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An Industry Out of Touch

8byte

Banned
Forgive me if this come's off as too "blog" in its content. I don't have a good outlet to write this, but I think it's something that needs to be stated, collectively, and discussed.

This video game industry is out of touch. Not necessarily those responsible for making games, that is to say, developers. The ground level guys get it. Programmers, audio guys, designers, they are all gamers, they have passions, and they "get it". Publishers, however, don't get it. Profits, media sharing (and monetization), online interactivity and requirements, DLC, and "microtransactions" drive this ship, and are putting the industry in jeopardy; however no one but the vocal minority (us) is paying attention.

Unfortunately, we aren't calling the shots, and our collective pull seems to be hampered, often from the ears publishers, design leads, project managers, etc. The industry has become reactionary, where the goal is no longer the end product, but the metacritic metrics and the consumer dollar. Publishers no longer strive to bring about the "next big thing" and instead are aiming for the "what's making the most money now". Major innovation is almost an exclusive trait to Indie developers, while publishers struggle to grasp simple concepts.

As an example, media sharing has become a massive boon to the video game industry. Videos that let consumers interact, share, observe, and ultimately consume your media via a 3rd party (often YouTube, Twitch TV, etc) are massively popular. As of late, this has been in "danger", as Google and Publishers (Activision, EA, Sony, MS, etc) seem to be upset that they are missing that "piece of the pie" via ad revenue. This is irrational, detrimental, and short sighted. Particularly when they are paying millions of dollars (potentially billions) per annum to advertise their games...when this accomplishes much of that for free, long after those ad campaigns are proclaimed dead.

These broadcasters, bloggers, vloggers, and passionate gamers drive your sales, however marginal, and help your product at the end of the day. Did you publish a terrible game? Is it so bad, it's good? Fortunately for you, there are people who exist who WILL play your game, specifically to experience how terrible it is, and they probably discovered it on YouTube, NeoGAF, Twitch, etc. Is that percentage small? Of course. It is a percentage none the less? Of course. Are you missing out on any money from those people generating ad revenue and paying for their hobby / bills? Absolutely not. Are you making more money from these marginally extended sales? Of course. The idea that this is something that needs to be "curbed" and exclusive to "partnered" individuals is absurd. There is not enough money in the universe that can buy the type of exposure your game will get via YouTube, Twitch, and other media outlets (at least not in an effective, meaningful manner).

Frankly, the people calling the shots here are out of touch. Instead of embracing the future, improving content discovery, delivery, and ultimately investing in free exposure (resulting in more money), they are spending money to hamper these developments, thus (and almost certainly) losing them money.

To compound problems, the industry as a whole seems to be trapped in a "bubble" where the voice of the gamer doesn't exist, and they haven't seen reactions to poorly planned DLC or microtransactions. Media coverage, YouTuber's, message boards (such as "The GAF") and many other outlets have made it explicitly clear over the course of 7-8 years that DLC needs to be meaningful, fairly priced, and most importantly, not impede on the experience delivered to gamers when they purchase your product. Unfortunately, that bubble has been holding strong, and nearly a decade later we are STILL seeing major publishers who have collected MASSIVE amounts of data, customer feedback, and any number of charts and graphs...experimenting with DLC and microtransactions. We're still seeing experiments with this content to "test the waters". This is not only insane, but it is wasteful, unproductive, and naive.

To add insult to injury, game prices have risen. 10 years ago, games were $10 cheaper. Due to the increase in price and the introduction of DLC, games have risen in price, at times nearly two fold, with titles like CoD often running you $110 for the full experience when the annual cycle is all said and done. Now, I understand that post release support costs money, however, season passes have been getting progressively more expensive, with content getting progressively less "fresh" and less "meaty". CoD features a number of recycled assets and layouts in order to maintain its annual release cycle, and the quality of the content has suffered as a result.

