smart companies will know where to make tradeoffs to get their costs down. Many studios will fail and go out of business, which has been par for the course for ages. Ideally, they'd figure out that marketing and licensing costs are the bulk of the budget and take the money from there, but I'm not holding my breath.
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Basically, a company like EA can take a similar ammount of money as it would take to develop a few games (say $50 Million) and invest it to train and pay artists in a country like Columbia to produce their 3D models (and other game as
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The problem is that content creation isn't only incrementally harder today than it was for the pre-rendered scenes of yesterday. The pre-rendered scenes of today largely don't exist. All the talk about how much harder it is to make next-gen content is mostly a poor justification for increasing the cost of the games to $60.
You can count on one hand the number of games which have $20 million content budgets. When you hear about titles with
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That should say:
"content creation is only incrementally harder today than it was for the pre-rendered scenes of yesterday."
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On an individual model basis, it isn't any more expensive to create a model for a PS3/XBox 360 game and a similar model for a movie.
Where the problem comes in is if you're producing a movie of the Wizard of Oz you can have very limited environments, with tons of cut and paste content for wider shots and no one will notice. In a game, if the Castle at the end is not fully modeled (and full of *mostly* original content) people will notice.
For the longest time I have tought that Nintendo was very cle
the market will sort itself out (Score:5, Insightful)
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Just remember "Who" the market is, a market is no more then a collection of individuals making choices. That "market" can make increasingly bad choices without direction. The problem was that game developers let game console companies drive t
Change in Business Model (Score:5, Insightful)
This necessitates a change in the way games are made. One of the fundamental problems is that we're building games in bigger, shinier forms, without streamlining our method of production. As our graphical capabilities increase, we will be tempted to include more and more content into our games. That 900-polygon character that took an artist 1 week to create now takes 2 artists 3 weeks, what with technologies like parallax mapping.
I have believed, and still believe, that procedural content is the answer. There is a limit to how much manpower a development team can consume whilst remaining profitable, and IMHO we're already at that line. We need to start letting the machines figure out our content. This does not necessarily mean complete and full generation of assets by algorithms, but rather that our tools need to be streamlined as such. Software like ZBrush have drastically reduced (for the skilled user anyway) the amount of time required to build high-poly models. We need more tools like this for textures, for all other aspects of game development. We need to let go of the manual shift stick and build more powerful tools that will take more off our coders' and artists' hands.
This also means the segmentation between game developer and technology developer. For years we've seen some companies stick stubbornly to building their own engines, a costly affair. It should be clear to developers by now that, if you are in any way serious about graphical horsepower, you need to license an engine. Building your own engine from scratch is no longer feasible if you want to get your game done on-time and on-budget. The industry will, in time, become the playing field of dedicated technology developers who license their engines to developers, much like Valve and Epic are doing now.
The gaming industry is holding onto archaic ideals. It is like the car factory that insists hand-built is better, and refuses to mechanize any aspect of their production. It is now suffering the consequences, and like it or not they will have to change.
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Except that most major development studios are still "hand-producing". The problem is no-one (to my knowledge) has managed to consistently, successfully do all of the things you're suggesting across the board -and- managed to turn an obscene profit doi
Re:Change in Business Model (Score:4, Insightful)
Agreed. I would have suggested a solution had I been aware of one.
That said, it's not about doing the things I'm suggesting and turning an obscene profit - this is about restoring profitability, not about making game development so cheap that everyone is rolling in the dough - that won't ever happen.
IMHO we need technological development in tools. We are still using the same 3D modeling tools, the same texturing tools, and the same map-building tools that we've been using since the release of Half-Life 1 8 years ago. The difference is that what we're doing now is many times more complicated than before.
In 1999 a wall was 2 polygons, and a 256x256 flat texture.
Now, we demand things like geometrically modeled light switches on these walls, power outlets, and other little things that add to immersion. We also need normal/parallax maps on all of this, not to mention specular maps too. We've added so much on top of what we used to do, without once stopping to really, completely rethink the way we interact with our tools.
