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Forums - Gaming - Is shrinking market size all that bad?

 

What do you think?

Yes. The Market needs to Shrink 27 32.93%
 
No, The Market needs to Grow 39 47.56%
 
results 16 19.51%
 
Total:82
sundin13 said:
Dr.Henry_Killinger said:
 

And what I'm saying is a smaller market is more focus, more diversity, and better quality, even if it makes less money. Which it necessarily wont.

Maybe they need to be making less money, they aren't necessarily using all the money they make to make games better.


You still haven't really argued that point very strongly though. There is no reason to assume game quality will increase with a smaller market, or that there will be more diversity. You really need to back up that point better, because all logic refutes that...

No it doesnt, and I've already explained it in the OP.

Lets say game A, wants to appeal to the entire market.

If the size of the entire market grows, the the game will require a larger budget, not only will devs need more money from publishers but Risk on the investment will increase as well. If the budget is larger and Risk is larger, then developer's have less options to explore because they need to ensure their product will sell more, {cip BioShock Infinite}.

Less options means is less diversity, i.e diverse options are not fiscally viable, once the budget increases past a certain point.

Even if the market size is drastically reduced, so will Risk, and less risk means more options, which means more diversity, even if they are making less money, which isn't necessarily always the case because a dedicated market will can meet if not exceed a larger widespread market.

And even if the sales are met, or even lower than on a higher base. Decreased budgets will lead to higher profit overall anyway.

1 million on a game that sells 2 million makes a lot more money than a 15 million dollar game that sells 10 million.



In this day and age, with the Internet, ignorance is a choice! And they're still choosing Ignorance! - Dr. Filthy Frank

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JEMC said:
Dr.Henry_Killinger said:
JEMC said:

Your mistake is thinking that developers are trying to appeal as many people because the market has grown when actually, most devs love that big market because that means that there will always be someone who will like their game. Your Dark Souls example fits this perfectly.

But the truth is that publishers (not devs) try to appeal to as many consumers as possible because game development and specially marketing has become a lot more expensive. And it's because of that, that if the market shrinks publishers will force devs to make games that appeal to the vast majority of consumers, not the other way around.

Big market => room for everybody # small(er) market => someone will have to leave

That's not entirely true. Niche Market's don't change in size very often. For example if Dark Souls was on Wii instead of PS3, it would sell significantly worse, because it's market would come from Demon Souls which was also a PS3 exclusive.

And consideding that Devs need a lot more money from publishers, they are more under their control then ever. If Devs are targetting a smaller base, they need less money and thus publishers have less control over them. If a dev needs 1 mill to make a game as opposed to 50 mill(small by todays) standards, the publisher isn't going to make them appeal to a larger audience just to recoup 1 mill as opposed to 50 mill

I mean we only have to compare 7th gen to 5th gen to see the effects of market size on dev publisher relation ship and the diversity of games, rather then entertaining thought experiments.

True, niches markets don't grow, but game developing costs do.

It's not the same to develop for the PS2, a console that outputs at 480p with low textures than for the PS3 or now the PS4 where gamers want demand 1080p graphics with pretty textures and lighting and... well, the whole package. That is what is causing budgets to rise and make publishers demand games that appeal to a bigger audience.

Just look at the budgets of the games during the last gens

http://kotaku.com/how-much-does-it-cost-to-make-a-big-video-game-1501413649

With a smaller market, what will happen is that either publishers invest less in the games, opting for either less games but as big as they are now (AAAs) or as many games but with smaller budgets (so worse graphics and/or smaller worlds, maybe even shorter). Whatever the choice they make, we lose.


How do we lose? The sooner the bloatware jack of all trades AAA nonsense vanishes the better.



RIP Dad 25/11/51 - 13/12/13. You will be missed but never forgotten.

Dr.Henry_Killinger said:

No it doesnt, and I've already explained it in the OP.

Lets say game A, wants to appeal to the entire market.

If the size of the entire market grows, the the game will require a larger budget, not only will devs need more money from publishers but Risk on the investment will increase as well. If the budget is larger and Risk is larger, then developer's have less options to explore because they need to ensure their product will sell more, {cip BioShock Infinite}.

Less options means is less diversity, i.e diverse options are not fiscally viable, once the budget increases past a certain point.

Even if the market size is drastically reduced, so will Risk, and less risk means more options, which means more diversity, even if they are making less money, which isn't necessarily always the case because a dedicated market will can meet if not exceed a larger widespread market.

And even if the sales are met, or even lower than on a higher base. Decreased budgets will lead to higher profit overall anyway.

