This conversation between me and Disqus user RhubarbForFingers started as a reflection on the state of microtransactions and day one patches in the upcoming Xbox One racing blockbuster Forza Motorsport 7, and steered rapidly towards an exchange of outlooks into the gaming industry as a whole and its state. Some recurring trends we're seeing as of late might be the sign of an industry in a state of hardship, possibly in need of some kind of reform in the interest of self sustainability. Disclaimer: lengthy dialogue.
Me:
Forza 7 is just the tip of an emerging trend in AAA products. It may have come from any
other manifacturer, so I won't condemn the game as much as the phenomenon: unfortunate as it is, it's up to the Xbox fans to make the company aware that this won't sit well with them - dammit, it shouldn't sit well with anyone forking out 60~70$/€ upfront for any game. But yesterday was Nintendo (in their own special ways), today it's Microsoft, tomorrow it's going to be Sony. I think microtransactions in high profile games are an industry-wide issue, not a banner related one, and something we all should be vocal about.
RhubarbForFingers:
"But yesterday was Nintendo (in their own special ways), today it's Microsoft, tomorrow it'sgoing to be Sony."
Yup. I will be amazed if the new Gran Turismo game doesn't have some monetisation
mechanisms in it. And Nintendo are already locking modes and other content away behind the purchase of plastic toys. I totally appreciate this is a business. I fully empathise with a publisher's need to generate revenue. I think it's 100% fair. Games cost much more to make today than they did 20 years ago. People's expectations are higher. Yet the RRPs have stayed the same. You don't need a degree in economics to know that that's not sustainable. It's unreasonable to expect otherwise.
As a consumer, I'm not required to care about any of that. I'll vote with my wallet.
Talk, especially internet talk, is cheap. It's de rigeur to express your outrage. How we act
matters far more. And, historically, we're not very good at sticking to our guns or accepting the consequences of our actions.
Me:
As much as I understand where you're coming from - your points are all fair - it is hard not to see certain business practices as devoid of regard towards the main source of revenue, the consumers.
The practices I'm talking about concerns things like releasing gigantic day one patches to
include entire game modes, shipping with glaring bugs that even the laxest of QA
departments should have pointed out, or locking basic functions behind paywalls.
These are horror stories in the relationship between studios and publishers, not physiological realities of modern game development that we're graciously supposed to accept. I mean, why should I do that when publishers are not willing to extend their deadlines for the sake of shipping an acceptable product at launch? People who proceeds with their day one purchases oblivious of it all are part of the problem, as they actively push the spiral further down for everybody else.
As consumers, I guess we have every right to get full fledged products in exchange for early, upfront full price purchases. I refer to complete experiences that are not clearly and
arbitrarily mutilated or riddled with major bugs. Of course devs and publishers have every right to expand on the base material, provided that base material is... a full game. One that can stand on its own legs. While this is increasingly not the case for many high profile games, there are other products out there showing how what I'm talking about is not science fiction - it can be done, it is factually possible to ship AAA games in a complete state and sell them very well. It only requires better coordination, working pipelines and professionalism from everyone in the backend.
P.S.: I'm totally ready for that in GT Sport. Totally and sadly so.
RhubarbForFingers:
Thanks for that reply. A meaty discussion and civil exchange of views is always welcome!
I can understand that consumer's perspective of content looking like it's being held back. Or DLC being a type of premeditated extortion. Whilst I can't speak for an entire industry, my own experience tells me this is simply not true. It's not even half as interesting as the perspectives put forward in most cases!
http://askagamedev.tumblr.com
I think you'll get value out of that blog. It does exactly what it says and it updated almost
daily. The hot topic at the moment is, surprise surprise, DLC and MTs. Prepare to have
some myths busted though.
"..when publishers are not willing to extend their deadlines.."
The logistics and costs of doing this are genuinely astronomical. And covered in that blog too. I am always impressed when a publisher opts to delay a game - especially close to release. Even moreso if the marketing campaign is already underway. No publisher wants to ship a broken product. No publisher sets out to make a bad game. But the array of factors involved make these choices ones that must be taken and, from the perspective of the business - whose interest is to survive and be profitable - not necessarily the most damaging of the ones available to them at the time. I'm actually grateful that this medium is one that fixes can be made and deployed after release (not entirely dissimilar to how an article can easily be updated after being published online - but not so easily in print). It provides meaningful options - especially in light of my last paragraph.
