NoirVisage
Banned
Double post
huh?
Double post
You have a very romantic idea of what a publisher actually is, and what their purpose is.
The fundamental issue, and it is one that is going away, is that there is only a small number of publishers and they act as gatekeepers. Digital distribution is shattering this paradigm but it is still very much in effect...
The model isn't sustainable and we already see publishers pressured to make everything a mega hit to keep the whole thing rolling...
The industry is changing, and the best way to insure survivability in a rapidly shifting climate is diversity. Which is something that the current model really sucks at fostering.
As stated earlier, ones who take more financial (read: creative) risks. Ultimately, taking more short-term risks means less long-term risk in a creative medium such as this, anyway, as you don't dilute your market to the point where they lose interest in a slightly less risky/novel product but one that may be fiscally necessary due to low returns on other investments.
Business ethics is a completely alien concept to the games industry.
A pithy response at best. A business' sole purpose to exist is to generate return for those who invest in it. It serves no other ethical purpose. None.
I mustn't have been around for the days when Kotaku sucked.
They're actually my go to videogame site these days. IGN is now a Sony PR Tool, Eurogamer isn't as good as it used it be and I only use them now for the DF comparisons, 1UP is a shell, and almost all the others I've tried on GAF recommendations were generally just horribly laid out and unreadable websites.
Kotaku AU is really really good, and I also like that Kotaku don't score their reviews.
This piece wasn't bad. Obviously very one sided and wouldn't be the case for aaaaaaallllll games, but still, a good read.
Businesses exist to create value. It is vitally important to make that distinction.
Video game companies exist to create value for video game consumers.
THAT. IS. BUSINESS.
If a publisher views developers as interchangeable parts, there isn't much a developer can negotiate. When Activision can gut Infinity Ward and continue pumping out Call of Duty games with no negative effect on sales, it sends a pretty strong message about who has the power.
Right but this is really the heart of my point. The real power lies not with the developer OR the publisher. The actual power lies with the consumer and the consumer shows time and again- speaking specifically about the retail AAA space- that they don't care about the things many of the folks reading GAF (or making games) care about. And that is why for MANY games there are many publishers that can make pro publisher/anti dev deals: because there is no reason to be pro dev unless the dev has shown value above and beyond getting the product shipped.
The problem I have is people think I am saying I LIKE THIS. I am not saying that. I wish the buying public en large cared more about the things hard core gamers did. But they have showed thus far- at least at 40-60 price points- that they don't.
And I am just saying: THIS IS HOW IT IS. And as a developer that wants to succeed I am ok with the fact that the burden is ON US (the developer) to get to work in figuring out ways to show unique value that the customer (and thus the publisher) finds important (read: financially important) enough that we can demand (because we are worth) better deals.
David
Excuse me, sir, but I don't think that's much of an argument. Are you seriously saying that there should be no attempt made to change bad situations? Especially when, as in this case, the improvement would be in every party's best interest?
Complaining can serve a purpose, you know. I would hope this article itself might shed a little light, and maybe, just maybe, a publisher might read it and reconsider their own focus group methods and examine whether their handling of their own development studios might be having an adverse impact on the final product's marketability.
What do you think can change this dynamic, or can it change at all? Is it something that simply will be how it is, and that's it? Why not unionize? Or get a guild like other entertainment industries?
What do you think can change this dynamic, or can it change at all? Is it something that simply will be how it is, and that's it? Why not unionize? Or get a guild like other entertainment industries?
Bear in mind Jaffe once claimed the whole MSNBC network shouldn't be allowed to report on any Sony products because he erroneously believed the MS stood for Microsoft.
Not a comment on that stance, but the MS does stand for Microsoft.
http://en.wikipedia.org/wiki/Msnbc
But you are not offering any actual solves, unless I am missing it.
