Suhiira;n10528712 said:
That, my friend, is the nature of programming. I couldn't begin to count the number of times I've had one business exec or another demand X, Y, or Z feature be included (or excluded) from an application. Usually all you can do is say is "Yes Sir/Ma'am" or maybe ... maybe ... point out it'll cost time/money. The gaming community is large, and contains a tiny ... TINY (in comparison to the communities size) ... vocal minority. Certain types of games sell better then others (duh). Given these facts it really isn't much of a surprise people that run gaming companies as a business do many of the things they do. Hell, look at the whole loot box thing currently going on.
Snowflakez;n10528982 said:
"Whales" and "Dolphins" and whatnot...I truly think (and I could well be wrong) that a sizable portion, if not the majority, of gamers really don't have much interest in lootboxes outside of purely cosmetic ones or their inclusion in F2P titles. I won't go so far as to say they have no interest in microtransactions, but it's really the lootboxes that give publishers all the $.
Its exactly the whales that they focus on, and there have never been more whales than with the introduction of microtransactions on mobile devices. Story time! I worked with a team that wanted to build a game for iPhone / iPad years ago. NDA...of course...so no actual details. I did ghost-writing for them, which started out as mostly value statements for investors but eventually moved on to character and item descriptions for the game itself (which I had a
blast with)...but...there was a problem.
Right from the get-go, everything that was being "pitched" was based on a super-top-secret marketing model based on
sort-of microtransactions. It really was a great idea, but I could tell immediately that they were going about it the wrong way. It was totally not my place to raise concerns and certainly not to challenge anything, but I tried to "ask questions" from time to time. (And one of the 3 founders I knew personally, and I did directly address it with him on two occasions. He simply disagreed with my views.) Basically, they were pitching the marketing model, not the game. But because they wanted to keep things under wraps, even that was not being directly introduced. So the docs felt a like nothing but empty promises and hypothetical comparisons to other models. They also had a general description of what the game would be like, but they had not even considered what the actual goal of the gameplay was, or how things would actually function -- what the player would do from moment to moment. (You know, little things.)
In short, they were pitching the
promise of a marketing model that would be extremely profitable through a game they would design later.
I eventually argued that with things the way they were going, the designers were eventually going to get jaded about the lack of direction, the devs were going to feel insecure about the lack of actual work, and the team was going to walk. Eventually, the designers got very quiet, the devs started asking if things were going to kick off soon...and everybody walked. That was good and bad. Good, because it made me feel more confident that I had read the situation correctly and could probably have avoided it...bad because it was a really cool concept and the project wound up dying before it ever took its first breath. Frustrating.
It was a matter of expertise, in the end. These were business peoples. They knew board rooms and how to balance the books. They didn't understand theatre, speaking to an audience for purposes of selling entertainment, nor what the salient features of a game design were. It's quite sad that so much talent was brought together only to fizzle because the experts that needed to
do were being led by people that did not really understand what the experts were
supposed to do. They were chiefly concerned with maximizing their investments.
It's literally counting chickens before they're hatched. Oh, and we'll need to get some eggs, too, at some point.
Suhiira;n10528712 said:
The main, and major, advantage the gaming industry has is all you need to create a game is a few PCs and some talented artists, animators, writers, and programmers. It's not like you need a factory worth millions to manufacture your product. So no matter what the giants in the industry do there will always be indy developers pushing the bounds, and on occasion the giants will take notice of a feature some indy game develops. The sheep will always buy mainstream products and insure mainstream developers continue to garner the profits they desire from producing generic games. On occasion someone like CDPR will show up and force the industry to take notice, but don't expect mainstream developers to change their ways unless, and until, the sheep quit supporting them.
And, amen to the indie scene! I'm so happy that things like Kickstarter and Steam Greenlight came about. I'm not super-crazy about how all of it works, but it at least lets a no-name studio make themselves known to the masses and let the masses decide if they're interested or not. Not only for small-time studios with brilliant ideas, but for heavyweights that just couldn't convince AAA producers that they had a bold new idea people would love (Roberts,
Star Citizen). I'm surprised Richard Gariott hasn't come forward to re-do
Ultima IX, too. And I prefer life with
Salt and Sanctuary.