For the 30+ years I've been playing them, games have always shipped with bugs in. It's only since online was common that fixes were given to all. Otherwise you were stuck. Sometimes a re-issue of a game would be silently launched and newer buyers of v1.1 of the game got the one with fewer bugs. From that perspective, things have improved - it rather depends how broadly you want to view the situation.
"..- it can be done, it is factually possible to ship AAA games in a complete state and sellthem very well. It only requires better coordination, working pipelines and professionalismfrom everyone in the backend"
Absolutely, it can be done. If everything goes very well. And if delays are permitted. Have a read around some developer sites and communities. I guarantee you that everyone wants what you're proposing. The sheer effort going into doing a better job (management, tools, pipeline, engines, outsourcing) is the dream of the entire industry.
And, for some of those games that you, as a consumer, believe are the gold standard
examples I can guarantee to you that what happened behind closed doors would have been extended periods of gruelling nightmares.
"P.S.: I'm totally ready for that in GT Sport. Totally and sadly so."
I fully expect that too. I'm not sad about it. This is what all those early gamers dreamed. Acceptance. Mainstream. Back when gaming was that nerdy sneered-upon pastime that made girls look at you disapprovingly. Mainstream acceptance. Global recognition. Being taken seriously. The biggest enterainment industry in the world!
We did it!! Except a lot of us didn't think about what else that would bring with it... ...and here we are. Be careful what you wish for.
Me:
"Thanks for that reply. A meaty discussion and civil exchange of views is always welcome!"
Thank *you* for this reply and for keeping it civil, which is far more than one could ask for in these days where everything can become a pretext for belittling or insulting others. That said... Wow, what an answer.
Where do I start? It's damn late night in Italy but I don't want to miss this opportunity.
Everything has to be put in perspective, that's why I'm not preemptively against DLCs or
expansions - the latter have always existed as separate purchases, so they're not a problem.
But I'm of the idea that especially today, with the cost issue becoming more and more
pressing, the whole mechanism of game creation needs to be rethinked from the inside...
... because it's true, there is always the wonderful chance to fix less than perfect products
after the fact, but the fallouts of this possibility are starting to weigh a little too much on the consumers, making their experience less comfortable, more costly and often dissatisfying.
I'm aware that even behind the merrier development stories there are always untold horrors and moments of tension (I've been translating various documentaries about the story of CD Projekt lately - true edge of the seat stuff there), but when game making becomes mostly that, I interpret this sense of discomfort from both sides of the barricade as a danger signal.
This is an industry that is trading balance, fairness and creativity for an impossible
productivity to profit equation, an equation that sits upon unrealistic expectations from the audience. Game development nowadays has more credit than it ever had, yet not enough people are interested in even the basics of the process or how their attitude shapes it.
For all these reasons, I think new ways to release products in a decent state needs to be
devised, making the eventuality of delays less of a terrible thing for both developers and
publishers, in the interest of everyone. The industry needs to stop for a minute and get
things back in focus, which is kind of like trying to stop a colossal granite wheel from rolling down the side of a mountain in a lava river - but it should be done, especially from the business side.
There are so many things I wish I could say, so many arguments lying in the back of my
head and never enough memory/time to properly develop them. Let's wrap up this lengthy post by observing that the gaming industry and its products have earned mainstream acceptance: now, what about reforming itself in a spectacular show of maturity?
P.S.: thanks for pointing out the blog, it seems well worth a couple evenings of slow reading. With wine.
RhubarbForFingers:
Great post. I agree
"But I'm of the idea that especially today, with the cost issue becoming more and more pressing, the whole mechanism of game creation needs to be rethinked from the inside..."
Indeed. I don't think the model is sustainable currently. Something is going to have to give, sooner or later.
"..yet not enough people are interested in even the basics of the process or how their attitude shapes it."
Well, I think there's a great many people that are interested in the basics and more - but
those people are probably not as vocal, or as concerned with the bickering of the others:
those less interested in the process, more interested in sharing their opinion. I think it
depends where you look.
"There are so many things I wish I could say, so many arguments lying in the back of my head and never enough memory/time to properly develop them. Let's wrap up this lengthy post by observing that the gaming industry and its products have earned mainstream acceptance: now, what about reforming itself in a spectacular show of maturity?"
A very fitting closure to a pleasurable discussion. Disqus being intended as a commenting system rather than a full-on forum makes this sort of detailed conversation a little clunky. But I hope we bump into each other again somewhere down the road. :)
Me:
... And this, sirs, is how videogames are discussed. Thanks for the nice exchange, Rhubarb, I'm always open to mutually respectful conversations.
No comments:
Post a Comment