Offer a way for a developer to bring more value to the negotiating table and many of us devs will perk up our ears. But telling a publisher they should feel bad because they don't make deals that favor the dev more when the publishers do not have to because the consumer time and again has shown that 'good enough is good enough' is simply fantasy land time, sir.
a- I never said they should not be ALLOWED. I said keep in mind the source.
b- Pardon me for living in 2013 and not blindly trusting 'news organizations' that are part of multi BILLION corporations will always put truthful reporting ahead of their parent company's bottom line.
When I read this piece on Kotaku, my first thought was: I need to post a comment; this is ridiculous. My second thought: I wonder if this found its way to GAF? And it did, and (incidentally) with the post from Jaffe it's a better, more interesting piece. Take note, Kotaku.
As for the piece itself:
The headline frustrates me: We deserve better. We, gamers? Or we, game devs? We, gamers, buy games and we should get what we pay for; the only thing we deserve in that tranacaction is what the publishers says we're going to get in the purchases. Then this business, We Need Better Video Game Publishers? Don't you really mean 'I need money from investors with no strings attached'? And in the ten or so paragraphs that follow, don't you mean 'I'm dissatisfied with the level of success in my career so far, and I'd best find fault with external forces outside my control, becuase personal responsibility is too difficult to accept.'
The anonymous byline, for a fluffy editorial piece, drives me nuts: generalizations about the industry from the voice of a purported ten-year insider, whose most substantive contributions to the argument take the form of ad hominem attack, don't move me to support a revolution. The piece as a whole move me to do anything more than I already do: namely, to try to buy games thoughtfully, avoid the ones I think will disappoint, and give up on the ones that do, despite my best efforts. Becuase, as I said, the only thing I deserve is what I'm told will be in the package when I purchase it. Likewise, the only thing a dev deserves is what they agree to in their contract.
What I don't deserve is a preachy piece of tiresome griping and sour grapes by someone without the courage to give a name to their opinion.
Bravo, Kotaku, on nearly 50k in page views. Journalism, not so much.
And that's the main difference, something that directly ties into the OP, and the one thing that makes Nintendo different: If a game tanks, it's the publisher's fault. Nintendo never killed a studio because their game tanked. Because they realize, as publishers, that it's their fault - not the developer's fault.
Right but this is really the heart of my point. The real power lies not with the developer OR the publisher. The actual power lies with the consumer and the consumer shows time and again- speaking specifically about the retail AAA space- that they don't care about the things many of the folks reading GAF (or making games) care about. And that is why for MANY games there are many publishers that can make pro publisher/anti dev deals: because there is no reason to be pro dev unless the dev has shown value above and beyond getting the product shipped.
The problem I have is people think I am saying I LIKE THIS. I am not saying that. I wish the buying public en large cared more about the things hard core gamers did. But they have showed thus far- at least at 40-60 price points- that they don't.
And I am just saying: THIS IS HOW IT IS. And as a developer that wants to succeed I am ok with the fact that the burden is ON US (the developer) to get to work in figuring out ways to show unique value that the customer (and thus the publisher) finds important (read: financially important) enough that we can demand (because we are worth) better deals.
David
What do you think can change this dynamic, or can it change at all? Is it something that simply will be how it is, and that's it? Why not unionize? Or get a guild like other entertainment industries?
Unionization wouldn't fix it, because unions also practice blacklisting. Also, the people at the top would be elected in / established as the leaders of it, and you're back at the square one problem of the industry being a heavily intertwined old boys club.
two talking wolves address each other! There's a t-shirt idea in there somewhere :O
There was never a Lightbox or SuperBot situation, so I guess they've learned? Nintendo supposedly doesn't do focus testing and shit - they do whatever they feel is right, and the audience is free to take it or leave it. That's the correct approach in my humble opinion. Yes, it means you won't get $100 million dollar projects from Nintendo, but it also means you won't get cookie cutter bullshit. I like and respect that.I don't know if your logic quite follows - Nintendo's reasons for thing are often unclear, to say the least - but yes, it's nice that they're not a chopping block like other publishers.