1 million on a game that sells 2 million makes a lot more money than a 15 million dollar game that sells 10 million.


Errr...but that logic is broken from the start. First of all, no game sets "everyone" as their target demographic. From Call of Duty, to GTA to Mario Kart, there is always someone that is excluded. Therefore, target audience is generally fixed into some group within that everyone, although it may be a big group.

Now if a game sets its target audience as a big group, why would the game have to be any different whether the size of the same group is 10mil or 20mil people? The game might try to branch out into different groups to try to get some crossing of audiences, but then its just dipping into two target audiences. Once again, theres not really any differences based on the size of that market. The way you are talking about this makes it sound like devs are trying to do something to please each person as an individual, while they are actually trying to please (or leech money out of) a collective, with no regard for the individual.

I think what you are getting at is the fact that games are allowed to be bigger due to the fact that they have a larger market size, which is certainly true, and yeah, that may lead to less risks being taken, but that is what I mean by development philosophies. In the current market, there is not really anything preventing developers from branching out into niche markets except for the fact that everyone is fighting over the biggest slice of pie. Market size doesn't increase cost, greed does. That is a problem with the management of publishers, not with the market size...

The real problem with your argument is the assumption that shrinking the market size would make anything better...first of all, the market is slow to adapt, so the transition period would likely be difficult for a lot of companies and catastrophic for others. If they cant bring in their millions with their big budget games, they may collapse as we have seen many times in the past. One underperforming game can destroy a company.

Secondly, I don't see how decreasing the market size would increase variety. Publishers would continue fighting for the largest slice of pie, however that slice will be smaller, meaning that overall the games may become smaller, or fewer companies will be able to obtain that goal.


Basically, you are saying that a smaller market size will force publishers to employ more variety, but who knows if that is true. We have already seen plenty of developers move to smaller games, such as iOS/Android games, and change their business models in ways that aren't beneficial to us (sucking more money out of us with each game through DLC and whatnot) because their just isn't enough pie to go around. In a larger market, there are more niches and more places where developers can expand and exploit in ways that would be tremendously beneficial to consumers, but they don't. That is a problem with philosophies, not with the market size. With a bigger market, there are more possibilities. After some thinking, I can see what you are saying, but you are thinking that publishers will adapt in one way when we have seen plenty of times, that they would likely follow a different path.

Finally, this "1 million on a game that sells 2 million makes a lot more money than a 15 million dollar game that sells 10 million." is simply not true...assuming, 1mil sales = 1 mil $ (the scale likely leans much to more than $1 per sale), you are saying making 1mil$ is better than making 5mil$ which isn't true obviously. A publisher would rather have a title that makes it a ton of money than a title that makes it a smaller amount of money, hence why everyone is chasing the biggest market. If what you said were true, we would see many more niche games than we see today...

(that was tiring ;-;)



sundin13 said:
Dr.Henry_Killinger said:

No it doesnt, and I've already explained it in the OP.

Lets say game A, wants to appeal to the entire market.

If the size of the entire market grows, the the game will require a larger budget, not only will devs need more money from publishers but Risk on the investment will increase as well. If the budget is larger and Risk is larger, then developer's have less options to explore because they need to ensure their product will sell more, {cip BioShock Infinite}.

Less options means is less diversity, i.e diverse options are not fiscally viable, once the budget increases past a certain point.

Even if the market size is drastically reduced, so will Risk, and less risk means more options, which means more diversity, even if they are making less money, which isn't necessarily always the case because a dedicated market will can meet if not exceed a larger widespread market.

And even if the sales are met, or even lower than on a higher base. Decreased budgets will lead to higher profit overall anyway.

1 million on a game that sells 2 million makes a lot more money than a 15 million dollar game that sells 10 million.


Errr...but that logic is broken from the start. First of all, no game sets "everyone" as their target demographic. From Call of Duty, to GTA to Mario Kart, there is always someone that is excluded. Therefore, target audience is generally fixed into some group within that everyone, although it may be a big group.

Its an example, a thought experiment. Logic means any reasonable argument, and that is a reasonable if abstract example.

Now if a game sets its target audience as a big group, why would the game have to be any different whether the size of the same group is 10mil or 20mil people? The game might try to branch out into different groups to try to get some crossing of audiences, but then its just dipping into two target audiences. Once again, theres not really any differences based on the size of that market. The way you are talking about this makes it sound like devs are trying to do something to please each person as an individual, while they are actually trying to please (or leech money out of) a collective, with no regard for the individual.

