His opening is a summery of this TED talk:
http://www.youtube.com/watch?feature=player_detailpage&v=iIiAAhUeR6Y#t=126s
Still, he used it well.
EA is Saruman.I'm starting to think that the Lord of the Rings prophesied this as well. The ring of power is that one perfect game, and the Fellowship is a ragtag group of publishers trying and failing and succumbing to the power of the one true homogenized all-genre mainstream game design. The design to rule all other game designs.
I'm pretty sure that makes Activision Mordor and EA Gondor.
Or something.
I haven't really seen the same commentary elsewhere. Could you provide me with a link or two? (Not trying to call you out...I'm genuinely interested in seeing more on the subject)He didn't really say anything that hasn't been said a million times already.
Good point. EA used to be cool way back when, and still manages to have rare moments of brilliance now and then.EA is Saruman.
I haven't really seen the same commentary elsewhere. Could you provide me with a link or two? (Not trying to call you out...I'm genuinely interested in seeing more on the subject)
You don't read several comments a day on GAF claiming homogenization leads to the industry's decline? Just browse today's Splinter Cell thread.I haven't really seen the same commentary elsewhere. Could you provide me with a link or two? (Not trying to call you out...I'm genuinely interested in seeing more on the subject)
I thought his original comment was inappropriate in the first place. I may have gone over the line as well, but that's to make my point. I have nothing against him as a person or a journalist.What the fuck? Why do you have to take it to a personal level?
Cool to see you took it lightly.You say this now, but you're talking about your future bloodline, what with me being the advance genetic template of the human race.
Heavy Rain is probably a good example too looking at things money-wise: it's an adventure game that made Sony $100 million.
Yeah, I've posted a bunch about it myself on various forums. I thought you meant game writers have trod this ground a lot, which interested me.You don't read several comments a day on GAF claiming homogenization leads to the industry's decline? Just browse today's Splinter Cell thread.
Fantastic points all round, there, and likely a good part of the reason.Jim -- I very much liked your episode, but I see a critical and important distinction between your pasta example and how the video game market is structured. To be specific, I don't think EA/Take 2/et al. are simply ignoring lessons of business past. Instead, there is a real, substantial advantage to the approach they've taken, even if it lost (some) of them money in the process.
The big four publishers, EA, Take 2, Ubisoft and Activision were (and still are) trying to create an oligopoly, and that is achieved by raising barriers to entry. This is similar to the film and music industries, where 80-90% of the entire market is dominated by 3-5 companies. They accomplish this by making movie making (and music production) such an expensive endeavor, and at such low profit margins, that nobody in their right mind would want to enter the market to compete, because it's so expensive for such low returns.
Another way to put that idea is this: EA is not necessarily more talented or innovative than a guy in his garage making a game like Minecraft. I mean, often EA is more talented -- there are some terrible indie games out there -- but sometimes they are not. However, what EA always has over every indie studios is more money. Lots and lots more money. So it behooves companies like EA to create a market where the cost of entry is very high. where the first step to realistically competing against EA's games or Activision's Call of Duty is "start with 100 million dollars to invest."
Of course, this process only functions in the console/AAA space, where costs are high (and when costs are very high, consequently risk taking tends to be very low). It is not a functional model when the cost of entry is lower, as it is on PC or Facebook or iOS -- which is why we see more indie success stories on those platforms, where indies don't just have singular big hits but can become huge companies in their own right, like Riot Games, Gameloft, Rovio, or Zynga. The success of those companies in non-traditional-AAA spaces shows what's going on here. As soon as EA/Activision/Ubisoft/Take 2 aren't the default, automatic winners because only they have the money to even plausibly make a big, expensive hit game, new studios prosper and grow in to production houses in their own right. If it had cost 100 million dollars to make League of Legends or 250 Million to get Angry Birds off the ground, neither of those companies would exist in the form they do today.
So, to summarize my point: extremely high development costs will naturally suppress anyone's willingness to take big mechanical risks. Spending more money makes you less willing to roll the dice on an unproven dormant concept, and that isn't unique to video games. Further, the reason development costs have continued to rise unabated is that high development costs actually have significant benefits for the big four publishers, who can muscle competition out through the sheer size of their wallet even if it's unhealthy for the ecosystem as a whole. Going back to your example, Campbell soups is a very large company; if Campbell/Prego could simply raise the cost of doing business so that Ragu could not possibly keep up with costs and would lose just because their wallet is too small, they would have.
