Xbox One on the way. DRM removed, more details to come.

Status
Not open for further replies.
I said "near" 3 million. 2.5-2.6 is indeed "near" 3 million.
Your link still only says "beyond 2 million." 2.6 was shipped with no other hard proof of what actually sold.

Here's the NPD for April 2011, the month after Homefront released:

  • Mortal Kombat -- PS3, 360 -- 1 -- Warner Bros.
  • Portal 2 -- 360, PS3, PC -- 2 -- Electronic Arts (Valve)
  • Lego Star Wars III: The Clone Wars -- WII, 360, NDS, PS3, 3DS, PSP, PC -- 3 -- LucasArts
  • Call of Duty: Black Ops -- 360, PS3, NDS, Wii, PC -- 4 -- Activision
  • Tiger Woods PGA Tour 12: The Masters -- 360, PS3, Wii -- 5 -- Electronic Arts
  • Crysis 2 -- 360, PS3, PC -- 6 -- Electronic Arts
  • Just Dance 2 -- Wii -- 7 -- Ubisoft
  • Michael Jackson The Experience -- 360, Wii, PS3, NDS, PSP -- 8 -- Ubisoft
  • Pokemon White Version -- NDS -- 9 -- Nintendo
  • NBA 2K11 -- 360, PS3, PS2, Wii, PSP, PC -- 10 -- Take 2 Interactive
Crysis 2 stayed in the top 10 the next month while Homefront dropped off. And according to this investor report in may, Crysis 2 sold "more than 2 million." If that number was close they would've said "Nearly 3 million."

Your original post attempts to shift all the blame away from consumers and retail, when clearly they are part of the problem. Are they the ONLY problem? Of course not. The world isnt black and white. However, you clearly said the problem is publishers and big budgets.
In what other industry do businessmen consider any consumer "part of the problem?" The problem is the model isn't sustainable like it is for COD, and their solution is to pass that expense on to consumers. The model won't change until more companies like THQ go under and darwinism plays itself out.

Here's a small hint for you: Consumers push developers. If consumers did not constantly want that next big thing, developers would not develop it. If consumers said we dont want another call of duty, it would not be made. Consumers *want* blockbusters. They *want* multi-million dollar CGI, Music composition, and in engine graphics.
Consumers want a product that is good regardless of budget. The critical and sales success of games like TT's The Walking Dead and Journey are a testament to that.

Let's look at the best selling list of 2012 shall we?

1. Call of Duty: Black Ops 2 (Xbox 360, PS3, PC, Wii U)
2. Madden NFL 13 (Xbox 360, PS3, Wii, Vita, Wii U)
3. Halo 4 (Xbox 360)
4. Assassin's Creed 3 (Xbox 360, PS3, PC, Wii U)
5. Just Dance 4 (Xbox 360, Wii, Wii U, PS3)
6. NBA 2K13 (Xbox 360, PS3, Wii, PSP, Wii U, PC)
7. Borderlands 2 (Xbox 360, PS3, PC)
8. Call of Duty: Modern Warfare 3 (Xbox 360, PS3, Wii, PC)
9. Lego Batman 2: DC Super Heroes (Wii, Xbox 360, NDS, PS3, 3DS, Vita, PC)
10. FIFA 13 (Xbox 360, PS3, Wii, Vita, 3DS, Wii U, PSP)

..............

If that does not show you that consumers want blockbusters, I'm not sure what will.
I'd hardly consider Just Dance 4 or Lego Batman 2 blockbusters. 2 of the top 10 are COD and 3 are sports titles and I'd argue that those games did not utilize their insane budgets with new gameplay and innovation. That leaves Halo, Assassins Creed and Borderlands 2. What about Medal of Honor: Warfighter? How'd that work out? or Syndicate? or Inversion? For every COD hit there's a lot of copycats that bomb, that's where the problem is.

 
Your link still only says "beyond 2 million." 2.6 was shipped with no other hard proof of what actually sold.

Crysis 2 stayed in the top 10 the next month while Homefront dropped off. And according to this investor report in may, Crysis 2 sold "more than 2 million." If that number was close they would've said "Nearly 3 million."

In what other industry do businessmen consider any consumer "part of the problem?" The problem is the model isn't sustainable like it is for COD, and their solution is to pass that expense on to consumers. The model won't change until more companies like THQ go under and darwinism plays itself out.

