The Imagined Future of PC Games 134
PC Gamer has up a five-part series prognosticating the future of PC gaming. (part 2, part 3, part 4, part 5) Graham Smith, Kieron Gillen, and a few other PC games folks make some big-picture predictions about where console gaming's aging sibling is headed. Some of their predictions are fairly safe ("6. The mouse won't die, and graphics cards will get more powerful."), but others may be a bit contentious: "4. Steam and similar services will crush PC piracy. There's been a lot of talk from developers - old rivals id and Epic chief among them - about piracy making it harder for them to justify developing PC-only games. There's so little profit in it, apparently, that the poor fellows are left with no choice but to stray from their beloved home-platform and develop for consoles too. And yet the only games out there with a zero percent piracy ratio are all PC-only: MMOGs. They have a headstart in the anti-piracy crusade: connecting to a central server is an integral part of the game, so verifying that the user's CD key is unique can be done without much fuss. And no one's going to complain that a MMOG requires an internet connection; that's pretty obvious from the concept itself."
Hmm, a serial and a central server . . . (Score:5, Insightful)
Not all MMO's have been PC-only (and of those, there has been piracy, PSO anyone?). Further, I'd argue that connecting to a central server with a CD key is not proof against piracy. Finally, the primary financial outlay surrounding an MMO is purchased time, not software.
Don't get me wrong, the pressures facing the PC side of the industry are very real. But if we're talking about means-to-profit, piracy is not the main threat that the MMO's face by a long shot. As with many things, the fulcrum is much lower elsewhere . . . account phishing and gold farming are by-and-large the most profitable way to attack the system.
I'm also very curious about the implied assertion that game piracy has been licked in the console world.
M
We don't need servers, we need napkins (Score:3, Interesting)
Exactly. WoW is PC and Mac. Spore will run on Wii, DS, and PC - altho it's a bit of a Massively Multi-Instance Multi-Player Online-Library Game.
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Re:Hmm, a serial and a central server . . . (Score:4, Insightful)
It's not about "connecting to a central server" that fights piracy, it's changing the payment scheme to a method that gives both parties an incentive to play fair. I think a pay-to-play scheme will win in the long run on simple economic efficiency.
Option A) Player pays full fare up-front for a bug-ridden game and assumes developer will release patches in the future.
Option B) Player pirates enhanced version (no DRM) and developer holds their breath awaiting payment for inferior copy.
Option C) Player and developer engage in ongoing tit-for-tat, exchanging partial payments for patches and additional content.
The first two options both have several variants and variables, such as demos, brand reputation, extra box goodies, lawsuits, delayed purchases, etc., but all of those will either increase cost-of-entry or decrease market efficiency. In both of the first two cases, one party must pay extra to counterbalance the incentive for the other party to shirk, a perverse incentive inherent in the payment schemes.
With option C, the player provides a constant revenue stream for as long as they are interested in the game. The developer uses that revenue to maintain player interest as long as it is profitable. This has occurred historically with expansion packs to games, but it was not until widespread broadband availability that the system was sufficiently fluid to handle small incremental tits-and-tats with efficiency. XBox Live has really pushed forward in this direction with their point system.
The only thing special about MMORPGs and low piracy is that they fall more naturally into Option C, where there is less economic incentive for piracy.
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I agree about the primary financial outlay, and I think games like EVE Online are doing the smart thing by allowing free download of the client, free trial period and eliminating box sales altogether.
This way, you can check if you like the g
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I'll name two PS2 games: Everquest Online Adventures and Final Fantasy XI, both with montly fees and both with regular updates. EQOA saved it's patches to the memory card, FFXI on the PS2 requires and came installed on the P
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Shows what you know. The DVD the game came on had tones of unused content, so all they had to do was basically turn it on. Adding new quests and NPC's was also possible. For big stuff, they just released a new DVD, that was EQOA: Frontiers. Which is the version still in use.
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If you mean PC style as in downloading tons of expansions (or buying them at the store) no. If you mean PC style meaning gameplay, yes.
They could do interesting things with the assets on the disk, mix them up in varous ways, tweak them (like they do with spells, abilities and items constantly)), make changes to UI, they could put a LOT
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My point? If you're standing in the forest, and most of the trees you're seeing are pine, doesn't mean the rest of the forest is pine, too.
