Flaws of the Game Industry

Soulzz

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http://www.techi.com/2010/05/open-letter-to-the-game-publishers/

Dear Game Publishers, what are you thinking? For years, loyal supporters of your games have dealt with ridiculous price increases, overpriced downloadable content, and silly DRM schemes. Yet now, in these most critical times for the game industry, your idea of repaying them is to make us pay even more? Really?

Furthermore — stooping to an all-time low — EA has stepped up for your industry and decided that users should be pushed (if not forced) to purchase new games only, punishing gamers who legitimately purchase used games. The idea behind this is essentially to make them pay extra money for… nothing (or as they put it, “bonus features”, which come with the game when you purchase it anyways).

The fact is that the industry is going through one of its worst downturns in years, proving that the game industry is not recession proof. This should enlighten you guys as to what is obvious to most: people want more value than ever before. But instead of looking for ways to provide that value to gamers, you look for ways to punish them instead.

So I have a simple question: have you guys lost your freaking minds?



Pushing The Wrong Buttons
The average price for games has gone up over the years: no doubt in response to the massive amount of effort that is required to create these games. But as the initial investment goes up, it shuts out those gamers who would like to play your games but can’t afford to. It also makes people consider their purchases more carefully — driving them to purchase games that can provide the most bang for their buck.

But things have gone wrong. For example: who was the genius that got the brilliant idea that withholding and then selling game content as DLC or expansions would provide more value? Instead of giving your customers the whole experience, some of you specifically plan on releasing that content later as DLC that could have been already been placed in the game. Just another scheme to make more money, right?



But this isn’t The Sims! Eventually gamers are going to see right through this. And while history would predict that they will pay, regardless of the price. It will still turn even more potential customers away.

Now I haven’t purchased a single computer or console game in well over four years. I have always rented my games from GameFly, and it is worthwhile for me because I typically only play your games for a few hours anyways before I send them back. So if I have managed to avoid paying for your expensive titles for several years now — and I am fully willing to pay for games if I really want them — how do you think millions of other gamers feel about paying for these games?

How many others are there just like me that you have turned away?

It’s no wonder why rentals and used games are so appealing. Hint: it’s your customers telling you something.



But another issue that seems to make you guys steam is piracy. You hate that people acquire, circumvent DRM, and play your games without paying.

But did you ever step back for a moment and question why this happens? Maybe it is the price, of all things, that has been a motivating factor. Maybe if the barrier wasn’t so high, those people who have previously pirated your content would actually pay for it instead, because I am sure that many of them would love to support your efforts.

In case you didn’t notice, the world has been going through some pretty serious economic problems, you know? So it is time for the industry to adapt.

(Update: Here is a great forum post by Stardock CEO Brad Wardell that goes in depth about how piracy has impacted PC sales of his company’s titles.)



Second Life
If you want to better yourselves — which you should, before things get worse — you could start off simple.

How about lowering the barrier to entry? You say you want the revenues from a $60 investment per gamer, right? Fine. So why not charge $30 and entice twice as many gamers to shell out the cash for the game? You potentially make the same amount of money (if not more), yet you get significantly more exposure and engagement from gamers. This means more opportunity. And everyone knows how you could (and probably would) exploit that.

(Update: Many have been claiming basic economic theory against my idea of cutting the price in half and doubling the sales. Many are calling me crazy. However, it has been proven to work. Not only that, but sales have exceeded all expectations in these cases. For example, digital distribution platforms like Steam and GamersGate report massive sales boosts by reducing the prices slightly. Paradox Interactive noted a sales increased of 5,500% by temporarily cutting the price by 75% for some of their titles on Steam. That doesn’t sound crazy to me, and game publishers should take notice!)

Downloadable content. You could have developers put more effort into developing DLC, and those gamers who are passionate about your games will almost certainly pay for it. The lower barrier to entry means that more gamers will have the opportunity to purchase this DLC, which could, in turn, eventually result in you make significantly more money than you initially intended! Yes. Making more money! How crazy of an idea is that?



The problem with that is that there will be some of you who urge developers to withhold development of content to provide a more bare game. Thus you would require gamers to purchase DLC to have a proper experience. Don’t do it!