Consumers want a product that is good regardless of budget. The critical and sales success of games like TT's The Walking Dead and Journey are a testament to that.

I'd hardly consider Just Dance 4 or Lego Batman 2 blockbusters. 2 of the top 10 are COD and 3 are sports titles and I'd argue that those games did not utilize their insane budgets with new gameplay and innovation. That leaves Halo, Assassins Creed and Borderlands 2. What about Medal of Honor: Warfighter? How'd that work out? or Syndicate? or Inversion? For every COD hit there's a lot of copycats that bomb, that's where the problem is.
Your still on about Homefront? Look, the actual quarterly results call clearly said Homefront was a win for the company, not a loss. They also said it clearly sold more then 2 million units. Probably less then 2.5, but more then 2. So, no it was not a failure for the company, you were wrong, ok? It's perfectly acceptable to be wrong on occasion, just admit it like a man and move on.

I would say in every industry businesses think consumers are part of the problem. That's the nature of business. The design of products are, by nature, against what the average consumer wants.

You can go back 100 years, and in every decade find a example. The Model T, Cell Phones, the MIcrowave, Smartphones, etc etc. In all of those examples, people did not feel they needed or wanted that type of capability. The customers were the enemy in essence, and needed to be convinced of the need for said product. Why do I need a car? My horse is fine! I dont NEED to check my email on my smartphone, I just want to make a call! Etc Etc Etc.

You bring up Journey. You do know that the game bankrupted the studio, correct? Oh, you didnt know? Oops. While it did garner very good reception from gaming magazines, it simply did not sell well to the casual gaming crowd.. further proof that the casual gaming crowd wants the three things I already listed, not a indie game.

Walking Dead is hard to classify, because Tell Tale is a privately held company, thus we have no financial data on them. How much did it cost to develop? Who knows. We know how much it's sold (8.5 million-ish.. 25%+ of that being on iOS alone) but other then that.. nothing.

Your last paragraph is actually perfect. Games fail. That's part of the process. That does NOT mean the industry is broken! That is a completely naive assumption. Companies can hit the "perfect" sauce by spending 1 million or 100 million, and while gameplay is certainly part of it... it's not the only part. As you yourself said, you could argue that Madden, Fifa, etc did not do much to enhance their gameplay, yet are blockbusters every year.

So far, you've proven absolutely none of your points about why the game development industry is broken. You've pointed out a few failures in game development, which occurs in every industry on earth.

Guess I'll be waiting for a actual reason as to why game development is "broken" aside from your personal opinion which means absolutely diddly squat.

 
I'm really curious what the digital pricing is gonna be. If they want to get people going digital it's not going to happen by selling a $60 retail disc for $55 and say the digital version is the price for convenience. I'm hoping for $40, but aware that is a long shot.
 
I'm really curious what the digital pricing is gonna be. If they want to get people going digital it's not going to happen by selling a $60 retail disc for $55 and say the digital version is the price for convenience. I'm hoping for $40, but aware that is a long shot.
It's going to be $59.99. Same as today. Retailers would freak on MS and push the PS4 if they undercut them.
 
I think they could do it, Sony already does it with PS+ between sales and free games. Again, it would be a good way to push digital while still offering physical to people who want it and all the benefits you get with that. There was no reason MS couldn't follow this route instead they said fuck you having it both ways, and Sony is at least on that path already.

 
DRM defense
Yeah, still not 3 million in three months. And the best COD copycat sold half it's total shipped amount at release for a now out of business publisher? Clearly the model is not broken and working great.

If you seriously think consumers are a problem for any business, you better go back to business school and take that class starting up in a few years focusing on Microsoft titled: What not to do to launch a game console.

About Thatgamecompany: Even a cursory glance at wikipedia shows they're currently in production and even hiring. They completed a 3 game contract with Sony and have currently raised 5.5 million for their next ventures. Nice Spin.

If only smugness was a valid counterpoint, you'd have won before we even started.

 
Last edited by a moderator:
Yeah, still not 3 million in three months. And the best COD copycat sold half it's total shipped amount at release for a now out of business publisher? Clearly the model is not broken and working great.

If you seriously think consumers are a problem for any business, you better go back to business school and take that class starting up in a few years focusing on Microsoft titled: What not to do to launch a game console.

