Goatseye said:
Zanten said: Sooo... is this like how a fairy dies every time you say you don't believe in them? o.o I do understand where you're coming from, and really can't understand the criticism. Heck, if I wanted to avoid shit indie games, I'd stop gaming on PC, not PS4. o.O Say what you will about the PS4 bringing in shovelware, but Steam, THERE'S a breeding ground for some of the most broken, unusable, outright insane money-grubbing bullcrap on the face of the planet, and while there are certainly good ones on there that won't be coming to PS4, the amount of bile-inducing trash on the platform is rising at an alarming rate because its Greenlight gateway just does. Not. Work. I mean Jesus, there was a game being sold that was missing the friggin executive file! Just... wasn't there! But that's just part of the downside of an open platform (and before anyone jumps down my throat, yeeeesss, PC Master Race, Steam sales, yada yada yada, but seriously, you can't deny that the floodgates are wiiiide open on this tripe,) that has to be accepted along with its many, many perks. tI seriously, direly hope Sony does NOT take a page from Steam's book in terms of how it accepts indie games, and it actually shows a modicum of restrain. -_- ...I'd say the same for the Xbox One, but Soda Drinker Pro's coming to that, so ship's sailed! (Pleeease nobody break my heart and tell me if Soda Drinker Pro's come to PS4 yet. I'm holding out hope that the abomination will never surface. >.> ) |
Self publishing crap is the first step to bring sh*tware to consoles.
MS had it right to have them find a publisher to help them release well developed games on 360.
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Ehhhh, it might have helped with keeping out the muck, (although stuff like the patching fee actually kept devs from trying to patch glitched games,) but the old publisher policies were rife with their own issues; for one thing, many of the Publishers involved were, to put it bluntly, complete dicks and abused the crap out of their role. Given Microsoft would assign a limited number of 'slots' to each, based I believe on some objective measure of the Publisher's size or sales... in any case, only publishers who sold physical games at retail qualified for these slots, and because the slots were limited, publishers would often use their 'supply' as leverage. A developer looking to release on the Xbox 360 would sometimes end up having to either accept insane conditions, ("If we publish for you, not only do you have to give us a cut of the revenue from the 360 platform, you have to give us a cut from ALL the platforms, even the ones that you could self-publish on.") or simply not publish on the Xbox 360 at all. And since the Parity clause meant if you published anywhere else first, you COULDN'T publish on Xbox 360 afterwards, plenty of devs were hesitant to burn that particular bridge.
So at best you were signing up with a 'partner' who, really, didn't contribute anything except a 'ration token' that only existed because Microsoft created that sort of artificial scarcity, a Publisher who in exchange for the token would often get a piece of the ENTIRE pie, not just the part they were 'helping' with. They weren't contributing to development costs, weren't doing aaaanything to help make the game, just holding a golden key with one hand, and holding the other out for payment.
The kicker is, this option was viewed as the lesser of two evils compared to publishing with Microsoft, with whom publishing meant giving the platform cut, and a publisher's cut, and agreeing to timed exclusivity at minimum. Given announcing to the world that your game will be coming out on Xbox 360 first generated a fair bit of bad PR, and hurt sales potential on future platforms, it was an option devs wanted to avoid at all costs. And said costs were, generally, pretty severe.
Reports from one Dev suggested that getting his title released on the Xbox 360 was vastly more expensive, and time consuming, than releasing on ANY of the other platforms, without really offering enough revenue to make the whole ordeal worth it. So it wasn't just a matter of whether a developer could afford it; more and more, it became a matter of 'Why am I bothering with all this junk at all, when I can go publish over there, ignore the Xbox platform entirely, and probably make more money in the long run?"
So by the time the Xbox One was readying for release, the indie devs were starting to drop away in droves and pass on the Xbox One altogether, which is why Microsoft ended up changing their policies to begin with. Because it wasn't just the shovelware devs that were leaving, it was actual indie devs who made games audiences LIKED, games that did well on their own merit. If they hadn't removed the Publisher requirement, forget just bad indie games, Microsoft would have been lucky to get that many GOOD ones on their platform, or indie games at all. =P
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Anywhooo, back on topic I go. x3
To be specific, I do believe that there should be a gateway, as it were, even if it's a small team making sure that the game is not complete crap, making sure we don't get flooded with Flappy Bird clones, etc. Everything that has been streamlined, in terms of application time and cost, is great, but there should definitely not be any form of automated 'let em in when the counter strikes ten,' ala Greenlight. Right now Sony seeeems to be doing okay, if a bit over-enthusiastic, and I am hoping they'll reign that in and be a tad more discerning. If nothing else, I haven't yet seen any disasters on PS4 that match Soda Drinker Pro, and God knows those 'developers' (very loosely speaking) would get on PS4 if they had the chance. =P
But just like unmoderated self-publishing is getting abused by crap developers, Microsoft's old policies got abused by crap publishers. =P A balance needs to be found between the two, that will benefit both the developers who actually release games that draw an audience, and the audience that won't have to dig through mountains of crap to find it.