When I first saw an artist use ZBrush, I was blown away. Here we have something that is smart, it is awesomely predictive, and it reduces the workload of the artist dramatically when it comes to modeling high-detail meshes. We're talking a couple orders of magnitude less time to do the same thing. And all it took was a brand new interface and way to interact with the type of models we're used to seeing.
Let's see the same sort of rethinking for our animation, for our texturing, and for our mapping.
Demand geometrically modeled light switches ?!?! (Score:2)
IMHO the game industry is falling into the
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I have a nephew that's 10 years old. Last time I saw him he was a toddler. His family flies into town and I ask if he likes video games and he says yes and figure a bonding moment is afoot.
At the time I was playing Megaman X 8. He thought it was kind of neat, but declined to play it. He pretty much declined to play anything in my library. I said a few things about the titles I had and what makes soandso a playable and good game, and the answer I got back was:
"It does
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That said, my nephew isn't interested in one. Which is good since that's at least one person who won't potentially get their hands on it from the shelf before I do.
Re:Demand geometrically modeled light switches ?!? (Score:1)
Beyond Good and Evil, for example?
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Re:Demand geometrically modeled light switches ?!? (Score:2)
Make a great product, and you won't have to advertise it...
Commodore's winning strategy.
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Well, if we ignore all the advances those programs made since 1997... The programs may carry the same names but the functionality has improved so much that your work speed is much, MUCH higher.
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The funny thing is that though development costs have skyrockete
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I would like to also add that games like Dead Rising are good examples of the type of rethinking we need to do in modern game development. Here we have a mall, modeled in excruciating and beautiful detail, filled to the brim with zombies. Yet, content-wise, it didn't have nearly as much content as, say, Half-Life 2. Why?
That hallway you blew past in 0.75 seconds in Half-Life 2 took someone hours upon hours to create. That same amount of time went towards creating the nice store in Dead Rising that you cou
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People don't appreciate (or understand) how complicated reality is, until trying to simulate it.
Content will always be the bottleneck. Whether it is audio, video, geometry, AI, or narrative, crafting a good game is always about trying assets to keep these in control.
> I have believed, and still believe, that procedural content is the answer.
After seeing demos such as
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*sigh*
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- CPU overhead -- we just don't have the horsepower to generate "good" procedural textures in real-time. Basically why would I trade IO (loading) time (of premade textures) with CPU time (generating)??? As CPUs get this faster, then this balance will definitely shift to procedural textures.
I beg to differ. With the introduction of new storage media like Bluray and HD-DVD, there is nothing stopping us from generating procedural textures offline, storing them, and calling them back later. While games like
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> Hand-Built is better
I don't think this is true at all. Hand-built is better, sometimes, because of the degree of customization it allows, but factory/machine-made items tend to have a lower defect rate and tighter tolerances.
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How does having a lower defect rate, and tighter tolerances help in a game setting?
Sure, there will always be some error in artist created geometry / textures, etc, but isn't the issue about:
- Quality
- Quantity
It's easy to have a computer generate quantity, but the quality [of textures] is lacking. The hope is, that procedural textures, will allow us to approach that first domain.
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I think procedural content generation is overra like that, then ok, maybe procedural is the way to go, but it's not going to replace talented artists ated. The kind of textures a machine can generate covers a fraction of the area that human-generated content does, and does it pretty poorly. If all you're looking for is something that tiles and looks "roboty" or somethingnytime soon.
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People on slashdot may care about original/fun gameplay, but eye candy sells games and that means working around both hd content and multiple-cores...to make Ma
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I don't know about animations (depends a lot on how many you need and how much cleanup your motion capture needs, if you're using that) but meshes take a LOT less time than the textures for them (though I think with today's highpoly to lowpoly bakes the time for the modeled and hand-painted parts of the texture is probably about equal). Textures aren't "easily created", that's completely ignoring all
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Right now, yes. But at some point in the future no.