About Thatgamecompany: Even a cursory glance at wikipedia shows they're currently in production and even hiring. They completed a 3 year contract with Sony and have currently raised 5.5 million for their next ventures. Nice Spin.

If only smugness was a valid counterpoint, you'd have won before we even started.
Do you or do you not admit Homefront was a success for its publisher? Yes or no? If you answer no, what proof do you have to dispute financial results provided to the US Government?

I understand while you've been working in fast food awhile, you may think "The customer is always right", but let me assure you, that's not true... and god help anyone who believes that.

Again, you seem to be arguing with the CEO of the company, which is... odd. (http://www.destructoid.com/journey-took-thatgamecompany-into-bankruptcy-244311.phtml http://www.vg247.com/2013/02/08/journey-dev-went-bankrupt-during-adventures-creation/ http://venturebeat.com/2013/02/08/an-interview-with-jenova-chen-how-journeys-creator-went-bankrupt-and-won-game-of-the-year/_

I could link a dozen more articles, but they all say the same thing. The company went bankrupt, laid off numerous staff, etc. They got private funding, but that dosent mean the company is "in the black". (That's a financial term in case you were wondering)

Still waiting for a valid point son.

 
THQ is not a good example of anything. They had batshit insane management who put all their eggs in the Udraw basket because as far as I know, it sold well on the Wii(but not insanely well) and somehow they figured that meant it was the next must have add-on even though there was virtually nothing to support that notion.

 
THQ is not a good example of anything. They had batshit insane management who put all their eggs in the Udraw basket because as far as I know, it sold well on the Wii(but not insanely well) and somehow they figured that meant it was the next must have add-on even though there was virtually nothing to support that notion.
Exactly.

It was not their games that was the issue, it was U-Draw. Every financial analyst says the exact same thing... they simply sunk far too much money into it, expecting it to be a kids hit. It simply was not.

Why you'd bet your company on a peripheral for a system is.. yeah, batshit would be the best description.

 
I'm not sure exactly why you guys are bringing up THQ in an Xbox One thread but it wasn't just the uDraw that killed THQ.

THQ had every chance to survive had it not made massive mistakes. Unfortunately, the mistakes that were made long before I joined, like the incredible losses attached to uDraw, massive wasted capital in the unpublished MMO that was cancelled, sticking with children's and casual titles far after mobile and tablets had killed the business, bad, late, or otherwise inferior titles like Homefront, and a generally haphazard and inefficient approach to deal making, left the company with too much negative hanging on its books. - Jason Rubin, THQ

 
Honey or son or something
Does THQ still exist? Does Thatgamecompany still exist? They had different models, and it worked out differently for both of them.

This isn't just about THQ, there are plenty of COD copycat flops across all publishers. The failure of these games rest solely on the publishers and developers, not on consumers, no matter how much they enjoy an expensive to make spectacle. If you can't get your expensive game to make money then that's on you. Consumers shouldn't be forced to support bad business decisions, businesses should pay for bad business decisions.

 
Last edited by a moderator:
Does THQ still exist? Does Thatgamecompany still exist? They had different models, and it worked out differently for both of them.

This isn't just about THQ, there are plenty of COD copycat flops across all publishers. The failure of these games rest solely on the publishers and developers, not on consumers, no matter how much they enjoy an expensive to make spectacle. If you can't get your expensive game to make money then that's on you. Consumers shouldn't be forced to support bad business decisions, businesses should pay for bad business decisions.
How does that mean game development is broken though?

I agree with you, companies are chasing the "next CoD". Who woudnt? It's just like companies are chasing the "next WoW" in the PC world. Both games are cash cows.

While you may not like the copy cat mentality, it really dosent mean anything is broken :)

 
Consumers push developers.
The customers were the enemy in essence, and needed to be convinced of the need for said product.


How does that mean game development is broken though?
First of all, it's not all game development like I already said. It's specifically the AAA big budget model that works for COD and few others. What's the success rate on that model then, a lock for COD and pretty much a bomb for everyone else. So what's that like 15% maybe 20% chance of success?

 
How does that mean game development is broken though?
Growing pains: Are big studios doomed to fail?

As things stand profits and more money for a a game company is like pouring water in a bottle that has a hole in the bottom. They make more money but they throw away more money.

