The industry is in a better shape than ever. Work life balance is the best it has ever been, far more business models are viable compared to before, entry into the industry is with such a low barrier as anyone now has access to small and AAA engines and tools, communities are bigger and more vibrant with knowledge than ever before, creativity and innovation are infectious across both small and large organisations, and so on.
Pretty sure it is not game over. Perhaps look at the wonderful things rather than the few negative ones, and you may enjoy life more. :)
That's cool that you can do that, there probably other people in japan who can't do that who work on video games.Basically my take as well, and I work at a gaming company in <gasp> Japan!
I am sure most people want to believe I am being worked to the point of death, but I go home on time basically every day so I can spend time with my kids.
Biggest problem in the U.S. are the terrible, terrible labor laws that are behind basically every civilized country on the planet, even including Japan.
And that's an issue that extends far behind the narrow perspective of the gaming industry.
The industry needs to find a way to drive down the cost and time of development.
You don't have to make shiny AAA blockbusters to be successful in gaming. I will use a common example here - Nintendo. Nintendo doesn't get involved in the graphic race, and they put out successful games by being "unique" and "different" in their approach. Another thing to consider is Indies - they tend to follow this same model
Not every game out there has to be a visual blockbuster. Two of the best Indie games last year were Celeste and Hollow Knight. A game simply has to be FUN to be successful. It's nice to have the AAA Spider-Man's and RDR2's of the World. Just don't expect a game studio or division to put out more than one game a generation as a result of the effort to create them.
It seems a big problem with game pricing is that wages have been stagnant for decades for too many people in audience for mass-market entertainment. If you raise game prices directly, you shrink the audience AAA games have come to depend on.
It may come to the point that basically all AAA games are like GTA or Elder Scrolls. Only one entry is developed a generation, intended to continue being sold for a decade rather than make its money back off front loaded sales in the first six months.
It is actually the worst model. All a subscription will end up doing is creating a faux barrier to F2P model games as the only thing that will make money from Subs is the platform holder. In turn this creates more platforms making their own subscriptions.The answer is Gamepass, or subscriptions in general.
$60 retail model is not sustainable.
But the best selling AAA SP-focused games are the biggest ones, the GTA's, Red Dead, AC's, etc. Smaller games means gamers complaining, and the gamers still want the 4K, HDR, optimized for Pro and X1X, etc.
Wages aren't stagnant. Household incomes are at an all-time high, and that's adjusted for inflation too. The median household income in the US back in 2006 when games were still $60 was $46K, now it's $61K.The "games shouldn't be $60" thing is bullshit. Wages are stagnant and people have less disposable income than ever before. Games are $60 because most consumers aren't willing to pay (or pretty much can't pay) more than that. If you raised the price $10-20, sales would dip significantly, possibly so much so that publishers would lose money. That's why they don't raise the price.
That's cool that you can do that, there probably other people in japan who can't do that who work on video games.
Also isn't japan home to other industries that run their workers ragged, like the Japanese animation industry.
Not trying to deny your experience but your statement comes across as " fuck you I got mine " kinda of trying to play this off as an american issue. Mean while rockstar north , a company not located in america ran their workers notoriously ragged for this last few games. It kind of seems like you are sticking your head in the ground and ignoring your contemplates because you got the job that's kind of ok, whistling to yourself trying to ignore your peers who are literally on fire. Or fired, because they are just expendable.
"Measured relative to GDP, total compensation and its component wages and salaries have been declining since 1970. This indicates a shift in income from labor (persons who derive income from hourly wages and salaries) to capital (persons who derive income via ownership of businesses, land and assets). This trend is common across the developed world, due in part to globalization.[16] Wages and salaries have fallen from approximately 51% GDP in 1970 to 43% GDP in 2013. Total compensation has fallen from approximately 58% GDP in 1970 to 53% GDP in 2013.[17]"But the best selling AAA SP-focused games are the biggest ones, the GTA's, Red Dead, AC's, etc. Smaller games means gamers complaining, and the gamers still want the 4K, HDR, optimized for Pro and X1X, etc.