On the other hand, FFXI only lasted for those several months... then they moved on to other games.
The Difference is... (Score:5, Insightful)
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Summer break? (Score:2)
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This is where I actually like Steam. Steam has a pretty good (not perfect) offline mode, where previously verified games can run without an active connection. This has been useful numerous times for me.
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I don't. I don't want Brutal Violence to stop working just because the company that made it goes banckrupt or decides to boost sales for Brutal Violence 2. Besides, most games have CD check removal patches available, sometimes from the manufacturer himself (Neverwinter Nights, for example).
I can say for sure that I'll never purchase a game that requires an online check unless it's either an o
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I totally agree. I bought Phantasy Star Universe shortly after it came out cause I wanted to play the offline story mode, I could care less about the online portion. But, it uses game gaurd. Forget that it has no CD keys... it uses game gaurd. Not just on the online portion, but on the offline portion! Ugh! So when I want to play the single-player story mode, if my connection is down I c
I don't doubt it... (Score:1)
Difference between games and music (Score:2)
Games have yet to
No Piracy on MMOs? (Score:2)
Almost all MMOs that require a boxed product don't do any "CD Key" checking.. it's all based on the account.
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Now, if you're sharing a character, I'd call that cheating, because the two of you can tag team to level that char much faster than any one person. It's also annoying for others in the game, to not know w
Piracy Evolves as Anti-Piracy Evolves (Score:5, Insightful)
Re:Piracy Evolves as Anti-Piracy Evolves (Score:5, Insightful)
Unless you're id, Epic, or other big-name developers and publishers, in which case your reputation in the market is enough for people to pirate your game on day one (or day zero, even), robbing you of that profitable "build-up to success".
IMHO, the solution is not to keep fighting fire with fire. Instead, it's to get into a different game. MMOs are one example. Another example would be similar to what Stardock does. When you buy Galactic Civilizations 2, there is no DRM at all. Instead, you get a serial number that entitles you to game updates. This wouldn't work at all for a typical EA game ("punt it out the door and start working on next year's version"), but it works great for smaller developers with a loyal fanbase. The game of GalCiv2 as it stands today is quite a bit different from how it shipped about a year ago, but if you pirate the game you would not have access to any of those game updates. Also, I'm not talking about intentionally leaving in bugs or any of that crap. You ship as good of a game as you can, and then you support it through its lifetime with feature enhancements (GalCiv2 AI or ship builder enhancements, for example).
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How does that work? I would have thought that if you know where to acquire a pirated version of the initial game, you could also get a pirated version of the update the same way. Are you just depending on the pirates to not redistribute the update?
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#4, um duh? (Score:2)
Quake3/4, battlefield, CS (steam), C&C Generals, Warcraft, etc.. all need valid CD keys to play online... the only way to pirate these games are their single player counter points.
The biggest problem I see that develops from an online model is the one of cheating.. where there ISN'T a definitive way to stop people from
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Imagine you're playing a FPS on a commercial server. You're actually paying money for this experience. Someone keeps headshotting you. They seem to never miss. It's really pissing you off, so what do you do? For most games the answer is: go play on another server, but what if there was an alternative? Wha
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In the fighting game community, the best player is the winner. In the fps community, the best player gets kicked....
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I never understand those kids who will pull of the same move, the same run, time and time again, to rack up points, without any regard for the fact that nobody else on that server i
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This is the real solution to people who are not cheating, balance the players out to give everyone a chance, this is also the solution i think is best. There are mods that do this automatically.
The reason I think this is best (from personal experience) is that if you remove all of the good players from a server then the "bad" players wil
I think you are completely off base... (Score:2)
try this.. make in game rewards reactive based on ability...
in WOW, when you are a few levels above another player, defeating them is pointless, there is no gain...
now, take your headshot kills.. give them (headshot kills) their own 'level' when you can pot 99% of the players with a headshot, you 'skill level' in headshots rises to such an excessive level, that it just doesn't give you any benefit (other than a
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Some problems can only be solved by in game admins, unfortunately.