They make more money but add to the development costs offsetting any thing they profit from.
^This comment below the article I linked pretty much sums it up.

 
Last edited by a moderator:
Reading comprehension fail.

It actually was not about Microsoft or the X1 at all. L2R Trollolololol :)
Yes you were. You just snuck it into your AAA games bullshit.

Specifically this part:

I would say in every industry businesses think consumers are part of the problem. That's the nature of business. The design of products are, by nature, against what the average consumer wants.

You can go back 100 years, and in every decade find a example. The Model T, Cell Phones, the MIcrowave, Smartphones, etc etc. In all of those examples, people did not feel they needed or wanted that type of capability. The customers were the enemy in essence, and needed to be convinced of the need for said product. Why do I need a car? My horse is fine! I dont NEED to check my email on my smartphone, I just want to make a call! Etc Etc Etc.
Yeah, that doesn't really have anything to do with Journey, a piece of software, considering you bring up pieces of hardware that consumers had to adapt to in a thread about the hardware that Microsoft is trying (and failing) to make us see a need for. Nice try.

 
I'm really curious what the digital pricing is gonna be. If they want to get people going digital it's not going to happen by selling a $60 retail disc for $55 and say the digital version is the price for convenience. I'm hoping for $40, but aware that is a long shot.
I think they are going to get creative, like $60 for the main game, but 10$ off the season pass if you buy both. Or $55 for the game and first DLC. I could see some crazy scenarios like that.

 
Growing pains: Are big studios doomed to fail?

^This comment below the article I linked pretty much sums it up.
My answer would be... and?

You guys act as if it's somehow broken that companies fail. That the video game industry is doomed simply because a few companies go bankrupt and dissolve every year. It's not, that's business. They understand full well that reaching for the stars, they might miss. It's a chance they are willing to take, and one I'd take every single time as well.

Your article is filled with completely different opinions in its editorial as well. Example:

"Some companies will be making big next-gen retail games with 250-plus development teams. Some studios will be making bigger and bigger mobile/tablet games with teams from 10 to 50 people. And some teams will be making small digital games on their own in their garage."

Hard to see how that is failing, isn't it?

Then you've got this gem:

"The number of AAA retail games being made is now much lower than it used to be," he explains. "There are fewer big publishers making fewer big games. It's simple supply and demand."

When back in reality world, the number of triple AAA games being made has never been larger. What he should have said is, the percentage of triple AAA games compared to smaller games is slowly decreasing, simply because the number of developers pushing out utter crap thanks to self publishing is increasing.

Yeah, that doesn't really have anything to do with Journey, a piece of software, considering you bring up pieces of hardware that consumers had to adapt to in a thread about the hardware that Microsoft is trying (and failing) to make us see a need for. Nice try.
It was actually in reference to the U-Draw tablet, since we were discussing THQ and how they sunk 100+ million or more into U-Draw.....

Better luck next time Champ :)

 
You guys act as if it's somehow broken that companies fail. That the video game industry is doomed simply because a few companies go bankrupt and dissolve every year. It's not, that's business.
I actually agree with Ashane on this one, I don't think the industry is broken. I think there is something really strange about an industry that sometimes spends so much money that a game that can sell millions and millions of copies and still be considered a failure but if that's how they want to do business then so be it. If companies fail then fuck them pack up your offices and get the fuck out there's a dozen more people waiting in the wings to take your companies place.

Correct me if I'm wrong because I can't remember for sure but haven't you argued against used games in this thread before? This comment that I actually agree with would seem to fly in the face of being anti used games.

 
Last edited by a moderator:
Sure, I can also agree that the entire industry isn't broken, because I never said that. The entire industry has many models for game development that work with varying success across all platforms.

The AAA big budget game model isn't working for most companies, the point is you can't spend $100 billion dollars on a game that bombs then point to used games sales as the reason for it's failure. If only everyone had bought it new it would've been a hit!

But don't just take my word for it.

eventually AAA will make money again
While he goes on to say that digital will be the salvation of AAA and that "nobody cares about not having CDs any more," and everyone agrees an all digital future is inevitable, the infrastructure just isn't there to support it today. Figuring out how to make it survive in today's marketplace is up to publishers to figure out, not for consumers to endure.