That's not what I'm saying. I mean something as simple as Bioshock Infinte's cover ended up being determined changing to entice the most consumers, let alone what happened to Songbird. If the game was more focused on appealing to a more dedicated audience rather than appealing to the masses, games could be more creative. Games could be more inline with developer's visions rather than simply what sells the most.

I think what you are getting at is the fact that games are allowed to be bigger due to the fact that they have a larger market size, which is certainly true, and yeah, that may lead to less risks being taken, but that is what I mean by development philosophies. In the current market, there is not really anything preventing developers from branching out into niche markets except for the fact that everyone is fighting over the biggest slice of pie. Market size doesn't increase cost, greed does. That is a problem with the management of publishers, not with the market size...

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.

The real problem with your argument is the assumption that shrinking the market size would make anything better...first of all, the market is slow to adapt, so the transition period would likely be difficult for a lot of companies and catastrophic for others. If they cant bring in their millions with their big budget games, they may collapse as we have seen many times in the past. One underperforming game can destroy a company.

But you're making the same lkind of assumption in that shrinking market size would make things worse. If markets are slow to adapt then a fast growth would be just as destructive as a fast increase. If it is a matter of rate then, a slow decrease could easily be beneficial. Consider this. These companies came into being on smaller markets and died on our current larger one. Remeber THQ, Midway? If you don't join these Mega Corps like EA and you aren't japanese or on PC your gonna have a really hard time trying to comepete against the giants.

Secondly, I don't see how decreasing the market size would increase variety. Publishers would continue fighting for the largest slice of pie, however that slice will be smaller, meaning that overall the games may become smaller, or fewer companies will be able to obtain that goal.

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.


Basically, you are saying that a smaller market size will force publishers to employ more variety, but who knows if that is true. We have already seen plenty of developers move to smaller games, such as iOS/Android games, and change their business models in ways that aren't beneficial to us (sucking more money out of us with each game through DLC and whatnot) because their just isn't enough pie to go around. In a larger market, there are more niches and more places where developers can expand and exploit in ways that would be tremendously beneficial to consumers, but they don't. That is a problem with philosophies, not with the market size. With a bigger market, there are more possibilities. After some thinking, I can see what you are saying, but you are thinking that publishers will adapt in one way when we have seen plenty of times, that they would likely follow a different path.

We can't know its true, but we do know its opposite, that the increase in marketsize means games have to take more risk and be the same will be true.

Finally, this "1 million on a game that sells 2 million makes a lot more money than a 15 million dollar game that sells 10 million." is simply not true...assuming, 1mil sales = 1 mil $ (the scale likely leans much to more than $1 per sale), you are saying making 1mil$ is better than making 5mil$ which isn't true obviously. A publisher would rather have a title that makes it a ton of money than a title that makes it a smaller amount of money, hence why everyone is chasing the biggest market. If what you said were true, we would see many more niche games than we see today...

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

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.

(that was tiring ;-;)

Except, its an example.



In this day and age, with the Internet, ignorance is a choice! And they're still choosing Ignorance! - Dr. Filthy Frank

It does needs to shrink in some places to work efficiently. Restructuring can help avoiding losing massive amounts of money on futile efforts. Problem is, the bigger budgets are for the most prominent genres, and like OP mentioned, it reduces diversity. And things aren't pretty when the game underperforms.



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This topic is so stupid. Why would a shrinking market be positive? It's always going to be negative no matter how you slice it. We're already seeing the negatives right now: WiiU is bombing, Vita is bombing, Xbox one is bombing, 3ds is bombing in the west compared to all previous Nintendo handhelds, PS4 is doing DECENT and it's the market leader! You can't spin a shrinking market into positive news. Sorry.



Predictions for LT console sales:

PS4: 120M

XB1: 70M

WiiU: 14M

3DS: 60M

Vita: 13M

Dr.Henry_Killinger said:
sundin13 said:


Errr...but that logic is broken from the start. First of all, no game sets "everyone" as their target demographic. From Call of Duty, to GTA to Mario Kart, there is always someone that is excluded. Therefore, target audience is generally fixed into some group within that everyone, although it may be a big group.

Its an example, a thought experiment. Logic means any reasonable argument, and that is a reasonable if abstract example.

Now if a game sets its target audience as a big group, why would the game have to be any different whether the size of the same group is 10mil or 20mil people? The game might try to branch out into different groups to try to get some crossing of audiences, but then its just dipping into two target audiences. Once again, theres not really any differences based on the size of that market. The way you are talking about this makes it sound like devs are trying to do something to please each person as an individual, while they are actually trying to please (or leech money out of) a collective, with no regard for the individual.