We've also seen very little evolution in the quality of provided services. Few are willing to experiment with subscription services for content delivery, particularly annual releases. Instead we've seen publishers chase the day 1 dollar, and ignore all else. It is short sighted to think that this model is viable, particularly when the rise of indie games seems to be so strong among gamers. Indie developers have seen impressive profits and support through programs like the Humble Bundle, PS+, and other deals that otherwise wouldn't be possible under the thumb of a publisher.

I can go on and on about things that are wrong in the industry and have stifled progress the last decade. Focus testing, imitation, massive marketing budgets, community managers instead of community TEAMS, lack of transparency and fan appreciation, numbers driven development instead of creatively driven development...the industry is just full of qualities that will, in nor short amount of time, cost a lot of people jobs, money, and profitability. The structure of everything is archaic, and has failed to evolve with the consumers that keep it afloat; resulting in studios struggling to survive. If you think that is an exaggeration, examine the list of development studios that closed between 2006 and February 2013 (likely more to add to that list!).

Source

38 Studios - 2012
3D Realms - 2009
4mm Games - 2012
7 Studios (Activision) - 2011
ACES Studio (Microsoft) - 2009
Action Forms - 2009
Artech Studios - 2011
Ascaron - 2009
Atomic Elbow - 2008
Backbone Vancouver
Beam Software/Melbourne House - 2010
BigBig (Sony) - 2012
Big Huge Games - 2012
Bizarre Creations (Activision) - 2010/2011
Black Hole Entertainment - 2012
Black Rock (Disney) - 2011
Blue Fang Games - 2011
Blue Tongue (THQ) - 2011
BottleRocket - 2009
Brash Entertainment - 2008
Budcat (Activision) - 2010
Carbonated Games - 2008
Castaway Entertainment - 2008
Cavia - 2010
Cheyenne Mountain - 2010
Cing - 2010
Clover Studios (Capcom) - 2006
Codemasters Guildford - 2011
Cohort Studios - 2011
Concrete Games - 2008
Dark Energy Digital - 2012
Deep Silver Vienna - 2010
DICE Canada - 2006
Digital Anvil - 2006
EA Chicago - 2007
EA Bright Light - 2011/2012
EA Japan - 2007
Eden Games - 2012
Eidos Manchester - 2009
Eidos Hungary - 2010
Empire Interactive - 2009
Ensemble Studios (Microsoft) - 2008
Étrange Libellules - 2012
Eurocom - 2012
Factor 5 - 2009
FASA (Microsoft) - 2007
Fizz Factor - 2009
Flagship Studios - 2008
Flight Plan - 2010
Frozen North Productions
Funcom Beijing - 2013
FuzzyEyes - 2009
Gaia
Gamelab - 2009
Game Republic - 2011
GRIN - 2009
Groove Games - 2010
Gutso Games
HB Studios Halifax - 2012
Helixe (THQ) - 2008
Hogrocket - 2012
Hudson Entertainment - 2011
Hudson Soft - 2012
Humannature Studio (Nexon Vancouver) - 2009
Ignition London - 2010
Ignition Florida - 2010
ImaginEngine - 2012
Impossible Studios - 2013
Incognito Entertainment (Sony) - 2009
Indie Built (Take-Two) - 2006
Iron Lore - 2008
Juice Games (THQ) - 2011
Junction Point - 2013
Kaos Studios (THQ) - 2011
Killaware - 2011
Killspace Entertainment - 2011
KMM Brisbane - 2011
Kuju Manila - 2009
Kuju Chemistry - 2009
Kush Games - 2008
Locomotive Games (THQ) - 2010
Loose Cannon Studios - 2010
Luxoflux - 2010
Mass Media (THQ) - 2008
Microsoft Game Studios Vancouver - 2012
Monte Cristo - 2010
Monumental Games - 2012
Midway Austin - 2009
Midway Newcastle - 2009
MTV Games - 2011
Multiverse - 2012
NetDevil - 2011
Ninja Studio - 2009
Nihon Telenet - 2007
Outerlight - 2010
Outspark - 2013
PAM Development (Take-Two) - 2008
Pandemic Australia (EA) - 2009
Pandemic LA (EA) - 2009
Paradigm Entertainment - 2008
Pi Studios - 2011
Pivotal Games (Take-Two) - 2008
PopCap Dublin - 2012
Propaganda Games (Disney) - 2011
Pseudo Interactive - 2008
Radical Entertainment - 2012
Rainbow Studios (THQ) - 2011
Razorworks - 2009
Reakktor Media - 2012
Realtime Worlds - 2010
Rebellion Derby - 2010
Red Octane - 2010
Redtribe - 2008
Rockstar Vienna - 2006
Sandblast Games (THQ) - 2008
SEGA San Francisco - 2010
Sensory Sweep Studios - 2010
Seta - 2008
Shaba Games (Activision) - 2009
SideCar Studios - 2007
Sierra Online - 2008
Snapdragon Games - 2009
SOE Denver - 2011
SOE Seattle - 2011
SOE Tuscon - 2011
Sony Liverpool - 2012
Spellbound Entertainment - 2012
Stormfront Studios - 2008
Straylight Studios - 2009
Team Bondi - 2011
The Code Monkeys - 2011
Titan Studios - 2009
THQ Australia - 2009
THQ Digital Warrington - 2009
THQ San Diego - 2012
Transmission Games/IR Gurus - 2009
Ubisoft Brazil - 2010
Ubisoft Vancouver - 2012
Underground Development/Z-Axis (Activision) - 2010
Universomo (THQ) - 2009
Venom Games (Take Two) - 2008
Vicarious Visions California - 2007
Vigil Games - 2013
Visceral Australia (EA) - 2011
Wizarbox - 2013
Wolfpack Studios - 2006
Yuke’s Company Of America - 2010
Zipper Interactive - 2012
Zoe Mode London - 2009
Zoonami - 2011
Zynga Boston - 2012
Zynga Japan - 2013