 
The problem is that AAA budgets should be reserved for things that are guaranteed successes.

Make money off the surefire franchises.  Start new IPs with smaller budgets, if they sell well go big for a sequel that's more of a sure hit. A new IP doesn't need millions and millions in cut scenes, voice acting, marketing etc.  Just focus on gameplay, story etc. and if it's done well it will make money and generate buzz.  And then they can give it the CoD type budget for a sequel.  That's the way to start a new AAA franchise. 

Not just spend $50-100 million on  a bunch of IPs and hope enough of them sell well to make a big profit overall.

 
Last edited by a moderator:
The problem AAA budgets should be reserved for things that are guaranteed successes.

Make money off the sure fire franchises. Start new IPs with smaller budgets, if they sell well go big for a sequel that's more of a sure hit. A new IP doesn't need millions and millions in cut scenes, voice acting, marketing etc. Just focus on gameplay, story etc. and if it's done well it will make money and generate buzz. And then they can give it the CoD type budget for a sequel. That's the way to start a new AAA franchise.

Not just spend $50-100 million on a bunch of IPs and hope enough of them sell well to make a big profit overall.
I couldn't agree more.

 
Did Microsoft drop the new plan of only requiring one Gold account for everyone on the console? If hope they didn't do that. A friend of mine said they had, but maybe he doesn't have a clue what he's talking about.

Actually I was hoping they were bringing this new plan to the 360 too, especially since they dropped Family Gold. If they aren't doing that, then I hope they at least bring back FG.

 
While he goes on to say that digital will be the salvation of AAA and that "nobody cares about not having CDs any more," and everyone agrees an all digital future is inevitable, the infrastructure just isn't there to support it today. Figuring out how to make it survive in today's marketplace is up to publishers to figure out, not for consumers to endure.
Coming from a PC World, the transition to digital has vastly increased my enjoyment, my ability to buy everything I want (and some I dont want, simply because it's on sale :X) and the level of patch support that we as PC users get.

If the infrastructure is not there to support it, how does it work so well on PC would be my question? It's not like it changes from PC to Console.. both are on broadband. Be it Cable, Fiber, or DSL. The only argument I could potentially see is that PC's are a far more expensive hobby, thus PC users are more likely able to afford high speed internet? (Even that's pushing it though, consoles are extremely close in price over a 5 year period, due to the sheer amount you spend on the games vs PC)

The realistic answer is pre-loading. While it ignores broadband caps and such, pre-loading does allow you to download the game at a far slower pace over a week, having it ready on Day 1.

Did Microsoft drop the new plan of only requiring one Gold account for everyone on the console? If hope they didn't do that. A friend of mine said they had, but maybe he doesn't have a clue what he's talking about.

Actually I was hoping they were bringing this new plan to the 360 too, especially since they dropped Family Gold. If they aren't doing that, then I hope they at least bring back FG.
They did not drop the plan, and they have said currently no plans to bring it to the 360 (as of yet).

 
PC gaming is a much smaller niche.  People into PC gaming are probably much more likely to have broadband though, since anyone gaming on a PC is probably pretty tech savvy, on the net a ton etc.

It's less feasible to go digital only for consoles as it's a much more mainstream market so they don't want to write off people in rural areas, Kids who's parents don't want the consoles they're playing on hooked up to the internet etc.

Frankly, PC gaming became just for the uber-hardcore gamers a decade plus ago, so it was easier to go digital there vs. on the consoles where there are tons of casual gamers, parents buying for their little kids etc. who may not have broad band, or who are just more tied to buying discs they can trade/sell etc. compared to the serious PC gamers who've likely been downloading digital goods for a long time already.

 
Coming from a PC World, the transition to digital has vastly increased my enjoyment, my ability to buy everything I want (and some I dont want, simply because it's on sale :X) and the level of patch support that we as PC users get.

If the infrastructure is not there to support it, how does it work so well on PC would be my question? It's not like it changes from PC to Console.. both are on broadband. Be it Cable, Fiber, or DSL. The only argument I could potentially see is that PC's are a far more expensive hobby, thus PC users are more likely able to afford high speed internet? (Even that's pushing it though, consoles are extremely close in price over a 5 year period, due to the sheer amount you spend on the games vs PC)



I think that's the key point on that one. Most, but not every PC is bought to be used online.

