| BrainBoxLtd said: There's definitely a herd mentality in a lot of the entertainment industry, and video games are no exception. Every time something hits big, you've got a dozen companies rushing to make copies of it with varying successes that usually (but not always) fall below the original's. Look all the super-heroes movies that have come out after X-Men and Spider-man made big money, or all those damn Boy Bands, or all the GTA III knock-offs last generation. |
I think you've got the attitude down cold, unfortunately. On the one hand I suppose I can't completely blame developers and publishers for having this attitude: wanting to improve, to reach beyond what you've already done, is something that I find admirable in many ways, and the desire to emulate the latest hit in hopes of striking gold seems to be hardwired into humanity. Plus, this attitude seems to be prevalent in many other industries, especially in entertainment. How many movies get greenlit not because there's an expectation of profit, but because someone wants to create "real art"?
That said, it's ultimately self-destructive economically, as far too many financial reports have shown. Revenues are at record highs, but profits are in the crapper, and the best excuse I've heard for continuing this behavior isn't that it will be profitable anytime this generation, but maybe it will help a bit in the next? Suffice it to say that I'm unconvinced: the long-term does you no good if you shut down tomorrow, and there's no indication that the tools and skills of the next generation will be sufficiently similar to what we've got now. Besides, if you're focusing on SD now, but need some HD experience a few years down the line, the unemployment lines are full of thousands of workers with HD experience, so give 'em a call!
I think it was Iwata who first analogized most developers to bodybuilders, i.e. folks who are there to amaze each otehr rather than the general public. I suppose that's a fair enough attitude to have if you're just making games as a hobby, or if such acclaim somehow translated into a better bottom line. But neither of those apply to publishers. They're supposed to be making money, not going out of business. And I know a few people would applaud them for sticking to their guns, rather than catering to the lowest common denominator (as they see it), but an environment in which fewer and fewer games are being made is not an environment that benefits any gamer. Soon enough, this will be obvious too all but the most obstinate...
And as a sidenote, I hate even the idea of Radiant AI. I'm not sure if that's what's responsible for quest-characters in my Fallout game dying before I reach them, but I suspect it is, and I have to say that it adds nothing to the game.
| theRepublic said: Just out of curiosity, what are your problems with the article? By the way, here is his email: evan.embedded@gmail.com |
Cool, thanks. I'll send off that e-mail soon. Hope he replies.
Some of the numbers he's using seem fishy, or at least like they're only part of the story. The prime example that came to mind was the one about Activision. The figure quoted isn't incorrect, but it neglects to mention that much of it is due to their shifting the money from that timespan throughout the rest of this year (i.e. each month gets 1/12 of that, rather than having it all accrue in one month). The $10k "man-month" figure is also something I'd never heard before. That doesn't mean it's wrong, mind you, but it's another part that I'd like some clarification on.
That type of thing.
| mike_intellivision said: The problem with the "Hollywood Model" is that games don't have secondary revenue sources (DVD sales, foreign markets, etc.). It's an all-or-nothing proposition that is more and more often becoming closer to nothing. Mike from Morgantown |
I'd add to that the fact that the movie industry has a consumer base in the billions, whereas gamers make up a much smaller figure (and would be even more miniscule, if some fools on the internet had their way).