There is a strong chance that a good number of these studios would still be open if publishers would express more flexibility, instead of trying to maintain a rigid and fragile ecosystem that they have crafted to their own benefit (and ultimately demise). This industry is driven by money, and that is undeniable, and absolutely reasonable, and acceptable. However, it continues to be harmed by greed, and that is a very real problem. Publishers have focused too much on striking while the iron is hot and chasing a demographic, instead of investing their money on tools. Investment on development tools to reduce budgets, development time, and improve the quality of development will stretch far further than chasing a genre, title, or demographic in general. Delivering meaningful content to consumers at fair prices in a timely manner will ultimately benefit the publisher more than pushing out a title that fails, and ultimately results in a studios failure.

So...what is your input, Neo GAF? Do you think the current industry model is viable over the course of future generations? More studio closures? How can we possibly get enough leverage to talk to studios, to break that "bubble" if they stubbornly pretend we don't exist, and that this isn't a problem? Discuss, ye intelligent minds of gaming.
 

Silky

Banned
Focus testing, imitation, massive marketing budgets, community managers instead of community TEAMS, lack of transparency and fan appreciation, numbers driven development instead of creatively driven development...the industry is just full of qualities that will, in nor short amount of time, cost a lot of people jobs, money, and profitability. The structure of everything is archaic, and has failed to evolve with the consumers that keep it afloat, struggling to survive.

Nailed it.
 

Avallon

Member
I'm not saying it's right for consumers, but they're doing the thing that makes them the most money. They are not your friend; they just want your money.

Things like microtransactions may be evil in the eyes of consumers, but Gungh Ho makes over $2 million dollars a day on Puzzle and Dragons, and their microtransactions are COMPLETELY non-essential to gameplay.

Microsoft did not repeal "always online" because gamers demanded it, they did it because they calculated that they would lose money by NOT repealing "always online."
 
