JonnyDBrit
Member
Im really not sure what your point is here. I didn't apologize for anything. All i said was there isn't enough data on this topic because there isn't.
...I was apologising for not being able to provide more?
Im really not sure what your point is here. I didn't apologize for anything. All i said was there isn't enough data on this topic because there isn't.
...I was apologising for not being able to provide more?
But the video is meant to respond to a common argument: the price of games has stayed the same while costs have risen. His evidence is clear: publishers are now selling very high priced versions of their games which changed the on-average selling price. Hence, AAA games are not simply "$60" anymore.
It's fine to try to make a follow-up argument and say "but even still that's not enough!", but that's a different argument than the one he was responding tom
This argument of "high budget games were caused by publishers, not consumers!" a week after MvC Infinite bombed solely because the graphics were trash...
Let's also not forget Mass Effect Andromeda's animations not being good enough, but hey did you know if you make your game look like minecraft or PUBG it'll still sell well. As they represent the ENTIRE context of the gaming industry dontcha know?
But the video is meant to respond to a common argument: the price of games has stayed the same while costs have risen. His evidence is clear: publishers are now selling very high priced versions of their games which changes the on-average selling price. Hence, AAA games are not simply "$60" anymore.
It's fine to try to make a follow-up argument and say "but even still that's not enough!", but that's a different argument than the one he was responding to.
hahahahahaaaaaPersonally I think SW Battlefront 2 is a good way of approaching it, since the base game already seems full of content, and I love that I do not need to buy a season pass. Whereas something like this years COD seems pretty excessive by having both loot boxes and a season pass.
It's about as fair as an assessment as using indie titles to gauge the would be success of triple A games made with much smaller budgets. (With the implication being that we'd get the same games and not way more reduced scale?)This isn't really a fair assesment. A lot of people viewed those games as a step backwards compared to past entries. Why would anyone buy those in that case?
Also I've not really followed the MvC debacle but I seem to remember that a lot of complaints had to do with the roster as well. As for Andromeda, the animations were the least of its problems, writting and level design were also pretty important negative points.
Those are obvious game which had a more troubled development cycle than usual.
They would probably lead to massive changes that would contradict what made those IPs successful in the first place. Side note:On a general level, games are more complex than they ever were last gen while also looking better. Whether it's through larger level design due to the backlash against total linearity, more options to tackle levels, and generally more detail, I can't really see how people are finding games to be shallow these days. More like accessible, like yea I can play a game the easier way, but why would I want to when I got these options?
Ok, but he doesn't even address the question of how much it costs to make a game, that's my - and LordRaptors - whole point. Where is that information?
How can one make a genuine argument that the retail price of games is too much or too little if we don't have the most crucial piece of information: how much they cost to make?
I made that first comparison, but I was also comparing it to other modern shooters (Battlefield). The point wasn't that just it was lacking content compared to the older game, but that even in relation to other contemporary titles within the genre. It obviously costs much more to make one Battlefront map in 2015 than it would in 2005 - and I certainly wouldn't expect nineteen maps at launch these days, especially for a game at the scale of Battlefront - but you can see how it was lacking compared to even a modern Battlefield title, right?
As for whether the current pricing structure is sufficient, my evidence is that big publishers are highly profitable right now. They do not appear to be hurting.
I also like the spin-off argument that Blizzard needs loot boxes in their $60 game so they can give us free updates and pay server costs every month. To which I ask: "they really couldn't come up with something less predatory and inherently disgusting than the RNGeezus loot box system?"
As for whether the current pricing structure is sufficient, my evidence is that big publishers are highly profitable right now. They do not appear to be hurting. In a world where budgets were simply too high, profits (and stock prices) would be low.
A good chunk of profitability is coming from add on content and MTX though...
These aren't mutually exclusive concepts, devs are already branching out both from aesthetic and game design in triple A games whether it's putting their spin on existing concepts or attempting things that haven't been done before.Yes, it would contradict what made those IPs successful, which for many is the insane launch hype, events, and marketing associated with the release of a blockbuster product. As for production values, I'm very willing to give up the insane production values in AAA games for games similar to what developers are already doing outside of that space.
Because people didn't buy those often enough.Why don't we see AAA RPGs anything like Divinity: Original Sin 2, or the reactivity to choices in The Age of Decadence?
I mean..it certainly did for a lot of people considering the success of open world games this gen.While more complex, I don't think the way AAA developers embraced the open-world concept had a positive effect.
Genres evolve and change overtime. And that's ok.Some of the core principles of open-world games used to be exploration and non-linear quest design, among others with the intention of making the player feel like an active participant in the game world. These games had no quest markers and were designed in such a way for the player to reason their way through situations. If a quest asked the player to find someone in another town, he'd have to ask for directions, use signs, and possibly a map to arrive. Solving quests made you feel like a real character in this world. The Elder Scrolls III: Morrowind and Gothic are fantastic (3D) examples. The modern variety is an abomination of the concept, with quest markers dictating your every step, fast-travel, and a range of accessibility features designed for the player to never have to think or become frustrated with anything.
Right, but in that same token, it is probably also more expensive to make a Battlefront map than it was to make a modern Battlefield map because the making of a Battlefield game at this point is much more refined, pipelined and efficient than it is to make a Battlefront game (essentially something brand new) along with, I'm sure, a lot of artistic and creative overhead, direction and expectations from Disney. I'm just speculating. Making something new (which Battlefront essentially was) at that level of detail is extraordinarily expensive. That detail is probably a consequence of both consumer demand and Disney's expectations.
