We're gonna complain about console timed-exclusivity? Really? OK, well there should be only one home console allowed to be made since that's inconvenient to my wallet and solves your timed-exclusivity woes.
Xbox Wire posted about them last E3 when they were announced. They don't do that for games not coming to their platform. Disregarding that...it's games from Bethesda. There's zero reason for them to be exclusive to any platform other than money in hats.
E3 2019: Doom Eternal, Fallout’s Battle Royale, and Ghostwire: Tokyo Revealed at Bethesda’s E3 Keynote - Xbox Wire
We knew going in that Bethesda’s E3 keynote would not have big reveals — and no, there was no footage from The Elder Scrolls 6 or Starfield. The company’s presser did feature a handful of notable game updates and expansions, a couple new title reveals, and the much-anticipated reveal of new...news.xbox.com
Idk. They'll probably be free in game pass after the exclusivity period anywayNeither GhostWire nor Deathloop were officially announced for any platforms when they had those CG reveal trailers. It was considered to be a safe bet that they would come to Xbox, yes, but what he's saying is not untrue. Just got back and look at those E3 reveal trailers.
Was either that or keep making bad gamesIts more of an annoyance Bethesda Game Studios are doing timed exclusive deals
Microsoft is publishing CrossFire, and they published PUBG lol. Not great examples
MS "publishes" a lot of games they buy timed exclusivity for. It's just how they like to structure their deals.
The fact is this will always be a thing. It doesn't matte that Phil Spencer talked pretty to you about it a few years ago. The primary reason MS slowed the practice was because it made no sense to continue throwing good money after bad while they were losing so badly in the console market.
And every deal is different. I really doubt we would have gotten FF7 Remake the way we did without the seed money Sony kicked in. They jump started the development of Street Fighter 5 as well with their investment. Many indie devs are going to use the windfall to make their games better in the long run. For devs like Arkane and Tango, a boost from Sony could keep them from having to make hard cuts after their previous games underperformed.
Little Devil Inside, Death Loop, Ghost Wire Tokyo and Kena: Bridge of Spirits all looked great.
But its hella annoying that theyll be timed exclusive.
I'd hoped the industry would be moving away from such practices but it looks like theyll be here to stay.
Without a doubt games like Bridge Of Spirits, the Housemarque one and Destruction AllStars received investment from Sony in exchange for the exclusivity (be it timed or not). It's the same thing MS did with The Ascent, The Medium and Scorn, and that's kinda good for the industry.
Ive never understood blaming the platform, blame the company taking the money, and if they needed to take the money for the game to happen what's the problem?
Wrong.MS "publishes" a lot of games they buy timed exclusivity for. It's just how they like to structure their deals.
Now shit like Deathloop, Rise Of The Tomb Raider, Project Athia, Ghostwire Tokyo, FFVIIR is/was just a shitty move all around and should be condemned as such, but i guess everything depends of which company does it.
Great post.Timed exclusives will ALWAYS be a thing for a myriad of reasons:
- Marketing is expensive, often doubling the budget of the game if not more if you are an indie team.
- Game development is expensive as hell
- Some teams cannot afford to develop for multiple platforms at once (certification can be expensive and require extra QA costs that some teams simply cannot budget for at the time)
- Some teams simply do not have the marketing arms that major publishers do when all they have on staff oftentimes is one community manager (when compared to an internal publisher marketing team that can be 20-40 people deep, nevermind the difference in reach and established base).
Games are almost always a financial risk of some sort, so the more development costs you can recoup, the better it is for your business. In general, it is better to spend someone else's money on a project rather than more of your own, if you can.
As game budgets continue to rise, recouping your costs becomes even more important. Especially since transitioning to a new-gen in game development is usually a steeper cost.
Great post.
Personally at this point it's more of a distaste of the concept then the practice as a whole because as you mentioned risk management/migration is a factor for everyone big or small. Although with publishers I feel platform aligned marketing should be the extent of any exclusivity imo unless it's a titanfall situation (The reason for the initial 13 months of exclusivity) delaying games for x platforms still feels wrong.
Saying all that I think one of the main issues has been clarity in what the exclusivity entails when things are announced. In the past it's not always been clear i.e Rise of Tomb raider that needed 3 or 4 statements from official channels to fully clarify things. Things have got better at least as far exclusivity information coming post event announcement.