Wages aren't stagnant. Household incomes are at an all-time high, and that's adjusted for inflation too. The median household income in the US back in 2006 when games were still $60 was $46K, now it's $61K.
Median household income is up almost 50% from 1999 (not adjusted for inflation). Any way you want to play this, wages have gone up faster than video game prices. Median household income is up about 20% from 2012, games up 0% (not adjusted for inflation)."Measured relative to GDP, total compensation and its component wages and salaries have been declining since 1970. This indicates a shift in income from labor (persons who derive income from hourly wages and salaries) to capital (persons who derive income via ownership of businesses, land and assets). This trend is common across the developed world, due in part to globalization.[16] Wages and salaries have fallen from approximately 51% GDP in 1970 to 43% GDP in 2013. Total compensation has fallen from approximately 58% GDP in 1970 to 53% GDP in 2013.[17]"
Also until 2016 median household income was below 1999 levels. There is severe wage stagnation.
Bingo. Maybe, just maybe, the game industry will be the first industry to do this.
The part where he starts talking about power consumption for data centers feels a complete non-sequitur.
Kotaku is right. Why is everything depressing everywhere?
The only thing that rubs me the wrong way is "adjusted for inflation, games are cheaper than ever!". Yes I get it. But 60+ is a hell of a lot to ask of consumers even without the microtransactions. The industry needs to find a way to drive down the cost and time of development.
I feel like the issue is less that games shouldn't cost $60 and more that publishers shouldn't be putting out games that can't turn a solid profit with reasonable sales expectations and healthy work conditions.
Nintendo needed to sell only 2 million copies of BotW for the game to be profitable and that game was made across two consoles, pushed back, and, as far as we are aware in regards to their corporate culture, madr under healthy work conditions.
Part of it comes from the fact that they don't have to pay fees to the console manufacturer, since they make games for their own systems, but that's only part of the pie.
Everyone who can't manage this either needs to scale back the scope of the games they're making, honestly. You don't need to push the envelope to its absolute limit every time. And doing so is literally harming people. If games cost $100 each that wouldn't make the process better. They'd still be pushing their staff. Probably even harder since, now, consumers will be even more discerning with their purchases.
The "games shouldn't be $60" thing is bullshit. Wages are stagnant and people have less disposable income than ever before. Games are $60 because most consumers aren't willing to pay (or pretty much can't pay) more than that. If you raised the price $10-20, sales would dip significantly, possibly so much so that publishers would lose money. That's why they don't raise the price.
the thing is, this will all be used as excuses for artists and devs to work even more because their work translates to exponentially more content. Tech can't solve culture issues and scope creep. We need actual protections in place to deal with that.I think technology might help things out, and sooner rather than later.
Imagine a game engine that only uses ray tracing requiring less dev time during art asset and level design development.
Imagine ai collaborating with artists, helping create detail with less work. Optimizing output of an asset's lod automatically. Level design assited by ai as well that creates organic environments the level designer can tweak. Automatically generates path finding layers, finds performance lowering locations, etc.
What does this have to do with anything I'm talking about?
And that's why we're in the situation we're in. Spectacle is whatever the publishers say is spectacle and we've gotten to this point because they decided to make every game a part of the arms race.Secondly, Grand spectacle sells. People like their AAA games with rich visuals and expansive scope. Going the indie or AA route is also fraught with risks and many consumers won't buy.
Aside from the obvious two, Activision and Electronic Arts, which company makes that based on games? Ubisoft claimed about $150 million, Take Two about $300 million, Square Enix about $200 million.Do these companies really need billions of dollars in profit every fucking year?
My wage sure as hell hasn't adjusted for inflation so if games suddenly start doing so then I'd never buy a game day 1 again. Hell, I already wait for most of them to go sub-$20 already.The $60 price point for a standard big-budget release has held steady for nearly 15 years, unadjusted for inflation even as the cost to make big-budget video games has risen astronomically with player expectations.