Plenty of parents buy a younger kid a console but keep them offline.

Honestly if they could have said 100% prices would be lower I would have went along with the DRM, but everything was just so vague to me. I saw some type of hiding going on. If they want me to drop $500 I need all the details.
 
The 24 hour checkin was just bad. Mind blowingly bad. You have to wonder how they could get so far on the project with such an out-of-touch design in place. But that's gone and it looks like a good console ... for AAA titles. Maybe not so much for the smaller titles and Indies. I wish they had announced something positive there at Build, as was rumored. Maybe they will yet?

 
So i'm gonna make a prediction and say that EA will be a fan favorite company during the next generation. I think a new CEO, no more online passes, and having games like battlefield, titanfall,  mass effect, dragon age, mirrors edge, EA sports games, and of course star wars battlefront, will really put them on top.

Although I was one of the few that actually liked EA this gen too.

 
Important to remember you could always self publish on Xbox, you simply can not self publish to XBL Arcade.

There is a rather large thread on Neogaf about it, and on page 7 several indie developers confirm that you've been able to self publish on Xbox Live for almost a decade. (Dating back to the original Xbox)

They seem to think that certain indie developers have a overblown sense of themselves and *must* be on XBL Arcade.

Thread: http://www.neogaf.com/forum/showthread.php?t=602011&page=7

"Originally Posted by CookTrain


It's just a download of a free version of Visual Studio, an Xbox and a PC. Technically you don't even need the Xbox until you're near the point of deployment because most of the code is cross-compatible.

The barrier to console publication has never been lower than it is on Xbox Live Indie Games.To be honest, it's even easier to get onto than Steam Greenlight. So long as it's functional and meet the basic contnet guidelines, it's allowed. The just mishandled the policies of it a lot in the beginning and never really recovered.

To the larger subject at hand. That they'll do cross-platform publishing is surely a given. However, if it's just in the hemmed in corner of Xbox One that runs the Windows OS rather than proper access to the meaty power... they might as well not bother for my money.


Another reply:

This is spot-on. "Self publishing" on XBL is incredibly easy. It's just that no one will pay any attention to your game because the way the 360 OS is currently structured.


It's pretty obvious that they're working on a Windows/Xbox cross-platform marketplace, that should allow self-publishing. So it will mainly be a question of how much prominence it is given. It has to be front and center on the home interface, and the games/apps have to receive regular promotional billing."

More:

Originally Posted by PseudoKirby

Ok uhm werent XBL Indie games self publishing? someone explain this please.

Reply:

They were. There were good reasons to avoid if you were a bigger named Indie (or had an over-blown ego) and push for XBLA, but self-publishing has been on the Xbox for donkeys years and it is pretty easy to get into for actual bedroom developers that harken back to my boyhood Amstrad tinkering :p

As for why some people see everything MS does lately as necessarily a frantic, scrambling, reactionary move against whatever Sony is doing... you'd have to ask them, because I've no idea. The writing for this particular move has been on the wall for a very long time.


 
Last edited by a moderator:
My answer would be... and?

You guys act as if it's somehow broken that companies fail. That the video game industry is doomed simply because a few companies go bankrupt and dissolve every year. It's not, that's business. They understand full well that reaching for the stars, they might miss. It's a chance they are willing to take, and one I'd take every single time as well.

Your article is filled with completely different opinions in its editorial as well. Example:

"Some companies will be making big next-gen retail games with 250-plus development teams. Some studios will be making bigger and bigger mobile/tablet games with teams from 10 to 50 people. And some teams will be making small digital games on their own in their garage."

Hard to see how that is failing, isn't it?

Then you've got this gem:

"The number of AAA retail games being made is now much lower than it used to be," he explains. "There are fewer big publishers making fewer big games. It's simple supply and demand."

When back in reality world, the number of triple AAA games being made has never been larger. What he should have said is, the percentage of triple AAA games compared to smaller games is slowly decreasing, simply because the number of developers pushing out utter crap thanks to self publishing is increasing.
Of course the article is filled with different opinions on the issue, it shows the viewpoints of both sides. I linked it to show you how game development is broken at top publishers and how smaller studios are avoiding the same fate. They are the ones growing right now instead of the big publishers.