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You're essentially saying they should cater FPS's to people who suck. I used to play CS at very competetive levels, and I still like to play on public servers every once in while. I rarely get done playing before some one accuses me of cheating. Am I actaully cheating? Nope! And I know I'm not the only one. Almost all the teams I've played were full of people who would get accused cheating if they played on public servers. The truth is that people most people who make
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Why should online gaming be any different?
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Why should online gaming be any different?
First of all, your friend isn't pulled off the volleyball court if he tries too hard. Second of all, in gaming you have hundreds if not other "volleyball courts" that you can join if your friend is being too tough on you. Third of all, volley ball is a sport where people can get hurt (bloody noses) if he spikes the ball into someones face. Fourth of all, he is the one that asked every one to play with HIM. It's in is best interest to keep everyone happy or they won't ever play with him again.
Face it du
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Similarly, if you wanna play with people who don't mind being head shot every 15 seconds, you should go find some players at the same level as you or you should tone down your play.
I don't think I can make this any clearer.
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There are already individual servers that have admins that ban players for being too good. Some of them even have "complaint" systems (a.k.a forums). Why does it have to be a global thing? Instead of players like me getting banned from individual servers, I get banned from the whole game for doing nothing wrong? Bah, if you can't get why you
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Let's take this in to the real world. You work real hard and become an expert in your field. Your company starts giving you raises that are higher that other people because you do more work and you do it well. But other people complain that you are working too hard and making too much money. They then threaten to fire you if you keep working beyond the ability of the other people because it ruining their wor
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Steam-Like Services *WILL* Save PC Gaming (Score:5, Interesting)
I used to be a huge critic of Steam and its related services, but I've warmed up to the idea over time.
As a softdev (and a small-time indie game dev) I have a hard time justifying piracy, and since I've made the moral choice to buy the software I use, it's hit my pocketbooks pretty hard, but it's a decision I am glad to live with. Most of my colleagues are not so conscious, I'm afraid, and most would buy a PC game if it's CD-key locked and the game was all about multiplayer (CS, BF2, etc), but almost none would ever buy a singleplayer game.
In other words, the concept that developers should just intrinsically *trust* the gamer to be moral and buy the game is hogwash. There may be a number of gamers like myself who strive to pirate as little as possible (if at all), but the majority of the world isn't so dev-friendly. I welcome (legal and reasonable) ways to protect developer content.
Additionally, I'm also a huge singleplayer gamer. I loved games like Deus Ex, Half-Life, and the new C&C3, which I bought mostly for the campaign mode (and it is excellent, btw). Many developers are eschewing singleplayer games in favour of multiplayer-only games, due to the fact that the multiplayer-ness easily lends itself to better piracy protection. This leaves gamers like me out in the cold. It is also why I believe, despite the evils of the technology, we must live with it if we are to see more singleplayer content being developed in this world.
Just my 2c.
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StarDock is one such interface. It is so horribly designed. I have to update Galactic Civilizations II through it, and I loathe starting it. It takes more than a few seconds to load. All I want to do is update my game.
The nice thing is that Galactic Civilizations II has no DRM or CD verification or anything. In response to you, GC2 is mainly single player (with single player upload to the servers to have "multiplayer", e.g., your stats are
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I used to be a huge critic of Steam and its related services, but I've warmed up to the idea over time.
I think the idea of Steam is great but the execution is poor. Steam is a resource hog and takes ages to do anything. Yesterday I was playing Counter-Strike 1.6 and I was getting huge FPS drops so I opened task manager and Steam.exe was using 40% of my CPU for some reason. It's an annoying bloated background service you have to put up with to run your games.
Steam is also not cross-platform(yet? one could hope..), although they have some titles on there that could release native Linux binaries they're not
It won't be cross-platform... (Score:2)
There are titles on there that do have native Linux binaries -- Darwinia, for instance, has a Steam release, but you can also buy it from their website, which gives you 3 downloads each, completely un-DRM'd, of the Windows and Linux versions (Mac version is published by a third-party shop that did the port).
Personally, I'd like to re-implement Steam, but
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The Source engine is DirectX only. Steam uses Internet Explorer -- I believe for large chunks of the interface, and also for the MOTD on CS:Source servers.
So? Valve is a publisher & Steam is a distribution network, it's got nothing to do with the Source engine being DirectX.
Valve can replace the Internet Explorer control with the Mozilla control for a linux port. CS:Source is irrelevant as it won't run on Linux natively anyway.