I wish I could be in charge of a lot of things in this industry. I would make many wrongs right.

Alas I am not in the situation to do so.

Some day... I promise. I'm sure we will all see a lot of things change for the good, and I personally believe everyone has the heart in it to do so and are doing so.

I applaud everyone for what they've done and what they're planning to do with it, but the last thing you want is them losing touch with the audience in what the needs are and what the fillers are.
 

GetemMa

Member
I agree about most of this except the pricing.

For one, nobody forces anyone to buy special editions.

For two, I think the $60 boxed game of 2013 is actually cheaper than the boxed game of 1993 when adjusted for inflation.
 
One of the things I've historically feared since the start of the industry would be what if companies like Microsoft, EA, Activision took control of the industry. I feared microtransactions and nickel-and-diming and generally us, the consumer, getting fucked.

Sometimes I wonder how the informed consumer can continue to purchase trash like BF4 or NBA Live because those dollars just continue these practices.

I guess I can just sit and hope that the market corrects itself because when it comes to a point where games do not work as soon as they are unboxed, something is wrong.
 
I agree about most of this except the pricing.

For one, nobody forces anyone to buy special editions.

For two, I think the $60 boxed game of 2013 is actually cheaper than the boxed game of 1993 when adjusted for inflation.

This argument never made sense to me. Everything is cheaper with inflation. Everything is better. Did the pay also get better with inflation? Did the living also get better?

If anything, there are far more gamers now than in 1993 with or without inflation.

It sickens me to see a game like "Tomb Raider" getting GOTY Edition that costs $30 in last gen and $60 for "Definitive verion" which is just prettier. I know hard work went on it but some things can't be justified with a $60 price tag.
 
This.

Give the ring to Frodo.

EKurHVU.jpg
 

Dennis

Banned
Kickstarter alone is going to provide me with enough games for 2014. Then you have Paradox and the better of the AAA developers and..................I can't hold all these games.

The industry may be out of touch but most of them don't make games I have any interest in playing anyway.
 

Kimawolf

Member
I agree. But i go one step further and throw in developers as well. They shit on their fans. Release buggy products all the time and yet the consumer eats it up and then chants "dont talk about said dev being lazy or whatever". This is the only industry where the fans defend defecient products.
 

Hiccup

Banned
Stop selling broken $60 games.
It's insulting that brand new games have huge bugs.

How is it that nintendo doesn't have so many bugs? They do, but it's quite rare.
 

QaaQer

Member
the biggest problem is that the small studios that grow into medium stuidos by doing things right get bought and then killed. One need only look at popcap & Maxis etc etc.
 

8byte

Banned
I'm not saying it's right for consumers, but they're doing the thing that makes them the most money. They are not your friend; they just want your money.

Things like microtransactions may be evil in the eyes of consumers, but Gungh Ho makes over $2 million dollars a day on Puzzle and Dragons, and their microtransactions are COMPLETELY non-essential to gameplay.

Microsoft did not repeal "always online" because gamers demanded it, they did it because they calculated that they would lose money by NOT repealing "always online."

This is a game that should be setting the example for the industry, to an extent. It is highly profitable, almost certainly low maintenance and cheap to develop, and best of all, doesn't chase down just "one" demographic.

This is flexibility that big publishers simply will not exercise, particularly in the pricing model. Instead, they are 100% reactionary and only wish to see the day 1 dollar on game sales and "Season Passes". Their experimentation has failed for nearly a decade, and they still haven't learned.

Gung Ho making $2 million per DAY should be a wake up call, so to speak, not something that is terribly evil.
 
Kickstarter alone is going to provide me with enough games for 2014. Then you have Paradox and the better of the AAA developers and..................I can't hold all these games.

The industry may be out of touch but most of them don't make games I have any interest in playing anyway.

Yep. There are more than enough games that have been kickstarted, that are of interest to me.
I also have a growing interest in a lot of the older PC Strat and Adv. games I'm good for life!
 