EVERYTHING in the universe is built by [upon] math. Everything from DNA to how photons interact -- The universe IS the computer simulation.
The main problem with re-constructing an universe is
1) the hierarchy is a DEEP one (atoms -> molecules -> cells -> organs -> body, etc), and
2) the Universe has time on its side. Eve
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Let's not forget that that would probably require a supercomputer and a few years worth of CPU time to calculate. Organisms are VERY complex systems, so complex indeed that we don't even understand them fully yet. An organism doesn't grow in a vacuum either so you'd have to simulate a limited
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The game companies that figure this shit out will profit.
The ones that do not, (or do not copy these methods) will perish.
And until the first company figures it out - then the market will stagnate. Like automobiles. Like software. Like aerospace.
Ignores Online (Score:1, Interesting)
However, the introduction of online downloading has opened up another avenue for the small time developer.
Only if you make movie-style games! (Score:1)
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So, to summarize, 2 man days, $
don't focus on profit? (Score:3, Interesting)
This so-called "emphasis on sequels" doesn't seem real to me. I see the big companies pumping out sequels (EA being the most obvious), but I don't think they are doing it because it's what consumers want, only that it's easier to re-vamp a game than it is to come up with a new one. At least some people I know have gotten smart to this system, and if a new EA game comes out, they'll wait for the sequel cuz they know it's coming. Similarly, I buy every other FIFA game, since there isn't much of a difference between any two consequtive titles (not that there is that much more of a difference between any 3, but at least you get a graphics boost). The emphasis on sequels isn't something that is demanded by the market, it is created by the publishers. As a contrast to the EA games, consider Final Fantasy, where each game not only provides a different world, but a different style of gameplay, mini games, character development, etc. I know it's hard to change a sports game from year to year, but if you can't make anything new, maybe you shouldn't spend a lot of money making the same thing.
In a market where most games are just clones with different graphics, what do the companies expect? Come up with something innovative instead of remaking the same tired games. Katomari Damacy for $20 anyone? Innovation and a low price in box. So what if the graphics sucked. If you can't compete with the Gears of War in the graphics department, don't try.
As we look back at the most popular games, they are rarely sequels. Innovation is the key.
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Popular != Profitable
As much as we might wish it to be otherwise, game companies are, above all else, COMPANIES. That means that, their goal is NOT to make "good" games from a player perspective. Their goal is to make PROFITABLE games. They want the games that will net them the highest total revenue.
Games, at this point, are very risky things to make. They cost a bundle, both in production costs, and advertising, shelf space, and all the other t
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Actually, I never said that, nor have I ever assumed that it is true. However, my definition of "popular" in this context, is that if a game is more "popular" than another, than it sells more copies. Now, as I'm sure you know since you demonstrated you can give a basic explanation of economics, profit is maximized when the price is set where marginal revenue equals marginal cost. Since companies don't know the demand for
don't focus on profit? Innovation is For profit! (Score:3, Insightful)
Innovative games are for profit. They don't compete in the same arena as the other games, and come at the market sideways. If you want a WWII FPS, there are hundreds on the market and you have to put a lot of time, money and effort in differentiating yourself. You want a Dancing game? There are much fewer. You want a Guitar
Re:don't focus on profit? Innovation is For profit (Score:2)
It kinda sounds like you are saying that as a counter, which implies that I don't think innovative games are for profit, although my whole point was that innovative games might be able to make a better profit than standard formula games. I was trying to contrast the innovative games with games that follow a formula like almost every EA sports game. Not sure if you were trying to counter, but I thought I should clarify my point in case it wasn't clear.
As for the rest, I
Good news! (Score:5, Insightful)
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Start making fun games instead of amazing ones (Score:4, Interesting)
You're going to win because your game is just plain fun.
It doesn't cost a lot of money to make a game fun, it just takes a fun idea. If you insist on remaking the same games because you're afraid of loss, you've just painted yourself into a nice corner.