There are titles on there that do have native Linux binaries -- Darwinia, for instance, has a Steam release, but you can also buy it from their website, which gives you 3 downloads each, completely un-DRM'd, of the Windows and Linux versions (Mac version is published by a third-party shop that did the port).
Exactly, the Linux version could be distributed through the Linux port of Steam....
Personally, I'd like to re-implement Steam, but the way I want to do it is complete overkill, and not going to happen soon.
Care to detail that at all?
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And why would they make Steam cross-platform? To support the massive gaming scene that's just bursting at the seams on Mac OSX? Or even more laughably, on Linux? It's an awful lot of effort to service so few consumers.
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This means they now have to test things against both IE and this Mozilla control. It's also likely a good deal less efficient.
Cedega has done this, but that doesn't mean it's easy.
Right, assuming they ever do such a port. I'm mentioning IE not because Steam cannot go c
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I wish, but the PS3 also doesn't run OpenGL code very well. It runs PS3 code, which directly uses the hardware, and can run OpenGL code.
Re:Steam-Like Services *WILL* Save PC Gaming (Score:4, Informative)
All you have to do is click the arrow on the upper-right to make it use the "old" interface, which is what I prefer anyway. Then set your Favorite Window to Games in Settings. Voila, every time you start Steam, it'll only go to the old-style games window, which is fast, and as you can see above, not resource intensive.
I will admit every once in a great while it'll do an automatic update or something, which does use CPU. But I wouldn't call it a resource hog, unless you're still on a Pentium II with 256MB of RAM. I'm running an Athlon 64 4000+, which nowadays is in the $90 range on Newegg.
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I also wouldn't really blame Steam for that, lots of programs use a lot of VM but very little physical memory (Winamp 5 takes up about 40mb VM for me and 3mb physical when it's in th
If only games where not so expensive... (Score:3, Insightful)
Having to pay 60 euros for Half Life 2, for example, is unacceptable, in my opinion. If it was 20 euros, I wouldn't even consider the pirated version.
If you think that the price of 20 euros is illogical, then you should consider that Valve spent 6 years rebuilding the game twice. Why should I have to pay for Valve's engineers having fun and not doing their jobs? Half Life 1 had more content and mor
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Oh yes, the classic "if things were cheaper..." argument :)
If only cigarettes were cheaper, then I wouldn't have to rob the convenience store as often, wouldn't you agree? :D
First off, HL2 is $30 USD on Steam. This I think is a reasonable price for the game. Furthermore, the mere presence of online distribution eliminates the publishing middleman, allowing us cheaper prices without damaging developer profitability. If HL2 lasts 30 hours, how do you object to paying $1 per hour for entertainment? Better
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Oh yeah? here is an example [pricegrabber.com] (first one choosen from google search!!!) which proves you wrong.
I did not have an ADSL connection until recently, and I don't plan having my computer switched on and my network connection occupied for 5 days in order to download a game.
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M$ Games for windows forceing you to pay for mods (Score:2)
Re:M$ Games for windows forceing you to pay for mo (Score:5, Insightful)
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Re:M$ Games for windows forceing you to pay for mo (Score:1)
My prediction: Enviroment (Score:4, Interesting)
I think this trend was mostly started by HL2's Gravgun, and we're going to see some significant advances in physics and materials in the next few years.
The two best examples i can think of right now are the upcoming Crysis and Star Wars: Force Unleashed.
Sure, attempts like Red Faction didn't do very well, but i think it's time.
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>>The two best examples i can think of right now are the upcoming Crysis and Star Wars: Force Unleashed.<<
Also, don't forget Portal [wikipedia.org]. The entire point of that game is to modify your environment by opening portals (think wormholes) from point to point.
To quote "Touch of Evil"... (Score:1, Offtopic)
"You have no future; you're future is all used up."
They said WHAT!? (Score:4, Insightful)
Let's be honest, here. Steam is simply DRM with some sugar stuffed around it to make people like it. And it's even broken, already. I've seen quite a few steam-rips out there.
How in the world will an already-failed DRM save PC Gaming?