On the other hand, it would be nice if they learned from those bombs and made a better attempt to market and sell those types of games. But I guess all the major publishers have games they've "sent to die".
I said, "no comment" on that stance. I don't know much about msnbc. I have no idea if they have any bias in regard to Microsoft or its competitors. I was simply refuting the claim here that you were wrong about what the MS stands for. It does stand for Microsoft.
re: OP
Jaffe's response is very -- uh -- one-percenter.
Jaffe, the issue is not as simple as you make it to be. It's not just about having a good enough portfolio to demand a sufficiently good contract. The relationship between developer and publisher is way too one-sided in terms of power and developers who aren't able to negotiate a sufficiently good contract do not "have themselves to blame", as many, many other factors go into the complex power relationship between developer and publisher.
You're basically making the "poor people only have themselves to blame" argument.
I suspect a lot of problems being faced by some Japanese companies, such as Capcom and Square Enix, might be related to this article.
The only time that's true is when the consumers are those who fund the business (ie a government or other tax supported venture).
In any case, totally not arguing the purpose of a business here.
Peter Drucker said:"Because the purpose of business is to create a customer, the business enterprise has two--and only two--basic functions: marketing and innovation. Marketing and innovation produce results; all the rest are costs. Marketing is the distinguishing, unique function of the business."
Right, I understand. I was not suggesting you were saying I was wrong to be suspicious- just quoting your piece cause it also had the MS=Microsoft bit. Sorry if you thought I was attacking you- I was not.
David
The purpose of business is absolutely the point. The breakdown in understanding the true purpose of business is responsible for a lot of the issues in publisher relationships.
In the long term successful publishers absolutely have to understand this.
What I find interesting (no idea if it was covered): Nintendo's relationship with external studios, in contrast with pretty much everybody else.
Nintendo contracted Monster Games, a tiny studio with less than a dozen employees in Northfield, Minnesota, back in 2005 or something, to develop Excite Truck, a Wii launch title. I guess that game did OK, it probably sold kinda OK, but it certainly didn't reach any usual Metacritic threshold. But it seems Nintendo doesn't care. Failure or not, after Excite Truck, they've contracted Monster to do Excite Bots. That game bombed so hard it wasn't even released in Europe. But Nintendo obviously didn't give two shits and gave them the Pilotwings IP. Yes, Pilotwings Resort didn't do well, either, but Nintendo didn't break with the studio: They gave them Donkey Kong.
Another example: Before Nintendo bought Monolith, they've contracted them to do Disaster. That game really was a disaster - it tanked. Hard. It tanked so hard Nintendo didn't even release it in the US. It was a ton of fun, I personally loved it, but it really didn't do well. Next step: Nintendo outright bought Monolith and bankrolled Soma Bringer for DS. The best Diablo clone the DS has ever seen. It did OK I guess, but apparently not good enough to ever leave Japan. After Soma Bringer, Nintendo green lighted a mammoth project, Xenoblade, which took three years to complete. And that one didn't sell well, either. In this case, I'm really just talking sales - it is the highest rated and one of the most pirated JRPGs of all time. Still, it wasn't cheap, and I'm pretty sure it never made Nintendo any money. Not in itself. But what did Nintendo do? Close shop, like any other publisher would? No. They've opened a second studio and gave them money to expand.
And that's the main difference, something that directly ties into the OP, and the one thing that makes Nintendo different: If a game tanks, it's the publisher's fault. Nintendo never killed a studio because their game tanked. Because they realize, as publishers, that it's their fault - not the developer's fault.
I think mark cerny said it best when he said developers and publishers need to embrace the chaos in the create/design phases, to run with ideas, not agendas.
There was never a Lightbox or SuperBot situation, so I guess they've learned? Nintendo supposedly doesn't do focus testing and shit - they do whatever they feel is right, and the audience is free to take it or leave it. That's the correct approach in my humble opinion. Yes, it means you won't get $100 million dollar projects from Nintendo, but it also means you won't get cookie cutter bullshit. I like and respect that.