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Just a side note:
Okami : innovative and fun game Sales: meh
Zelda - TP: Sequel with sort of tacted in controls Sales: Stellar
Puzzle Pirate : Innovative and fun game Sales: Meh
EQ2 : Sequel, increbily teidus Sales:
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The problem is not the technology. (Score:4, Interesting)
By no means are developers ambitious in terms of unique gameplay. Rather, they're putting excessive amounts of effort into exploiting the latest graphics techniques, developing expansive storylines and introducing increasingly complex control systems. What I think they're trying to do is provide a more cinematic experience. They're trying to reproduce movies in a video game format. Hence the obsession with overly realistic graphics and the cinematic-type presentation. It's inevitable that games inspired by film will also command movie-sized budgets.
Needless to say, this doesn't necessarily translate into entertaining gameplay. I think many developers have lost sight of what constitutes good gameplay. However, I don't think they care. The average consumer is easily impressed by the cinematic patina contemporary games exude. Let's face reality, developers keep producing these games because they sell. The Wii demonstrates that there is a desire for something else. But Nintendo doesn't possess some sort of holy grail of unique gaming. The unique controller can only go so far. Many others have offered unique and compelling gameplay. PCs, outside of the FPS, RTS and RPG clones has offered tons of neat games for years.
Look at what indie developers are producing. And many of them are exploiting high resolutions to their fullest extent. Some of these games look phenomenal. Some have a unique visual style which enhances gameplay. I inevitably am drawn back to the Wii as compared to the other platforms. There is this prevailing opinion I see that expects the Wii to somehow solve all these problems. It won't. The system is hindered performance-wise and the controller while great for some games is nowhere near as flexible a device as some believe.
I predict that within a few years Nintendo will introduce an HD-capable Wii. I think it will be a smart move for Nintendo, but it will also mean anyone who currently owns a Wii and then gets the upgraded model will have likely spent $400-$500 on the two systems. Suddenly the pricing won't all that different from an Xbox360 or PS3.
I don't expect most large developers to change their ways. They may occasionally offer something different but the for the most part we'll see more of the same. Perhaps we'll see the game industry work more like the movie industry. Ultimately, the problem lies with the nature of business and the lack of consumers who can think independently.
Re:That comment was out of nowhere... (Score:2)
Wha, huh? Are you saying there was no differnece in buying a PS1 and PS2 at launch (total $600) than buying a PS3? There is a massive difference between buying a console, the
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If Nintendo does release an upgraded Wi
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While I don't doubt that Nintendo will release another console in the future, it will be an all new platform, just like each of their previous home consoles have "replaced" their predecessors. This new console will likely support HD, but it will not just be an upgraded Wii. It will be an entirely new system. Games created for it will not work on the Wii.
Game Boy vs. Game Boy Color? GBC games that came in black cartridges had a fallback mode that allowed most of the games to be played on an original Game Boy.
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I agree that for $50.00 more we could/should have had something akin to Xbox 360 graphics on the Wii. The Wii is overpriced for what it is.
That said, however, I don't believe
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There should be no reason to think a High-Def mode wouldn't work for the second gen Wii. Developers only have to pay attention to the market they want to sell to. Graphics are
Better tools, better languages needed (Score:2, Interesting)
Using licensed technology is a way out, but it forces you to do things in a certain way that may influence the game in many ways you don't expect.
Solid reusable tools are going to be more and
World of Warcraft (Score:2, Funny)
Amen, Brother. (Score:1)
Why Graphics are such a easy target (Score:3, Interesting)
Gameplay is much different. Throwing more designers won't nessacarily make the game more fun. No amount of hardware will make somethign instantly fun (sex toys are a notable exception). Many innovation seem out of place in other venues and every accuses you for ripping an idea off. And math doesn't determine is something is fun so you have a ironically more artistic thought proccess to come up with innovative gameplay.
Given these graphics will always advance steadily while gameplay waits for the occasional genius to spurt once in a while.
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