That's not what I'm saying. I mean something as simple as Bioshock Infinte's cover ended up being determined changing to entice the most consumers, let alone what happened to Songbird. If the game was more focused on appealing to a more dedicated audience rather than appealing to the masses, games could be more creative. Games could be more inline with developer's visions rather than simply what sells the most.

I think what you are getting at is the fact that games are allowed to be bigger due to the fact that they have a larger market size, which is certainly true, and yeah, that may lead to less risks being taken, but that is what I mean by development philosophies. In the current market, there is not really anything preventing developers from branching out into niche markets except for the fact that everyone is fighting over the biggest slice of pie. Market size doesn't increase cost, greed does. That is a problem with the management of publishers, not with the market size...

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.

The real problem with your argument is the assumption that shrinking the market size would make anything better...first of all, the market is slow to adapt, so the transition period would likely be difficult for a lot of companies and catastrophic for others. If they cant bring in their millions with their big budget games, they may collapse as we have seen many times in the past. One underperforming game can destroy a company.

But you're making the same lkind of assumption in that shrinking market size would make things worse. If markets are slow to adapt then a fast growth would be just as destructive as a fast increase. If it is a matter of rate then, a slow decrease could easily be beneficial. Consider this. These companies came into being on smaller markets and died on our current larger one. Remeber THQ, Midway? If you don't join these Mega Corps like EA and you aren't japanese or on PC your gonna have a really hard time trying to comepete against the giants.

Secondly, I don't see how decreasing the market size would increase variety. Publishers would continue fighting for the largest slice of pie, however that slice will be smaller, meaning that overall the games may become smaller, or fewer companies will be able to obtain that goal.

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.


Basically, you are saying that a smaller market size will force publishers to employ more variety, but who knows if that is true. We have already seen plenty of developers move to smaller games, such as iOS/Android games, and change their business models in ways that aren't beneficial to us (sucking more money out of us with each game through DLC and whatnot) because their just isn't enough pie to go around. In a larger market, there are more niches and more places where developers can expand and exploit in ways that would be tremendously beneficial to consumers, but they don't. That is a problem with philosophies, not with the market size. With a bigger market, there are more possibilities. After some thinking, I can see what you are saying, but you are thinking that publishers will adapt in one way when we have seen plenty of times, that they would likely follow a different path.

We can't know its true, but we do know its opposite, that the increase in marketsize means games have to take more risk and be the same will be true.

Finally, this "1 million on a game that sells 2 million makes a lot more money than a 15 million dollar game that sells 10 million." is simply not true...assuming, 1mil sales = 1 mil $ (the scale likely leans much to more than $1 per sale), you are saying making 1mil$ is better than making 5mil$ which isn't true obviously. A publisher would rather have a title that makes it a ton of money than a title that makes it a smaller amount of money, hence why everyone is chasing the biggest market. If what you said were true, we would see many more niche games than we see today...

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

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.

(that was tiring ;-;)

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.



benji232 said:
This topic is so stupid. Why would a shrinking market be positive? It's always going to be negative no matter how you slice it. We're already seeing the negatives right now: WiiU is bombing, Vita is bombing, Xbox one is bombing, 3ds is bombing in the west compared to all previous Nintendo handhelds, PS4 is doing DECENT and it's the market leader! You can't spin a shrinking market into positive news. Sorry.



In this day and age, with the Internet, ignorance is a choice! And they're still choosing Ignorance! - Dr. Filthy Frank

MikeRox said:
JEMC said:

With a smaller market, what will happen is that either publishers invest less in the games, opting for either less games but as big as they are now (AAAs) or as many games but with smaller budgets (so worse graphics and/or smaller worlds, maybe even shorter). Whatever the choice they make, we lose.


How do we lose? The sooner the bloatware jack of all trades AAA nonsense vanishes the better.

But AAA games aren't bad per se, they only become a problem when they are the ultimate goal for every game. What's more, they are a necessity because even though it's usually the indie or small games the ones that try new or different things, it's the AAA games that push the boundaries of what is possible in terms of scale and graphics.

Thinking that if the AAA games vanish we will be better is foolish.



Please excuse my bad English.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.

shrinkage in any market is always terribly bad. Do you know how businesses measure success or failure? By change of the rate of growth. Stagnation and/or decline is time to start taking a hatchet to the whole thing.



Monster Hunter: pissing me off since 2010.