Most players aren't buying any of that stuff. A small number players are willing to spend more than $60 (much more than $60 in fact) but most players will not. That's the entire concept of whales.Isn't the microtransactions / loot box model predicated on the fact that people can and do in fact pay more than $60 for a game? The costs are just somewhat obscured. It's a mental thing in other words.
Also all the data I'm seeing show disposable income has been rising since 2008 so not sure where you're getting this data?
Either way, the solution to all this is very obviously a subscription based model. There's a reason everyone is doing it. People will stomach a $20/month subscription far easier than 60-80 dollars at once for a new game.
Ninja Theory seemed to find a great middle way when they made Hellblade. Short dev time, lower budget, smaller team, inhouse voice acting and face scans, etc. I'd gladly take more games like that. I had Hellblade on my GOTY list.There's an easy way to do it. Indies have been using it ever since they were identified as a separate "thing" from high-budget games.
Just build smaller. More focused. Toss the labor-intensive advanced graphics, and put effort into mechanics, stylistic approaches in visuals, music. Make games you're comfortable with making, rather than chasing someone else's idea of how much money your game should make and how much time you have to make it.
Ninja Theory seemed to find a great middle way when they made Hellblade. Short dev time, lower budget, smaller team, inhouse voice acting and face scans, etc. I'd gladly take more games like that. I had Hellblade on my GOTY list.
Yikes. Do you have a link?This is the same Kotaku website that bitched about Valve using it's money to send employees on vacations instead of jumping back into the very type of game development they are complaining about?
difference in price with that era is mainly on the shoulders of cartridges. They were several times more expensive than cd/dvd/blueray and the hardware producers had the monopoly on them.I've remember games back in the Megadrive/SNES era costing more than games now, why are games so resistant to price hikes?
Yep. Wages have been mostly stagnant, and "essential" expenditure has increased over the last 15 years. Essential expenditure meaning things like rent increasing in cost over the years, at the same time as renting has become more common than mortgages among younger generations (also more expensive), and also the smaller things like mobile phones and phone contracts becoming yet another essential monthly cost (many of us wouldn't be able to do our jobs without them - they aren't optional). It's worrying to me that car companies are now also trying to make people think buying a brand new car on finance is as normal as buying a phone on finance. Spending power is severely f***ed these days.It seems a big problem with game pricing is that wages have been stagnant for decades for too many people in audience for mass-market entertainment. If you raise game prices directly, you shrink the audience AAA games have come to depend on.
It may come to the point that basically all AAA games are like GTA or Elder Scrolls. Only one entry is developed a generation, intended to continue being sold for a decade rather than make its money back off front loaded sales in the first six months.
Bleeding Edge looks cool but I mean multiplayer and Xbox might affect the hype here. Hellblade was single player and initially a console exclusive on PS4. BE should eventually get a boost from Game Pass though, I highly doubt it'll bomb, but if it does the dev might not go under because of the smaller budget. It's a good strategy I think.And Their next AA game was going to be 'Bleeding Edge'. Ticks off all the points you raised. Small dev team, power budget etc.
That's a game that was met with derision from tons of folks here on Era when the first trailer leaked.
So no, going AA doesn't assure you success.
As far as I know, Youka-Laylee also barely scraped a profit.
Kotaku is right. Why is everything depressing everywhere?
The only thing that rubs me the wrong way is "adjusted for inflation, games are cheaper than ever!". Yes I get it. But 60+ is a hell of a lot to ask of consumers even without the microtransactions. The industry needs to find a way to drive down the cost and time of development.
Can this industry survive without EA, Ubisoft, and Activision?
Hm
Videogame pricing being inflation-proof has always struck me as unsustainable
It's more that games need to sell more than in the past. Which is why so many game studios have closed over the past 15 years, especially those that tried producing mid-budget games instead of AAA budget games. The sales didn't increase in line with cost of development. So now we frequently see issues like Bioware saying Mass Effect 3 needs to sell 10 million units. Square Enix claiming Tomb Raider under-performing at only 3.4 million units sold. And Kingdoms of Amalur needing to sell 3 million copies just to break even.I thought that while the $60 had remained constant, games were actually selling more copies than in the past? Or is that not the case?