No, instead, good GAMES are needed to save PC Gaming. Assuming it needs saving at all. Maybe the reason that gaming has been steadily moving back to consoles is because it works better there. The controls and basic interface are familiar, there's no worries about your particular brand of hardware working with the game, the DRM doesn't often bite you, etc. With the exception of a few games that really do play better with mouse and keyboard, consoles have PCs beat. And they are cheaper. Even if you buy them all.
A couple years ago, I'd have laughed in your face if you said I'd prefer console gaming now. But with power of the XBox 360 (and PS3, theoretically... wish they'd go ahead and make a good game for it) and the innovative interface of the Wii, I rarely game on the PC now. Enough so that I am back using Kubuntu as my main OS because I rarely feel the need to be in Windows.
More to it than DRM (Score:4, Insightful)
As for DRM biting you... I've lost, scratched, and otherwise killed game discs, and on a console, that's it, no more game for you. On Steam, just re-download and reinstall -- or burn a backup DVD, or whatever.
I don't like the DRM either, and I won't make excuses for that -- technologically, it sucks, too, as does anything that requires IE to play a game. But it is actually a good idea, and it works very well.
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Being able to impulse-buy a game and have it playable either in a few minutes or in a day or so is a huge deal. Also isn't bad getting periodic updates (HDR for Half-Life 2 and CS:S).
I don't like how updates are forced on you though, you can't play any of your games unless they are completely up to date which is a problem for people on slower internet. Also, I don't want some updates. Just recently Valve have rolled out in-game advertising in Counter-Strike 1.6, along with the ads comes more FPS lag and the ads don't even attempt to be non-intrusive. There is a huge ad right above the scoreboard and they just stuck the in-game ads randomly on level walls, not even on a billboard. For
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Lockout chip business model (Score:3, Insightful)
With the exception of a few games that really do play better with mouse and keyboard, consoles have PCs beat. And they are cheaper. Even if you buy them all.
What about games by microstudios, which the console makers have historically ignored for the last couple decades? Among the current consoles (PS2, PS3, Xbox 360, Wii), only the PLAYSTATION 3 is open enough out of the box to let a microstudio self-publish, and a self-published game runs under Linux with no access to even 2D acceleration.
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First, I'd say the interface is more familiar on the PC. The interface hardware pretty much never changes, and even the typical command button mapping is pretty uniform across titles in a genre (e.g., most FPS have similar WASD setups, even to the point where common weapons like shotguns are frequently mapped to the same number across titles).
Second, it's not just a few games that play better on the PC, it's several genres. Strategy games (both RTS and non)
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Operation Flashpoint played perfectly fine on the XBox and was a very authentic adoption of the PC original. I can't deny that games are often dumped down on consoles, but thats mostly due to the target audience (or whatever the publisher thinks it is), not due to the controller.
The only genre where I could see a console having a real problems are flight simulators, with something like Falco
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In stores, they usually only stock a few titles, the most popular ones. Short shelf life means developers bet on safe cards, which means (in my opinion) boring games. If developers can sell online (not necessarily through Steam) they can reach a bigger market cheaper, and consumers can get games later. I personally have bough Psychonau
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The controls and basic interface are familiar, there's no worries about your particular brand of hardware working with the game, the DRM doesn't often bite you, etc. With the exception of a few games that really do play better with mouse and keyboard, consoles have PCs beat. And they are cheaper. Even if you buy them all.
Price should most definitely be NOT the only factor that determines your choice of a gaming platform, at least not if you consider gaming your hobby. As far a I am personally concerned, I won't be leaving PC gaming as long as gaming-oriented hardware continues to be released for the PC.
A couple years ago, I'd have laughed in your face if you said I'd prefer console gaming now. But with power of the XBox 360 (and PS3, theoretically... wish they'd go ahead and make a good game for it) and the innovative interface of the Wii, I rarely game on the PC now.
The previous generation, it was the "power of the PS2!". Guess what, the cycle repeats each time. PCs had to catch up to the PS2 for a few years back then, this time, PCs outperformed the 360 right off the bat. Every releas
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"The previous generation, it was the "power of the PS2!". Guess what, the cycle repeats each time."
Yes, except that I felt the PS2 was just so-so when it came out, despite all the fanboy outcry. Don't get me wrong, PC
Piracy, right... more like too many mediocre games (Score:5, Insightful)
1) While the game market has expanded, it hasn't expanded to keep up with development costs of high fidelity graphics that the industry is chasing.
