Tech | February 19, 2010 | 6 comments

Gamers are Killing the Games Industry

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copperdragon
Escapist Fourms - "It's taken me a while to realize, but we're the problem. In a way almost no other medium has to deal with, the target audience for games is such that we're a largely untenable audience now that technology on the back-end has gotten to the point where gamers writ large can go toe-to-toe with any anti-piracy actions the developers engage in. While the argument that "pirates can defeat any DRM software easily, so don't use DRM" holds about as much water for me as "burglars can break into your house even if you lock it, so don't lock it", the attitude of "DRM makes me pirate games" is prevalent enough to truly concern me.

Screw the law for a moment (and anyone who knows me, or has read my posts, knows that I don't write that lightly). And let's ignore any arguments about "fairness" and "what's right". We're helping usher in backward steps in gaming as a whole. And this in a way that movies, television, and music don't struggle with as much. Those forms of media have audiences who don't have the capacity, knowledge, or will to pirate. The pirate-ready population of moviegoers isn't as large a proportion as the pirate-ready population of gamers. We're a unique audience in that our capacity to use games (especially for PC gamers) is directly correlated with our ability to pirate them.

It's still prohibitively difficult to pirate games on consoles, but I believe that's the next step. At that point, game companies will either (a) escalate the DRM war, and alienate people, or (b) accept significant populations of people pirating rather than buying. "But-" I hear you cry "it doesn't cost them anything if I play without paying, if the alternative is that I not play at all, and it gives word of mouth, ect." It's possible, but in a weakened economy, that word of mouth is less likely to inspire "more sales" as "more piracy".

"Ah ha-" you reply "but it doesn't cost that much to make a game. Even if we include all the costs of developing Modern Warfare II, they more than made back their investment, probably twice or three-times over". That's true, but somewhat misleading. For every Modern Warfare, there's a dozen Okami. The profits from MW2 go into offsetting the cost of less-well-selling games. Madden pays for Shadow of the Colossus, Pokemon pays for Trauma Center.

Think of it like a pharmaceutical company. The money they "make" off of the sale of their drugs not only pays for their previous investment (or, more likely, future investments), but also for all of their failed products. So, what if, instead of researching low-profit and high-risk-of-failure drugs like antibiotics, all a company did was develop and sell erectile dysfunction medication? That'd kind of suck for us regular folks, wouldn't it?

It's even worse for us gamers (relatively, at least, since we're not talking about death). We expect new products every year, and there's no real consistency. If Phizer makes a cancer drug, then can expect to make good money on it for fifteen years. If Bioware makes a good game, the best they get is one sales season.

And, not for nothing, but without the ability to make up for investment in Okami with massive success in MW2, Okami doesn't get made. Games will become safer and safer, with companies unwilling to invest in innovative ideas, or do anything that won't appeal to the biggest audience possible.

So they need every penny they can get.

For a more proper analogy, think about what's been happening to the porn industry. Without the means to control distribution, and without a vigorous ability to prevent piracy, the industry is suffering heavily. Many studios are going bankrupt, and what was once considered "recession-proof" isn't really "internet-proof". Gone are the days (largely) of actual big-budget pornographic movies. It's all been brought to the lowest common denominator.

"Wait a second" you scratch your chin "what about all of the tube sites that give things like home-videos? Porn is alive and well". Exactly. Pornography has been relegated more and more to small companies making relatively low-budget productions, and to a lot of amateurs.

Do you want that in gaming? Gaming is hung primarily on a backbone of big-budget blockbusters. We want Halo, we want Mass Effect, MW2, and full 3D everywhere. Do you think that a bedroom programming company can do that? Imagine if all of gaming was Peggle and Steam games (not the big-name ones, the "independent" games); would that sate our thirst for games?

