The game devs are the only to blame for their faults
Posted: Fri Oct 24, 08 7:19 pm
More and more often here, on YouTube and many other sites, I hear a dispute about pirating games for PCs. The reason is that game devs now blame players for downloading games instead of buying, and that, as they think, is the reason of PC discrediting itself as a gaming platform.
I'm not really following the gaming market, but I've got my simple opinion: f-ck off with your yelping!
Economics theory says: a too high price on the oligopolistic market creates a black market.
The computer game market is a perfect example of an oligopoly — there are like ten major players for the whole world: EA, Eidos/SCi, Activision, Microsoft, etc. The pirating of games on the computer game market is a perfect example of a black market.
In other words, if you, game developer/producer, want to defeat pirating and get higher profits for selling games — cut your prices. $50+ for a game is absolutely & undoubtedly over the top.
In other words:
— now, with price $50/piece you need to sell 200k copies to get 10 mln $.
— with price $15/piece you'd need to sell 700k copies to get 10 mln $. But I'm pretty sure you'd sell more than 700k copies because the consumer will be happier to buy a decent game for such price, and there will be a lot of "random purchases", when people buy because they like the cover. I don't think a lot of people spend $50 on a game, without reading anything about it in the internet beforehand.
Additionally, 700k players are more profitable than 200k players, because
— 700k players could spread a word about your awesome game to more people, than 200k players
— 700k players will recognize your brand name (brand name price goes up, higher stock prices, hint hint) + better start for other games
— 700k players may generate more fun for themselves — multiplayer, mods etc. That will attract a lot of new buyers ;-)
— there will more diehard fans among those 700k players, they will buy more of your T-shirts, god damn it!
High costs? Bullshit. Learn to reduce your costs. And risks.
Optimize game engines, so you don't have to spend a lot of time on them. Nokia cooperated with Sony to make Symbian OS for their camera/smartphones, and I must say it's a great OS. Not necessarily that you share work with competitors, maybe among the departments — would be good too.
The gaming market has reached the level when it becomes harder to improve graphics significantly because there is a limit of technological possibilities of console, and PC parts make smaller steps of improvement (I bought Nvidia 8800 a year ago, it's still considered good, I won't buy some high-end video-card to get 5 more frames per second). In addition, HL2 graphics is still considered good — while HL2 was released 4 years ago, in 2004. Noone considered Deus Ex graphics good in 2004.
Besides that, the gamers will be fine about not-absolutely-astonishing graphics if your game is beautiful ("beautiful" and "good graphics" isn't the same thing) and playable.
Reduce your risks. High risks = harder to get investments. it's a common rule in the economics. How do you reduce risks? Make less "average" titles, make less sucky continuations (like Deus Ex 2, for example). The producers should reduce pressure on the developers. Also, you suck when you try to make a "mass" game with as dumb story as possible. The masses aren't as dumb as you might think.
Fire your marketing departments (also, cost cutting! ;-D). Listen to gamers, simple as that.
That's my opinion.
I'm not really following the gaming market, but I've got my simple opinion: f-ck off with your yelping!
Economics theory says: a too high price on the oligopolistic market creates a black market.
The computer game market is a perfect example of an oligopoly — there are like ten major players for the whole world: EA, Eidos/SCi, Activision, Microsoft, etc. The pirating of games on the computer game market is a perfect example of a black market.
In other words, if you, game developer/producer, want to defeat pirating and get higher profits for selling games — cut your prices. $50+ for a game is absolutely & undoubtedly over the top.
In other words:
— now, with price $50/piece you need to sell 200k copies to get 10 mln $.
— with price $15/piece you'd need to sell 700k copies to get 10 mln $. But I'm pretty sure you'd sell more than 700k copies because the consumer will be happier to buy a decent game for such price, and there will be a lot of "random purchases", when people buy because they like the cover. I don't think a lot of people spend $50 on a game, without reading anything about it in the internet beforehand.
Additionally, 700k players are more profitable than 200k players, because
— 700k players could spread a word about your awesome game to more people, than 200k players
— 700k players will recognize your brand name (brand name price goes up, higher stock prices, hint hint) + better start for other games
— 700k players may generate more fun for themselves — multiplayer, mods etc. That will attract a lot of new buyers ;-)
— there will more diehard fans among those 700k players, they will buy more of your T-shirts, god damn it!
High costs? Bullshit. Learn to reduce your costs. And risks.
Optimize game engines, so you don't have to spend a lot of time on them. Nokia cooperated with Sony to make Symbian OS for their camera/smartphones, and I must say it's a great OS. Not necessarily that you share work with competitors, maybe among the departments — would be good too.
The gaming market has reached the level when it becomes harder to improve graphics significantly because there is a limit of technological possibilities of console, and PC parts make smaller steps of improvement (I bought Nvidia 8800 a year ago, it's still considered good, I won't buy some high-end video-card to get 5 more frames per second). In addition, HL2 graphics is still considered good — while HL2 was released 4 years ago, in 2004. Noone considered Deus Ex graphics good in 2004.
Besides that, the gamers will be fine about not-absolutely-astonishing graphics if your game is beautiful ("beautiful" and "good graphics" isn't the same thing) and playable.
Reduce your risks. High risks = harder to get investments. it's a common rule in the economics. How do you reduce risks? Make less "average" titles, make less sucky continuations (like Deus Ex 2, for example). The producers should reduce pressure on the developers. Also, you suck when you try to make a "mass" game with as dumb story as possible. The masses aren't as dumb as you might think.
Fire your marketing departments (also, cost cutting! ;-D). Listen to gamers, simple as that.
That's my opinion.