Kysen

Member
Some gamers get too involved and forget that these companies are businesses and need to make money. Fan appreciation doesn't keep your doors open. Look at Platinum, they make great games but are going from project to project hoping they can stay afloat.

The market has gone this way because that is where the money is.

As an example, media sharing has become a massive boon to the video game industry. Videos that let consumers interact, share, observe, and ultimately consume your media via a 3rd party (often YouTube, Twitch TV, etc) are massively popular. As of late, this has been in "danger", as Google and Publishers (Activision, EA, Sony, MS, etc) seem to be upset that they are missing that "piece of the pie" via ad revenue. This is irrational, detrimental, and short sighted. Particularly when they are paying millions of dollars (potentially billions) per annum to advertise their games...when this accomplishes much of that for free, long after those ad campaigns are proclaimed dead.

Making videos is fine but getting paid by using other peoples IP isn't. Trying to cover over this fact by calling it free advertising is stupid. If the youtubers want to make money off licensed content then they need to buy a license like in every other digital market.
 

kurbaan

Banned
Read most of that and the main thing is gamers don't have a voice. But they do. The gamers voice is their money and wallet. IF gamers don't like the DLC, Micro transactions, paid online, streamlined games they should not spend their money on them. Thats the vote gamers have.

Yet this whole generation gamers have shown more and more that they are willing to pay for DLC, micro transactions and want games like COD and AAA blockbusters. The reason you get games that are focus tested is because thats what they see from the data. Focus testing is basically getting input from gamers.

The best selling games are the type that you seem to complain about but the publishers are giving people what they want (or at least what they think people will pay for). Now we have the trend of micro transactions in $60 dollar games starting. If gamers actually rejected this and didn't not waste their money it wouldn't be so prevalent. If gamers actually didn't waste on day one DLC or actually get swayed by these idiotic preorder DLC things they would not exist.

Gamers fully supported paid online over the last generation. Now this time both have paid online and there were a few cries but people said oh well.

Yes what i said doesn't apply to everyone and some are voting with their wallets but they aren't the majority so it doesn't really matter. The majority is ok with the crap you outlined or they may bitch about it but spend the money anyways. Dunno which is worse.
 

velociraptor

Junior Member
Viva la indie (and mid-tier) revolution

I hate indie games.

I'm currently playing Borderlands 2 and I'm amazed at how well crafted the game is. No indie developer could pull of a game to the sheer scale and quality of Borderlands 2. The same can be applied to Dark Souls and The Witcher 2 (although I didn't enjoy this game as well as the others).
 

Nirolak

Mrgrgr
Profits, media sharing (and monetization), online interactivity and requirements, DLC, and "microtransactions" drive this ship, and are putting the industry in jeopardy; however no one but the vocal minority (us) is paying attention.
Okay so you present a giant list of closed developers as part of your evidence for this, but which of the studios that were closed were doing all, or even most of the above, versus the ones that are still open and alive and known to be doing so?
 

SummitAve

Banned
I hate indie games.

I'm currently playing Borderlands 2 and I'm amazed at how well crafted the game is. No indie developer could pull of a game to the sheer scale and quality of Borderlands 2. The same can be applied to Dark Souls and The Witcher 2 (although I didn't enjoy this game as well as the others).

Based on absolutely nothing.
 

velociraptor

Junior Member
Based on absolutely nothing.
Furthermore, what indie developer could craft a game as epic as Bioshock, Mass Effect 1/2/3, God Of War 3, The Last Of Us or Uncharted 2? No indie developer can. 'AAA' games excite me. Most indie games are forgettable experiences.
 

Hiccup

Banned
Read most of that and the main thing is gamers don't have a voice. But they do. The gamers voice is their money and wallet. IF gamers don't like the DLC, Micro transactions, paid online, streamlined games they should not spend their money on them. Thats the vote gamers have.