Fantastic points all round, there, and likely a good part of the reason.
I do need to point out, maybe in another episode, that I am well aware of the big barriers as to why my idealistic vision for the world is nowhere near close enough to reality. Between your points, and the whole dodgy issue of publicly traded companies, there are "good" reasons as to why sense can't prevail in the big budget industry. The very best I can hope for is to maybe at least justify those developers and publishers that *are* keeping it sensible. I know a couple studios have really loved the recent Jimquisition and feel further validated in the path they're personally on, which is great.
Eventually these larger companies may just run themselves into the ground, so such studios can step out from their shadow.
Jim -- I very much liked your episode, but I see a critical and important distinction between your pasta example and how the video game market is structured. To be specific, I don't think EA/Take 2/et al. are simply ignoring lessons of business past. Instead, there is a real, substantial advantage to the approach they've taken, even if it lost (some) of them money in the process.
The big four publishers -- EA, Take 2, Ubisoft and Activision -- were (and still are) trying to create an oligopoly, and that is achieved by raising barriers to entry. This is similar to the film and music industries, where 80-90% of the entire market is dominated by 3-5 companies. They accomplish this by making movie making (and music production) such an expensive endeavor, and at such low profit margins, that nobody in their right mind would want to enter the market to compete, because it's so expensive for such low returns.
Another way to put that idea is this: EA is not necessarily more talented or innovative than a guy in his garage making a game like Minecraft. I mean, often EA is more talented -- there are some terrible indie games out there -- but sometimes they are not. However, what EA always has over every indie studio is more money. Lots and lots more money. So it behooves companies like EA to create a market where the cost of entry is very high, and where the first step to realistically competing against EA's games or Activision's Call of Duty is "start with 100 million dollars to invest."
Of course, this process only functions in the console/AAA space, where costs are high. Consequently, when costs are very high, risk taking tends to be very low. It is not a functional model when the cost of entry is lower, as it is on PC or Facebook or iOS -- which is why we see more indie success stories on those platforms, where indies don't just have occasional success but can become huge companies in their own right, like Riot Games, Gameloft, Rovio, or Zynga. The success of those companies in non-traditional-AAA spaces shows what's going on here. As soon as EA/Activision/Ubisoft/Take 2 aren't the default, automatic winners because only they have the money to even plausibly make a big, expensive hit game, new studios prosper and grow in to production houses in their own right. If it had cost 100 million dollars to make League of Legends or 250 Million to get Angry Birds off the ground, neither of those companies would exist in the form they do today.
So, to summarize my point: extremely high development costs will naturally suppress anyone's willingness to take big mechanical risks. Spending more money makes you less willing to roll the dice on an unproven dormant concept, and that isn't unique to video games. Further, the reason development costs have continued to rise unabated is that high development costs actually have significant benefits for the big four publishers, who can muscle competition out through the sheer size of their wallet even if it's unhealthy for the ecosystem as a whole. Going back to your example, Campbell soups is a very large company; if Campbell/Prego could simply raise the cost of doing business so that Ragu could not possibly keep up with costs and would lose just because their wallet is too small, they would have.
This in a interesting post. Do you think that Sony's/Nintendo's sudden embrace of indies a forward thinking strategy and a way to push back against the oligopoly model?
Absolutely, it very much helps. Sony is better positioned than Nintendo to capitalize on it, but both are thinking ahead.
I want to give this its own post because I think it's an important point (I originally edited this in to my last post).
Not only are the number of big publishers dwindling (Eidos is now part of SE, Midway is gone, THQ is gone, etc.), but the actual number of major releases from the remaining publishers is dwindling too (EA released 70+ retail games in 2007, but released just 17 last year). So it isn't as if THQ is going under and EA is picking up the slack.
This isn't a sudden trend that took hold last year, either. It's been a persistent pattern now for at least the better part of a decade, if not longer. You can see how a market could slowly die or become irrelevant with a trend like that.
The big four publishers -- EA, Take 2, Ubisoft and Activision -- were (and still are) trying to create an oligopoly, and that is achieved by raising barriers to entry. This is similar to the film and music industries, where 80-90% of the entire market is dominated by 3-5 companies. They accomplish this by making movie making (and music production) such an expensive endeavor, and at such low profit margins, that nobody in their right mind would want to enter the market to compete, because it's so expensive for such low returns.