We should be helping to defend game companies from pirates, not trying to justify piracy. We should be trying to ensure that every company gets every dollar due it. Otherwise, we have no one to blame when companies re-release the same generic mainstream crap over and over again. Unless we try to make it feasible for companies to take risks, we're asking to be disappointed."

http://www.splitreason.com/Product_Images/cb992e19ee18-xl.jpg
I dont typicaly pull stories from fourms but I felt this had some insight to it.
C.D.
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6 comments // Gamers are Killing the Games Industry

  • WrittenWithWit
    • +1
      WrittenWithWit  
    • while I agree with the theory that pirating games is inherently wrong - if it can be done, and people can ignore the point that you made 'we should not pirate' then it will be done. Your point that we would never want 'big developers' to go bankrupt in fear of inferior games (compared to inferior porn), I believe that a community of open source gamers/coders could develop games freely (or at least very inexpensively) to be enjoyed by all gamers. Open source games can be continually updated and improved upon without having to pay $60 dollars for a sequel to a game that you traded in for $10 dollars.

    • 2 years ago
  • remanns
  • Eddie_Miller
    • 0
      Eddie_Miller  
    • Uhhhhhh no, we don't have to do shit. It's the game developers job to create a system that gets them maximum profits without pissing off the consumer.

    • 2 years ago
  • Pawper
    • 0
      Pawper  
    • Image
    • I'm of the opinion that when we buy a physical copy of a game, and we have the disc and everything, that we should be able to at least play it whenever we want. I don't care about borderline spyware watching me while a play or copy protection. Just let me play when I want.

      But Ubisoft is now wanting us to be online to be able to play their PC games at all, even in single player and even though the game doesn't need it technologically. It's not streaming anything and they're not doing it to provide extra features like multiplayer or chat.

      They're doing it because of two reasons. First, it's safer to treat everyone like criminals--which, while true, is incredibly disrespectful to loyal customers who just want to play the damn game they payed for. Second, they're pushing to make games a service and not a product. They're not selling us a game, they're selling us a license to play a game. They make us agree to a terms of service. Unfortunately they don't understand that there's a such thing as bad service.

      What they don't realize is that this is degrading the game as both a product as a service. They're probably thinking that it will let them pull a greater profit, but they're putting a cap on their audience: people who are online. Now, I know most people who have computers robust enough to run games like Assassin's Creed II probably have internet as well, but the reality is that the internet doesn't always work. Even Ubisoft's servers are going to need maintenance. So, a lot of consumers are going to be turned off of Ubisoft's games once they realize how they're being treated.

      Publishers: IF you are going to push for games as a service, the purchase as a license to play, and require online connectivity--MAKE IT UP TO YOUR CONSUMERS. Take a look at BioWare's Cerberus Network for Mass Effect 2, which rewards loyal consumers with free DLC (even though the game doesn't require connectivity; it just requires a code given with purchase, which is way more reasonable). Even better: let the players choose. If the pirates like your game but want the perks, they'll have to buy it.

    • 2 years ago
  • sunspot01
    • 0
      sunspot01  
    • I totally understand wanting to have DRM, but it must be reasonable. If I buy something, I should be able to play it wherever I want, one whatever I want, as many times as I want. Restricting me to one console (or one computer), and if said object breaks...buy another copy? Really?

      I hate Microsoft's DRM on DLC and XBLA. It should be tied to my profile, and I should be able to play it offline if I want, and NOT on the same friggin console I bought it on. PS3 got it better; you buy it, you can play it on or offline regardless of what console, but your only allowed to download it again 5 times. So I can buy a game and download it to my PS3 and my girlfriend's. That's how you do it. :)

    • 2 years ago
  • biomechanical923
    • 0
      biomechanical923  
    • The sentiment of this article is understandable, but the logic is flawed.
      The writer is implying that people would buy games if they didn't pirate them.
      This is simply not true. The reason that most people pirate is that either :
      A: They have a limited income that they must spend on needs (i.e. blame the recession)
      or B: They don't want to spend 60$ on a game that turns out to be crap.
      Either way, stopping pirating is not going to solve either of these problems.
      People with limited income are going to either:
      not buy (not pay and not play)
      or pirate (not pay and still play)

      The point is that the gaming industry is just too big for our economy, and it's bound to shrink whether people pirate or not.

      [edit] Games are going to continue to be made to satisfy people with disposable income. (younger kids and older adults): your so-called "casuals".

    • 2 years ago
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