Yet this whole generation gamers have shown more and more that they are willing to pay for DLC, micro transactions and want games like COD and AAA blockbusters. The reason you get games that are focus tested is because thats what they see from the data. Focus testing is basically getting input from gamers.

The best selling games are the type that you seem to complain about but the publishers are giving people what they want (or at least what they think people will pay for). Now we have the trend of micro transactions in $60 dollar games starting. If gamers actually rejected this and didn't not waste their money it wouldn't be so prevalent. If gamers actually didn't waste on day one DLC or actually get swayed by these idiotic preorder DLC things they would not exist.

Gamers fully supported paid online over the last generation. Now this time both have paid online and there were a few cries but people said oh well.

Yes what i said doesn't apply to everyone and some are voting with their wallets but they aren't the majority so it doesn't really matter. The majority is ok with the crap you outlined or they may bitch about it but spend the money anyways. Dunno which is worse.

I've given up on arguing against them. Gamers are sheep. Even on GAF, the one place in figure would have the smartest gamers, bow down and buy season passes, broken games, day one DLC.
 

KukicAdo

Neo Member
Beautiful.

I would love for one of the big three to try something new. A Spotify like subscription service, pay $50/mo, get access to the entire game library (minus DLC) 30 days after initial release. That way publishers can still capture that Day 1 $$$, and still have a model for long-term monitization through DLC and subscription costs.

This will never happen though :(
 
Main problem is that you want graphic quality to keep increasing?
That will coast more money then a generation then before so budget of a video game gets bigger so less risk is taken because if you invest $40+ Million you can't take to much risk other wise you will end up like THQ.

Cycle repeat.

And it has always been an industry were creative vision and creative freedom have struggled with cost and making money.

+ Please remember that we are the "informed 10% hardcore" of the industry and we can NOT fund the entire industry on our own even if we all both all "good" AAA and smaller games NO games would ever make any money anymore.
We and the publishers NEED the other 90% of the game playing audience to buy the games other wise there wouldn't be anymore video games to begin with.
 
Take that list of dead developers and beside it write down what games it was that they released. Then take a look at what the general feeling from NeoGAF was when they released those games. Most of them will have been met with apathy or derision.

Did the industry kill those developers or did a player base that didn't care about their games kill them?
 

SummitAve

Banned
Furthermore, what indie developer could craft a game as epic as Bioshock, Mass Effect 1/2/3, God Of War 3, The Last Of Us or Uncharted 2? No indie developer can. 'AAA' games excite me. Most indie games are forgettable experiences.

I feel bad that you're not able to have enjoyable experiences with indie games. They are just games like any other games, I don't know why you insist on making the distinction.
 

Dolor

Member
I hate indie games.

I'm currently playing Borderlands 2 and I'm amazed at how well crafted the game is. No indie developer could pull of a game to the sheer scale and quality of Borderlands 2. The same can be applied to Dark Souls and The Witcher 2 (although I didn't enjoy this game as well as the others).

Funny thing is I don't like most indie games either, but the thing about indie games is that there are freaking thousands of them, so it isn't hard to find one you like. Plus, every year, their production quality gets better.
 

Oni3298

Member
Good read OP, I gotta agree with you. Unfortunately, the end result is always money, so real meaningful change will only occur if there is a trail with a big pile of cash at the end.
 

Oni3298

Member
I agree. But i go one step further and throw in developers as well. They shit on their fans. Release buggy products all the time and yet the consumer eats it up and then chants "dont talk about said dev being lazy or whatever". This is the only industry where the fans defend defecient products.

I would like to say that I imagine most devs don't enjoy shipping a broken/buggy product. Its the publishers who are usually the ones enforcing release dates.
 

RaikuHebi

Banned
Indies shall herald a new Utopia for us Gamers.

I hate indie games.