I guess what I'm saying is the same amount of content wont necessarily cost about the same to produce. Just for the record- I'm not defending it, I'm explaining it.
And I personally have no problem with add-on content in the abstract, only with specific manifestations of it. And it is only fairly recently that the loot box thing has really taken off in the AAA space, suggesting that they are not something necessary to shore up sagging profits, just another potential route to growth.
I agree - I didnt finish the video because I didnt find it interesting, but that I did see was logically inept . Its completely begging the question.While I share Jim's distaste for nearly every single business practice emplyed by gaming publishers these days, I think his entire argumentation platform is wrong here.
The core subject is that games have so much extra crap put behind paywalls because the $60 MSRP of games haven't risen.
So Jim argues that they don't cost $60 in reality, because a lot of content that used to be in games is now being put behind paywalls.
So what's the discussion? Aren't these statements the same thing? Am I missing something?
The video feels like Jim is rather just ventilating his (perfectly justified) anger while thinking he's arguing something, when he's actually just... agreeing?
I have never seen DLC starting production before finishing a game though. I get that people want to think corporations are evil and DLC is cut from the main game, but I have never seen that happen, ever. DLC is budgeted separately, produced separately.
he makes it sound like you're getting some shell of a game for $60 that you need to pour more money into to get a worthwhile experience.
I honestly feel the exact opposite. As increasingly dubious products come out that actually probably do require me raising a more suspicious eyebrow (like Shadow of Mordor or Forza), I feel like I've become increasingly numb to voices like Jim's that are just perpetually angry about everything. It's a "boy who cried wolf" problem to me just in that it's very difficult for me to take notice to new consumer rights threats because the loudest voices are always people like Jim that seem to be able to find a brand new "this time the games industry has gone too far!!!!" thing to rant about each and every week.
Publishers responding to market trends and more importantly demands.
I probably sound like an asshole but it's a business. Businesses aren't in it it for 'the art of the videogame', they want money, as every business does.The AAA industry took one look at mobile gaming and said "Well, if they can do it, why not us?"
There isn't any other justification except greed. And people saying otherwise are either deluding themselves if they're consumers, and trying to justify it if they work in the industry.
Well, and that consumers like them. A lot. Because the growth in this category of spend is significant.
He didn't say it was too much or too little, he said it was more than $60. Once you have accepted that, his argument is won for this video.
As for whether the current pricing structure is sufficient, my evidence is that big publishers are highly profitable right now. They do not appear to be hurting. In a world where budgets were simply too high, profits (and stock prices) would be low.
But the video is meant to respond to a common argument: the price of games has stayed the same while costs have risen.
Jim nailing it as usual with the scummy practices of what used to be a much more enjoyable hobby.
Well, and that consumers like them. A lot. Because the growth in this category of spend is significant.
From the title I thought the video was going to be about how 99% of games are $40 a couple/few weeks after launch.
His point is that games are not $60, thats just the base entry price and that a full game is much more expensive than that due to stuff like gold editions and season passes at launch, so there is no reason to claim that publishers need predatory stuff like lootboxes to offset a $60 MRSP when they already found a way that is generally well recieved to successfully offset those costs.
Well, and that consumers like them. A lot. Because the growth in this category of spend is significant.
Asking a simple question: how much do games cost to make? Is not about changing the argument, it's about digging deeper to get answers based on facts, not emotions.
He's right, but the way the argument has been made is really weak.
Should be more focused on just loot boxes and when they are and aren't appropriate. The whole criticism of silver, gold, diamond editions section followed by "oh but they're actually fine" is super weird.
He's right, but the way the argument has been made is really weak.
Should be more focused on just loot boxes and when they are and aren't appropriate. The whole criticism of silver, gold, diamond editions section followed by "oh but they're actually fine" is super weird.
Yeah, that's unfortunately not surprising. I understand their appeal, I just don't think they are good for game design, and I think they can be psychologically exploitative for those who lean towards gambling compulsions.
BTW, thank you for chiming in on this thread. It's nice to have an NPD analyst bring in some industry knowledge.
Comparing those two is quite disingenuous. Destiny 2 base game will provide hundreds of hours to people who buy it, and the final mission brought a conclusive end to the game's advertised 'Red Legion' story. It didn't end on a cliff hanger and nobody was sold 'half a campaign'. New DLC will focus on a new story in the Destiny world. It's probably not the best idea for you to take Angry Joe's word as the gospel.Substantive DLC is perfectly acceptable. You wanna sell me The Witcher 3 for $60, then ask me to pay another $30 for DLC, that's cool. The base game is a complete experience with hundreds of hours of gameplay, while the DLC has nothing to do with the complete campaign and instead creates new campaigns for someone already involved in the universe.
Comparatively, Angry Joe implied that the Destiny 2 story was left on a cliffhanger that will be finished presumably in the DLC. That's less acceptable, but its still mostly adding to the game.
So what is the argument? Because here you say:
And when it's pointed out that the costs aren't even provided to support his response you change the goalpost and say that that's not what the video is about? You yourself are claiming to have evidence and don't even provide it. How profitable are publishers right now? Do you have their earnings statements?
Asking a simple question: how much do games cost to make? Is not about changing the argument, it's about digging deeper to get answers based on facts, not emotions.