2) Game industry did itself in, gamers do not control where money is invested, nor what it produces, gamers do not control any of the financial aspects of where money is spent in development (graphics vs. gameplay).
3) Capitalism and designing a good game do not always mix well, with it rubs up against the economic model of society. The more time you spend working on a game 99% of the time the better it will be, if you're independently wealthy or have connections like certain figures in the game industry you can take your sweet time. But the drive for short-term profit over long-term gains has been an emerging problem in the game industry since the PS2, Xbox and Gamecube.
The whole industry right now is suffering since gameplay is getting stale and more games sell based on graphics then gameplay. I was never sure that the game industries model was very stable in many respects. It's built on the whims of a customer base which is not only difficult to understand but is just too diverse to pigeonhole with terms like "hardcore gamer" vs "casual gamer", next add in the mad rush for profits and you get a glut of mediocre games. I wouldn't be surprised of gaming slows down (Tanks) for a bit in the future but as long as their are fresh bodies without gaming experience (new kids being born) they may just be able to keep getting away with rehash city.
Re:Piracy, right... more like too many mediocre ga (Score:1, Insightful)
2) Actually games DO control what games are made. If people weren't buying Madden 2001 2002 2003 2004 etc. by the truck load every year, EA wouldn't be making them. If people were willing to buy single player adventure games, those companies
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XNA [wikipedia.org] is what you're thinking of. Good idea--except games made with XNA must be released freely, with source, because you can't distribute them. Players of the indie games have to fork over a monthly fee to boot. The only people making money are Microsoft--fl0w on the PS3 at least pays the developers, too.
XNA is not a good system, even though the technical aspects of programming with it are amazing.
so in other words in a few years I give up gaming? (Score:2)
Re:so in other words in a few years I give up gami (Score:2)
Like me. Online gaming just isn't my thing, and I won't play an offline game that requires online auth to install and/or play because I've been bitten too many times by software whose publisher dropped off the face of the planet. The games I like are the ones with stories I can get attached to, and I can't do that if I know that five or ten years down the line I won't be able to play through it again. Even if it's only once - like
Re:so in other words in a few years I give up gami (Score:2)
I would suggest that you take a look at the Wii since it can play the entire back catalog for the Cube or perhaps a PS2 if RPGs are more taste.
Steam is not DRM (Score:4, Interesting)
DRM is a means to strongly limit your right to use something you purchase, to the point of suggesting that you don't really own it.
Steam will allow you to download your content to multiple computers, and freely play your content.
Most music DRM schemes limit your ability to copy your music, or play it on whatever hardware you choose.
Steam is first and foremost a means of digital distribution to skip the distribution middle-man.
Game development costs have skyrocketed, game developers are working more hours for less money, and yet while our expectations rise, our desire to pay more for games has not risen. Something has to give, and many truly great gaming companies have gone to the wayside.
If digital distribution puts more money into the hands of the developer, keeps overall costs down, allows me to purchase a game without leaving my house, install on multiple PCs without even looking for disks, etc. etc. etc., then it is certainly more of a blessing than a curse.
I'm all for digital distribution.
Is Steam perfect? No. But it was largely the first venture in the market, and it is a step in the right direction.
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Well just see about that when UT3 comes out this summer. Oh, by the way, Blizzard would like to disagree w/ you.
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As for Blizzard, turning their backs on the console market that gave them their start is rather short-sighted.
Think about all those Diablo clones that have been and are being sold for the PS2, PS3, and PSP. A market that Blizzard doesn't have a piece of.
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Show me someone who can out circle strafe a pc player on x-box, and I'll show you someone who is using a mouse. (or one who doesn't know how!)
Then show me someone who can play a game at 2048x1536 on
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Unplugged (Score:1)
Real humans replacing the AI. Perhaps it's not the end of 'singe player' games as even those will actually be mulitplayer under the hood?
Not if I unplug the Internet connection to play without bad language. You give the example of The Crossing. But I don't want to start Animal Crossing and have the duck who lives next door spouting M-rated potty mouth language, nor do I want the big bad wolf who lives by the museum trying to set up a sex date with me. And what about people who go three months without high-speed Internet access when they are home from university over the summer?
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