Ono clarified Sony's investment only accelerated the release, Capcom was planning to fund dev regardless on a slower timetable. Given the state it launched in (and underperformed badly upfront as a result) I think there a solid case to make SFV may have been better off launching a year or two later in a more complete state (and also on Xbox/Switch). I bet it would've outsold SFIV for one.I'll give you SFV, Sony really helped Capcom and thus the exclusivity is justified.
Oh yea, as a video game fan sometimes these exclusivity announcements (or exclusive content announcements) drive me nuts, so I fully get where people are coming from.
As someone that works in and around the video game industry though, these deals always make complete sense to me from a business perspective, even things like Stadia exclusivity, since companies are willing to pay through the nose for content right now, especially if content can be "exclusive" to them.
From a marketing perspective, I agree with you that some messaging in the past has been extremely muddied and oftentimes straight up confusing, so teams need to better equip themselves with people who know how to properly thread the needle on messaging. I think things have gotten much better for the most part although there are still some absolutely baffling responses. My own personal opinion: A lot of dev teams only have one person (if even that) on tap from a marketing perspective, often an underpaid community manager, who is expected to try and thread the needle on really delicate and important messaging that is usually handled by product marketing, product ownership, marketing directors or people with far more experience. It's why I am not surprised that things are confusing at times.
This is a somewhat narrow view of looking at things:
Games like Deathloop, Project Athia and Ghostwire Tokyo are all new IP and are thus a higher financial risk for companies. A lot of companies like to take less risk with new IP, to the point where (as an example) the internal marketing budget of the whole project might be decreased in order to increase chances of recouped costs. Bethesda, who published Dishonored, Dishonored 2, Doom, Elder Scrolls, etc know plenty about the cost of new IP vs. already known IP.
Let's say, just for example purposes (actual numbers are much higher usually): Bethesda has budgeted 2 million dollars for marketing for Deathloop, compared to their usual $10+ million dollar marketing campaign for their big IPs like Doom. Sony, Microsoft or Nintendo walk in the door, take a look at a game like Deathloop and say "Hey, we think this game would be great on our platform and if you sign a 6-month exclusivity window agreement we will give you $8 million in marketing dollars to help".
Whether you are a publisher as big as Bethesda or as small as a one-person indie team, that kind of financial swing (going from having to spend $2 million of your own money to $8 million of someone else's money) also has other implications: Bigger marketing budget might mean more people playing it which would mean higher sales of the game, for instance, which changes backend financial calculations as more money ends up going to the Publisher, Developer AND platform holder due to higher sales, which can create win/win/win scenarios.
And that's just a very basic marketing deal offering. When you start getting into the really complex deals like Call of Duty, Destiny (that it formerly had), and Grand Theft Auto, the deals have an even bigger potential impact with more reprecussions. You can argue that none of these projects "need" external cash injection..but it is not easy turning down million-dollar cash incentives (among other things) that would save you large amounts of costs and cause your game to be even more profitable.
Even on the biggest projects in the world, spending someone else's money and potentially increasing your projected profits because of it is always a tempting deal and always will be a tempting deal, which is why platform "owned" marketing deals happen all the time (Cyberpunk is a great example of this). I'm not saying it is/is not a good idea to accept these kinds of deals as that is always subjective, but I completely understand why developers and publishers regularly say yes to these kinds of things. Game development is absurdly expensive.
That was a result of the (antiquated) XBLA system requiring indie developers to have "slots" with a publisher to be on the market place. Publishers involvement would vary from game to game, though their certainly are games they funded. Thankfully they revised the system, with ID@Xbox being much more friendly to indie developers.Nope. Look at all the Xbox Arcade games in the 360 era that MS "published" that were defacto self published games with an exclusivity deal.
Good post. That explains timed exclusivity, but what about indefinite one, like it's apparently with Call of the Sea? Locking out two other platforms (PS5 and Nintendo) for eternity seems like a bad idea for a small studio, especially if one or both of those platforms end up being succesful.
Ha tbh I wasn't expecting the amount shown. Matt Booty mentioned 22 console launch exclusivesAll that talk about being against timed exclusives for this...
All that talk about being against timed exclusives for this...
Gonna be interesting watching some of the people here give their opinion now on timed exclusives :)
Yeah, the silence from certain quarters that were very vocal about this subject around the date of this thread's creation has been deafening today... how odd.
All that talk about being against timed exclusives for this...
Gonna be interesting watching some of the people here give their opinion now on timed exclusives :)
Gonna be interesting watching some of the people here give their opinion now on timed exclusives :)