Dr.Henry_Killinger said:
Except, its an example. |
Okay...uhhh where to begin:
-"If the game was more focused on appealing to a more dedicated audience rather than appealing to the masses, games could be more creative." You say that is because of the market size, I say development philosophy. Once again, the world you are envisioning can exist in this current market with a change of philosophy and be more strongly supported than it would otherwise be in a small market (under identical circumstances, sales are higher with larger install bases).
-"Sure, you could have the same effect by reorganizing publishers, but just because the market shrinks doesn't mean revenue will be lost, is what I'm saying." And just because the market shrinks doesn't mean anything will get better either, however it will mean that less games will be sold overall.
-" If markets are slow to adapt then a fast growth would be just as destructive as a fast increase." Why would more people buying games ever hurt anyone? The reason we lost a lot of developers/publishers last gen is because they miscalculated demand (and in some cases, skill). Also, as I've said many times, the problem is that everybody is trying to fit into the same space (and trying to compete against giants), when there is plenty of untapped potential in the market.
-"The importance of publishers came about because devs need more money, a smaller need for money would mean that companies like EA wouldn't be able to push companies like Bioware and DICE around." First of all, a smaller budget would likely shrink the scope of the games Bioware tends to make exponentially. Second of all, publishers are going to be necessary unless game dev costs drop well under 10mil and that isn't going to happen any time soon, in a time when costs can be in the hundreds of millions... Finally, there are other things that publishers do, such as marketing which typically doesn't get handled by the dev teams.
-"In that example, the game that costs 1 mill makes 1 mill in profits, the game that costs 15 mill loses 5 million in profits. 1 mill > - 5mill" My mistake here...I flipped those two numbers in my head. But lets take a more realistic scenario where 1 sale = $10 (once again, this number is generously low):
2mil cost->1mil sales->10mil income=8mil profit
15mil cost->10mil sales->100mil income=85mil profit
See the difference now?
-"Not to mention on a budget of 1 mill a dev can self publish and tell the publisher to screw off, while a dev that disagrees with its publisher after asking for 15 mill gets closed down, for refusal to cooperate." If you knew anything about developing games, you would know that 1mil really doesn't get you very far...Publishers aren't going to become obselete any time soon.
Closing statement:
The fact is, we've seen the market contract before. Just look at handheld gaming. Last generation was huge and amazing with games fitting into every niche imaginable. Big games and small games were working together in harmony to create a healthy gaming space. Then, the market shrunk. Instead of adapting to the changing market and focusing on making smaller cost games with more diversity and whatnot, handhelds were largely abandoned in favor of smartphone and tablet gaming. We have seen numberous companies state their intent to support phones more strongly and handhelds less than before...
You have a lot more faith in these businessmen than I do if you believe that they will start appealing more strongly to niches due to a shrinking market. We have seen them abandon smaller markets and try to suck cash out of whats left of the ones we still have with anti-consumer practices, looking for a quick buck.
All logic and evidence points to not much good coming out of a shrinking market, but the potential for a lot of bad. We will see how everything plays out but with declarations from Ubisoft saying that they will make less new IPs and all the things I have seen happening to handhelds and the things I have seen at the beggining of this generation...I don't see how you can have so much faith.