EA/Take 2/etc. aren't deliberately raising barriers to entry in certain big-budget genres, and then enjoying oligopoly profits as a result. It's the other way around: they're competing in the genres they think they can be most profitable in, and as a result of that competition, budgets rise as companies try to one-up each other.I want to give this its own post because I think it's an important point (I originally edited this in to my last post).
Not only are the number of big publishers dwindling (Eidos is now part of SE, Midway is gone, THQ is gone, etc.), but the actual number of major releases from the remaining publishers is dwindling too (EA released 70+ retail games in 2007, but released just 17 last year). So it isn't as if THQ is going under and EA or Activision is picking up the slack.
This isn't a sudden trend that took hold last year, either. It's been a persistent pattern now for at least the better part of a decade, if not longer. You can see how a market could slowly die or become irrelevant with a trend like that. You need new blood to rise up, but EA/Take 2/etc. are all working very hard to prevent it, because it's obviously in their own personal, short term interest to do so.
I want to give this its own post because I think it's an important point (I originally edited this in to my last post).
Not only are the number of big publishers dwindling (Eidos is now part of SE, Midway is gone, THQ is gone, etc.), but the actual number of major releases from the remaining publishers is dwindling too (EA released 70+ retail games in 2007, but released just 17 last year). So it isn't as if THQ is going under and EA or Activision is picking up the slack.
This isn't a sudden trend that took hold last year, either. It's been a persistent pattern now for at least the better part of a decade, if not longer. You can see how a market could slowly die or become irrelevant with a trend like that. You need new blood to rise up, but EA/Take 2/etc. are all working very hard to prevent it, because it's obviously in their own personal, short term interest to do so.
Excellent video.
This is how I feel about MMOs too... Seems that developers tried to take people away from WoW, and were for some reason surprised when the game they made didn't have the subscriber base. Well, because they have WoW. Developers who chase the mythological sales of games like CoD are going to be disappointed. Let Activision have it's realistic military FPS- That market is already gone.
I hope that we see some more developers going back to genres that were forgotten this generation. Like the RPG, for instance.
After seeing Opiate's first post, I realize that he brought up something that I failed to consider; that the pasta sauce parallel is in fact somewhat loose relative to this video. Not that I think the message of the Prego parable is any less true (there can be more than highly profitable audience group for a market). But the idea that AAA market is deliberate on the part of certain developers, and that the targeted companies (Activision, etc.) have an interest in their tactics, and has managed to pay out decently enough for them (in real and passive, market-affecting terms) makes these situations different.
While this is true, I also worry about a market that can't handle two WoWs and two CoDs... maybe the online nature of these games (and, therefore, their replay value) makes redundancy comes faster, but I often ask myself where is my Skyrim game that is not Skyrim, for example.
Shiet, I didn't know that about pasta sauces...fascinating. Now I need to read up on it...I also find the creation of "Sour cream and onion" chip flavor a fascinating story.
EA/Take 2/etc. aren't deliberately raising barriers to entry in certain big-budget genres, and then enjoying oligopoly profits as a result. It's the other way around: they're competing in the genres they think they can be most profitable in, and as a result of that competition, budgets rise as companies try to one-up each other.
It might initially seem like a minor distinction, but it isn't. It's why, for example, the MMO genre has huge barriers to entry but has been a spectacular failure for most big publishers.
The big four publishers -- EA, Take 2, Ubisoft and Activision -- were (and still are) trying to create an oligopoly, and that is achieved by raising barriers to entry.
Of course, this process only functions in the console/AAA space, where costs are high. Consequently, when costs are very high, risk taking tends to be very low. It is not a functional model when the cost of entry is lower, as it is on PC or Facebook or iOS -- which is why we see more indie success stories on those platforms, where indies don't just have occasional success but can become huge companies in their own right, like Riot Games, Gameloft, Rovio, or Zynga. The success of those companies in non-traditional-AAA spaces shows what's going on here. As soon as EA/Activision/Ubisoft/Take 2 aren't the default, automatic winners because only they have the money to even plausibly make a big, expensive hit game, new studios prosper and grow in to production houses in their own right.