this post was submitted on 25 Sep 2023
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[–] [email protected] 88 points 1 year ago (3 children)

Spencer's analysis is just an overview of the current symptom.

This is the real disease:

because it sees a new platform it can scale to feed the financial growth demanded by investors.

Investors/shareholders demand infinite growth, but there's finite space to grow (millions of games, few customers). This is why, in the past 2 decades we've been seeing the scummiest of practices being employed again and again, as well as a 300% hike in base prices. Capitalism has eaten gaming.

But we've been observing this trend in AAA and AA publishers/developers mostly. Indie gaming is alive and well and evolving towards being better and better. Why? Because indie developers are not usually beholden to investors.

Once you hear a gaming company you used to like has gone public, say your condolences and then run away.

[–] [email protected] 32 points 1 year ago (1 children)

It's the same shit across every industry. Successful company goes public, investors demand yearly double digit growth, and after a few years they are imploding.

Investors do not care about the future, sustainability, or anything except immediate profitability. What you described is exactly what happens, in gaming and everywhere else. It sucks.

[–] [email protected] 13 points 1 year ago

I would like to refer to this image which is probably more than a decade old now

https://frankkliewer.com/wp-content/uploads/2015/09/shareholder-value.jpg

[–] [email protected] 9 points 1 year ago (1 children)

That last sentence is so spot on. After reading a topic yesterday, I was trying to think of one time a game company went public, and it ending up a good thing for the gamers in the long run. If anyone knows of one, I'd love to hear it.

[–] [email protected] 1 points 1 year ago

Check back in on Devolver, Paradox, and TinyBuild in 10 years. They're scaling up to cover the market that Ubisoft, Activision, EA, and Take Two abandoned.

[–] [email protected] 5 points 1 year ago (2 children)

This is why, in the past 2 decades we’ve been seeing the scummiest of practices being employed again and again, as well as a 300% hike in base prices.

Two decades ago, games were $50 which, due to switching to discs, was a price reduction over cartridges, so this point in time is a bit cherry picked. But even rolling from there, a 300% hike in base prices would mean games cost $200, and that's just not true.

[–] [email protected] 0 points 1 year ago* (last edited 1 year ago) (1 children)

50 dollars were console games. On PC you'd often find the same game at 30 dollars (disk) or 20 dollars (steam) on release. The difference was due to console makers taking a standard fee cut from every sale.

The first AAA games back then to be released at 40 and 50 dollars on PC were COD MW1 and BF3, which set the trend for all other games since then. This was pure profit for the publishers, since there was no cut for console makers on PC. And before you say it, no, the Steam cut back then wasn't even comparable (much less since it was a % cut and not a standard fee). In fact Steam hiked their cut because of the price hike triggered by EA and Activision, which is what then made EA pull their games off Steam and create Origin.

[–] [email protected] -1 points 1 year ago* (last edited 1 year ago)

I don't know where your information came from, but a lot of it is very wrong. I thought maybe you might be from some other country, but that would mean it's a country that uses dollars that are stronger than US dollars, which I don't think is a thing.

  • $50 was the standard set by PlayStation for its biggest games, which N64 couldn't match due to cartridge costs, but this standard carried over to the next generation and continued very, very briefly into the life of the Xbox 360. By 2006, all 360 and PS3 games were $60.
  • I bought many PC games on disc back in the day. Call of Duty 2 (not Modern Warfare 2; Call of Duty 2) was $50. You can see here via the wayback machine that a week after its release, Modern Warfare 1 is $50. Here's the PC version of Flight Simulator 2004 and the first Knights of the Old Republic for PC at $50 in December 2003. I remember there was a push to make those $50 games into $60, and the likes of Half-Life 2 and Doom 3 could sort of get away with it back when others couldn't. After buying Call of Duty 2 on disc for $50, I got the $60 version of (original) Prey, because the $60 version came on a DVD instead of several CDs, and installing games from 5 or 6 CDs was a pain that I was willing to pay $10 to not deal with back then (it also came with other collector's edition stuff).
  • Steam still does, and always has, taken a percent cut from game sales and not a flat fee. They priced it at 30%, because that was better than brick and mortar retail. These days it starts at 30% and follows a sort of regressive tax system once your game is super successful so that you're not as tempted to leave Steam for other platforms.
  • EA pulled their games off of Steam because 30% of a lot of sales is a lot of money, and they wagered they'd stand to do better if they made their own storefront, but after the first couple of years, they stopped trying to make a platform to compete with Steam and really only cared about keeping their own releases there for that 30% cut that they no longer had to pay to someone else.
[–] [email protected] -1 points 1 year ago* (last edited 1 year ago) (1 children)

But even rolling from there, a 300% hike in base prices would mean games cost $200, and that’s just not true.

if you consider that nowadays (almost) all games ship incomplete and demand DLCs... yeah, it's true

[–] [email protected] 0 points 1 year ago (1 children)

That wouldn't be the base price; the base price is $70 for the biggest games. I think people are also a bit liberal with labeling games as "incomplete", when really they mean, "this game will have DLC after the fact because it's the best way to make games that take years to make without laying people off". And just to take a brief look along some games in my library, Cyberpunk 2077 would cost a maximum of $100 with DLC, by the time Guilty Gear Strive is sunset (if it runs for 5 years) it will still be shy of $200 in a worst case, and I'm seeing far more games without DLC than with DLC.

[–] [email protected] 2 points 1 year ago (1 children)

DLCs aren't the only "evil", there's also the case for microtransactions and other stupid monetization bullshit schemes

[–] [email protected] -3 points 1 year ago (1 children)

So don't play those games. The only way that's "almost all games" is if you're looking at the mobile market. Once again, still not included in the base price.

[–] [email protected] 3 points 1 year ago

So don’t play those games

...and I don't, I prefer supporting indie devs