I'm currently playing Borderlands 2 and I'm amazed at how well crafted the game is. No indie developer could pull of a game to the sheer scale and quality of Borderlands 2. The same can be applied to Dark Souls and The Witcher 2 (although I didn't enjoy this game as well as the others).

Be prepared to be surprised this gen. then.
 
Furthermore, what indie developer could craft a game as epic as Bioshock, Mass Effect 1/2/3, God Of War 3, The Last Of Us or Uncharted 2? No indie developer can. 'AAA' games excite me. Most indie games are forgettable experiences.

SNES era Nintendo made Super Metoid off a team of 15. Small teams can go pretty damn good for themselves.
 
Pardon me for asking, but what's a community team (as opposed to a community manager)?
Its just about the wording not about the amount of people
Team implies that you work with people to accomplish goals.
Manager implies that you force work on others or delegate work to not do any of it yourself.
 

kazebyaka

Banned
Consumers are at fault here, not industry, to be honest. All this shitty focus testing and other stuff is because it works, and people buy shitty broken games on launch every fucking single time over and over and over. They screw us, and we buy it. And will buy it, because people are dumb. And publishers get it, they know what to do to sell shit and they pretty much successful in it. It's gamers who are out of touch, not industry.
 

Alx

Member
I wish I could be in charge of a lot of things in this industry. I would make many wrongs right.

Eh, it's easier said than done.
Of course it's easy to notice that there's something rotten in the state of Denmark, and we all have the illusion that we have the solution and would do better than all the fools that are in charge right now. Just like we think we could do a better job than our politicians, economists, CEOs or football coach.
But somehow, I doubt it. Or more exactly, I'm sure that for a few ones who could pull it off, most other people who think they know what to do would be wrong in the end.
 
This will all sort itself out in due time. If the thesis is that huge corporate publishers are alienating consumers and stifling creativity, then eventually consumers will lose interest in the product and said publishers will go out of business. It's not like we haven't already seen this exact same scenario play out before with the home console market crash of 1983, after Warner upper management ruined Atari. In the meantime, enjoy the indie scene, or 3DS, or any platform that still carries the torch for consumer rights and fresh gameplay.
 
SNES era Nintendo made Super Metoid off a team of 15. Small teams can go pretty damn good for themselves.

They can but 15 people on a indie game team pretty pricey. Even if they were all making 40k a year it is still 600k a year and then there is gear and overhead on that. They still would need to sell about 40k copies at $20 a copy of their game to break even. Selling that many full priced copies isn't easy with so much competition out there.
 

BeerSnob

Member
Nailed it.

Yeah basically. They're using paperclip production methods to make entertainment media. Take any interview with Blezinski or any shareholder meeting, you can't tell if their making entertainment media or steering wheel covers.
 

SirCrush

Member
In many ways technology and consumerism is evolving faster than the companies that support them. You're right, the way things are done is dated - though I wouldn't go so far as archaic - but evolving, albeit a little slowly. I am brain fried right now...I have this whole argument in my head about how indies and the big dogs like Sony, Microsoft, and even companies like EA and Activision are slowly conforming to each other and improving the way business is done so that they can profit along with us, the gamer...but blah. Fill in the blanks :p
 
Consumers are at fault here, not industry, to be honest. All this shitty focus testing and other stuff is because it works, and people buy shitty broken games on launch every fucking single time over and over and over. They screw us, and we buy it. And will buy it, because people are dumb. And publishers get it, they know what to do to sell shit and they pretty much successful in it. It's gamers who are out of touch, not industry.

Everyone is at fault. Consumers for being dumb, the industry for being greedy. For example, people copy call of duty because it sells, but even Call of Duty can't capture it's original magic anymore, and the copycats usually do an awful job. It may still sell, but eventually people stop buying stuff that feels old and tired. People want something new, they just don't know what it is, and it's up to those few amazing companies to push things forward.
 

Biker19

Banned
What the OP wrote is exactly what I've been trying to tell people in this first thread that I made here, & yet, I got railroaded for it.
 
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