TedEH
Cromulent
I know there's a lot of people here who are into gaming a fair bit, so I'm curious to hear some thoughts on stuff that's going on in the world of games right now, in regards to how we're moving towards games being a service - that's the micro-transactions, the streaming services, the monthly plans, it's Stadia and Apple Arcade, it's mobile, always-online, massively-multiplayer, lootboxes, etc.- and I really don't like the direction some things are headed.
For context, I work in games (whenever you say "ugh, those lazy devs should have done x, it's so simple", I might be said lazy dev), so I see a lot of discussion about this kind of thing. I get the sense that a lot of people are worried that we're headed the same way the music industry went, with a broken model that doesn't compensate people in a way that makes sense, and that incentivises predatory mechanics, walled gardens, turns single-player or experience-based or experimental games into a niche thing with no real market, etc.
In more detail - here's some random points I've been thinking about lately:
- Streaming services take the point of not-actually-owning your games (like how you only have "licenses" on steam) a step farther. Not only do you not have anything physical to show for the games you "have", but now you might not even have individual licenses anymore. And those files are never on your own machine to be preserved, modded, etc.
- My understanding is that the new Apple platform is planning to pay devs in terms of fractions of cents per time spent with a game. We all know how well that turned out for music. Even if Apple were to pay for the initial development of what goes on their platform, it still sets a precedent for what the monetary value of time spent in a game is. This incentivizes games that want to hook you in for longer. That means more emphasis on those kinds of rewards cycles / feedback loops like random drops and flashy animations that are used for lootboxes. It means more emphasis on community based online stuff, and a move away from short single player experiences. It means it could take you a lifetime to build the greatest game in the world, but if it's playable in a hour, it's only worth a few fractions of a cent. It means the elimination of "I'm buying this because I want to support you", since unit sales are meaningless now.
- I feel like single player games have been getting the shaft, and it's only going to get worse. They're expensive and they aren't cash cows. Nobody wants to take the risk anymore, since it's now established that you can jump on bandwagons and produce cash cows. Indies want to make the next Angry Birds, and AAA wants to make the next Fortnite. Very few people are left in the middle making single-player experiences anymore. And those that are still feel the need to pack in-app purchases, DLC, "season passes" (whatever that every really means anymore) into those products. Most of that stuff comes from indies now - which isn't bad on it's own - but we've lost the AAA support for anything truly narrative driven, anything for a slower paced gamer, adventure gamers, etc.
- Mobile also kind of got the short end of the stick. I'm convinced that mobile can be a great platform for games, if it wasn't for the shape of the industry and platform (as in the stores) around them.
- I think people getting into retro gaming are doing it as a response to how the current industry isn't giving them what they got into gaming for anymore. I went back and played Majora's Mask in January, all the way through - and there's very little like this being made anymore, as far as I know. I think it's one of the best games ever made, and it's sort of like.... it doesn't feel like anyone is really trying to meet or beat that standard anymore. That doesn't mean that there's no good games being made at all, there's definitely good games still being made, but nothing that hits that same standard, to me.
I have more thoughts - always more thoughts - but.... anyway. What are other people's thoughts? Am I just the Old Man yelling at the Cloud?
For context, I work in games (whenever you say "ugh, those lazy devs should have done x, it's so simple", I might be said lazy dev), so I see a lot of discussion about this kind of thing. I get the sense that a lot of people are worried that we're headed the same way the music industry went, with a broken model that doesn't compensate people in a way that makes sense, and that incentivises predatory mechanics, walled gardens, turns single-player or experience-based or experimental games into a niche thing with no real market, etc.
In more detail - here's some random points I've been thinking about lately:
- Streaming services take the point of not-actually-owning your games (like how you only have "licenses" on steam) a step farther. Not only do you not have anything physical to show for the games you "have", but now you might not even have individual licenses anymore. And those files are never on your own machine to be preserved, modded, etc.
- My understanding is that the new Apple platform is planning to pay devs in terms of fractions of cents per time spent with a game. We all know how well that turned out for music. Even if Apple were to pay for the initial development of what goes on their platform, it still sets a precedent for what the monetary value of time spent in a game is. This incentivizes games that want to hook you in for longer. That means more emphasis on those kinds of rewards cycles / feedback loops like random drops and flashy animations that are used for lootboxes. It means more emphasis on community based online stuff, and a move away from short single player experiences. It means it could take you a lifetime to build the greatest game in the world, but if it's playable in a hour, it's only worth a few fractions of a cent. It means the elimination of "I'm buying this because I want to support you", since unit sales are meaningless now.
- I feel like single player games have been getting the shaft, and it's only going to get worse. They're expensive and they aren't cash cows. Nobody wants to take the risk anymore, since it's now established that you can jump on bandwagons and produce cash cows. Indies want to make the next Angry Birds, and AAA wants to make the next Fortnite. Very few people are left in the middle making single-player experiences anymore. And those that are still feel the need to pack in-app purchases, DLC, "season passes" (whatever that every really means anymore) into those products. Most of that stuff comes from indies now - which isn't bad on it's own - but we've lost the AAA support for anything truly narrative driven, anything for a slower paced gamer, adventure gamers, etc.
- Mobile also kind of got the short end of the stick. I'm convinced that mobile can be a great platform for games, if it wasn't for the shape of the industry and platform (as in the stores) around them.
- I think people getting into retro gaming are doing it as a response to how the current industry isn't giving them what they got into gaming for anymore. I went back and played Majora's Mask in January, all the way through - and there's very little like this being made anymore, as far as I know. I think it's one of the best games ever made, and it's sort of like.... it doesn't feel like anyone is really trying to meet or beat that standard anymore. That doesn't mean that there's no good games being made at all, there's definitely good games still being made, but nothing that hits that same standard, to me.
I have more thoughts - always more thoughts - but.... anyway. What are other people's thoughts? Am I just the Old Man yelling at the Cloud?