And finally, let’s talk about this whole used games mess. Most importantly (before you guys start following EA’s plan to punish those who purchase used games), you could come together to sell used games at a discounted price, while still getting a piece of the pie. Yeah, it is that simple.

Obviously, there are gamers who want to purchase your games without paying full price. They wait and buy used games, resulting in a missed opportunity for you to make money. This also happens at a time when the amount of revenue for your games have probably fallen off quite a bit. So why not provide easily accessible services to compete (or work with) with the likes of GameStop, GameFly, and others to provide used games at a discounted price, thus giving you a way to make money from used game sales? Why not work with the used game market to reap in more profits and sales instead of punishing it?

It makes sense. You make money that you wouldn’t have made otherwise. The gamer gets a great product that can also generate money through DLC. And everyone goes home happy.

(Update: It appears now that EA isn’t the only publisher thinking that they should charge $10 for… well… nothing. Ubisoft is considering charging you an extra $10 as well, simply for purchasing a used game. Every publisher is probably going to adopt this scheme now. So thanks for nothing, EA. Sigh.)



Game Over


But it is clear that things need to change, especially before things get worse.

The game industry is at a critical point where newer technologies are set to be released, being lead by the idea of 3D gaming experiences, mobile gaming experiences, and social-aware gaming platforms. It is quite possible that games as they are known today will not exist as they are in a few years down the line. And all these plans that you come up with to extract more money from gamers will likely speed up the demise of your industry.

It’s only a matter of time. It happens in every industry, and while the game industry has managed to avoid it, one can’t help but wonder how long that will continue to last.

It can’t. Not unless things change. Not unless you change.
 
His emotionally-charged "open letter" has some unfortunate flaws imo.

Those "5500% sales increases" on Steam and the like during a sales period is in my opinion because many people know that a sale is coming when a game is released and specifically wait for it - or look for it, and will not buy without it. I know that's been the case with me for Mass Effect, BC2, and other games. If all game prices are slashed in half or even more, there will not be a sustained 5500% increase in sales - no way. I doubt the numbers of people purchasing would make up for the discount either, but that's up to an economists & statisticians to determine :) .

If you're a retailer, you'd like to get those numbers in a very short run, and therefore you do a sale. I think very similar number of games would be sold if games cost $30 on release... then you'll have people like me waiting for a $15 sale as well, most likely.

The DLC shit has pissed me off in the past and still does. It's creeping in in a whole lot of games - even BC2 with the $5 uniforms coming up... and possibly a M1 bayonet for 1943 preorders I'm guessing... or something similarly shitty. However, I don't think people will ever stop bending over. I know I'll buy games even knowing there's DLC if I like them - at discounted prices of course (perhaps to justify buying the DLC).

As far as used games go, I think $10 for the equivalent of a new online key is a really, really good idea (if that's what they're planning on). I mean, currently if you buy a game that's been used, you're basically fucked out of your money. $10 is a bargain compared to nothing.

I think the gaming industry will be going strong, and the DLC scheme is here to stay unfortunately. I don't mind DLC personally, as long as it doesn't affect gameplay drastically (like better weapons in multiplayer games as DLC). Things like skins and different models are fine. Obviously, it's not clear where to draw the line, but if DLC is priced well and designed carefully, I don't mind paying more - if it's known up front.
 
It's very simple. Make good games without DRM. To put things in perspective, Solar Empire, made by Stardock, only sold 300,000 copies as a PC only game. The development costs were only 1 million. They made 20 times that in profit. It just shows that when developers target games for the PC, they want to make everything look pretty instead of creating a product that will sell well to the customer base it's targeted at.
 
Um... SOASE definitely had DRM. I think it was an Impulse exclusive actually... lawlz?

I think the "highest profile" game recently without DRM has been CoH. That's done fairly well I think.

I don't think DRM is much of an issue, when it's not fucking ridiculous like the Assassin's Creed bullshit. Securom is perfectly fine imo - or Steam. I used to not like Steam much, but I found out it's a "necessary evil" eventually.
 
I never even notice Steam's DRM.

Like I said, if your game is well made, compatible with lots of different systems that it is targeted at, and you market it well, it will sell.

PC gaming is in a slump because people equate poor sales to piracy...
 
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