At nDreams, I've tried to keep the balance between being too cautious and growing too quickly. I think that is part of the reason why we're going strong after nearly seven years - we've never failed to pay anyone's salary on time, and we have a really happy team with very low staff turnover. I think in the future you'll see a real mix. Some companies will be making big next-gen retail games with 250-plus development teams. Some studios will be making bigger and bigger mobile/tablet games with teams from 10 to 50 people. And some teams will be making small digital games on their own in their garage.

One strategy I'd recommend to new studios is mastering a niche. Find a niche that you understand really well - wakeboarding, cake decorating, bomb defusal or snooker - make some mobile/tablet games that hit that niche brilliantly well, and find that you have a great business with a passionate community that is too small for an EA or Activision, but just perfect for you."
We may be gearing up for a new console generation and a potential rerun of those traditional cycles, but it's now an entirely different, unprecedented landscape compared to that of any previous era. In many respects the walls have come down on triple-A game production; we're in the age of the indie and the decline of retail. And it means that there's fresh opportunities arising for teams like O'Luanaigh's own nDreams: "The number of AAA retail games being made is now much lower than it used to be," he explains. "There are fewer big publishers making fewer big games. It's simple supply and demand. Combine that with digital platforms like iOS, Android, PSN and Steam, where studios can publish their own games, own their own IP, manage their own community and keep 70 per cent of the amount that players spend. It's not surprising that the development community has split. There is a big chasm growing between the small numbers of big retail studios and the large number of small digital studios."
"The percentage of triple AAA games compared to smaller games is slowly decreasing, simply because the number of developers pushing out utter crap thanks to self publishing is increasing."

Yet the triple AAA studios aren't? I think indie studios are the one innovating gameplay while the triple AAA studios are all about technology, graphics, and scope.

Coming from a PC World, the transition to digital has vastly increased my enjoyment, my ability to buy everything I want (and some I dont want, simply because it's on sale :X) and the level of patch support that we as PC users get.

If the infrastructure is not there to support it, how does it work so well on PC would be my question? It's not like it changes from PC to Console.. both are on broadband. Be it Cable, Fiber, or DSL. The only argument I could potentially see is that PC's are a far more expensive hobby, thus PC users are more likely able to afford high speed internet? (Even that's pushing it though, consoles are extremely close in price over a 5 year period, due to the sheer amount you spend on the games vs PC)

The realistic answer is pre-loading. While it ignores broadband caps and such, pre-loading does allow you to download the game at a far slower pace over a week, having it ready on Day 1.
2 reasons behind this...

  • Publishers don't have to pay additional royalties for publishing on PC compared to consoles.
  • Patches don't have to go through testing twice like on consoles, and they are free.
It works so well on PC because the ones that game on PC probably have good internet infrastructure to begin with. There are more console gamers than PC gamers for a reason. Not everyone has a good internet infrastructure where they live to game on PC.

"Even that's pushing it though, consoles are extremely close in price over a 5 year period, due to the sheer amount you spend on the games vs PC."

I disagree with this simply because console games can be traded in, or resold. The average console gamer also don't buy as much games as PC gamers, most just buy a sports game and COD once a year.

"The realistic answer is pre-loading. While it ignores broadband caps and such, pre-loading does allow you to download the game at a far slower pace over a week, having it ready on Day 1."

For someone with a slow internet connection.... Why preload when you can just go down to the store, buy the disc, pop it in, and start playing?

 
Last edited by a moderator:
so i will have to spend like 60 bucks to get my x12's too work on xbox 1 seeing i need the third party white and red audio adapter and im sure this chat thing wil be close to 30 dollers. Um no thanks ms i will just go out and buy a new headset that works with x1

So i'm gonna make a prediction and say that EA will be a fan favorite company during the next generation. I think a new CEO, no more online passes, and having games like battlefield, titanfall, mass effect, dragon age, mirrors edge, EA sports games, and of course star wars battlefront, will really put them on top.

Although I was one of the few that actually liked EA this gen too.
till they make you buy dlc to just get the real ending of games or put microtransactions down your mouth which is what is going on in every ea sports game and good chance coming to games like battlefield and other EA games.

EA is too money hungry to not do alot of things to make tons of money yes online passes might be gone but they will make their money in other areas and hope people don't realize it's a money hungry scam

 
Status
Not open for further replies.
bread's done
Back
Top