this post was submitted on 25 Sep 2023
146 points (95.1% liked)

Gaming

19934 readers
305 users here now

Sub for any gaming related content!

Rules:

founded 5 years ago
MODERATORS
all 32 comments
sorted by: hot top controversial new old
[–] nooneescapesthelaw@lemmy.ml 106 points 1 year ago

The email: Spencer writes,

Over the past 5-7 years, the AAA publishers have tried to use production scale as their new moat. Very few companies can afford to spend the $200M an Activision or Take 2 spend to put a title like Call of Duty or Red Dead Redemption on the shelf. These AAA publishers have, mostly, used this production scale to keep their top franchises in the top selling games each year. The issue these publishers have run into is these same production scale/cost approach hurts their ability to create new IP. The hurdle rate on new IP at these high production levels have led to risk aversion by big publishers on new IP. You’ve seen a rise of AAA publishers using rented IP to try to offset the risk (Star Wars with EA, Spiderman with Sony, Avatar with Ubisoft etc). This same dynamic has obviously played out in Hollywood as well with Netflix creating more new IP than any of the movie studios.

Specifically, the AAA game publishers, starting from a position of strength driven from physical retail have failed to create any real platform effect for themselves. They effectively continue to build their scale through aggregated per game P&Ls hoping to maximize each new release of their existing IP.

In the new world where a AAA publisher don’t have real distribution leverage with consumers, they don’t have production efficiencies and their new IP hit rate is not disproportionately higher than the industry average we see that the top franchises today were mostly not created by AAA game publishers. Games like Fortnite, Roblox, Minecraft, Candy Crush, Clash Royale, DOTA2 etc. were all created by independent studios with full access to distribution. Overall this, imo, is a good thing for the industry but does put AAA publishers, in a precarious spot moving forward. AAA publishers are milking their top franchises but struggling to refill their portfolio of hit franchises, most AAA publishers are riding the success of franchises created 10+ years ago.

[–] Lettuceeatlettuce@lemmy.ml 72 points 1 year ago (1 children)

Fight anything that prevents you from owning and controlling your content. Reward, companies and groups that allow you to truly own what you purchase.

[–] Kushan@lemmy.world 19 points 1 year ago (3 children)

It's a noble stance, but literally everything is digital these days. Even disk based games are requiring day 1 updates (or aren't coming with the content on the disk in the first place), meaning you're at the behest of the platform to keep your content available.

[–] Lettuceeatlettuce@lemmy.ml 21 points 1 year ago

Digital is not the problem. Lack of true ownership is the problem. GoG is DRM free. Steam isn't great on this, but it's better than other alternatives for now. Sailing the high seas is the best option in many cases.

It's not all or nothing, you can take small steps to stop supporting the worst offenses. First step, don't use any game streaming services where you just subscribe to a rolling catalogue each month/year. PlayStation Plus and Xbox Game Pass are examples of this.

Nintendo is awful too, their games should be ripped from physical media if possible and emulated, or otherwise aquired on the seven seas and emulated. It's a great way to play their games without supporting their evil practices.

Support FOSS games and FOSS-friendly companies. Valve is a good example. Although not perfect by any means, they have proven to be far friendlier to FOSS apps, games, and platforms than most other companies. If you have to get DRM-locked games, get them through Steam. At least they have offline mode and allow full access to all your game files so you can save them to a separate location for archives/backups.

It starts with small things, but if lots of people start doing this, it will have a noticable effect.

[–] blandy@lemmy.ml 4 points 1 year ago

Nintendo Switch carts have actual content on them - they're more than just fancy unlock keys.

[–] EveningNewbs@lemmy.world 33 points 1 year ago (1 children)

The suggestion here is that the type of game that can thrive on a subscription service is either a small one that benefits from better curation and visibility or a live-service one that can make up revenue on the backend by charging all the new players microtransactions (the new store shelves are inside the games themselves).

I've been saying this since Game Pass launched: it encourages scummy monetization. The kind of games that come to it are going to have more and more content locked away behind microtransactions to make up the money lost by not selling copies. It's going to gradually become full of "free" to play garbage, and people will accept it because they didn't pay for an individual game outright.

[–] ampersandrew@kbin.social 7 points 1 year ago

Of the two options that Phil says Game Pass encourages (and I agree with his analysis), one is the opposite of scummy and something the market could use more of.

[–] RightHandOfIkaros@lemmy.world 15 points 1 year ago (6 children)

How about fix the ballooning development costs? Games dont need $200 million plus to be good. Maybe start with that problem.

[–] fckreddit@lemmy.ml 11 points 1 year ago* (last edited 1 year ago) (2 children)

We don't need super high quality graphics for every AAA production. Sometimes, Just good enough graphics, but with better interactivity with the environment like ToTK and Baldurs Gate 3. I mean , I love RDR2, but honestly, shrinking horse testicles is a bit too much attention to detail.

As an example, cell shading of ToTK still looks amazing and far more enduring as a graphics style. Also, Elden Ring, arguably has worse graphics than RDR2 or the latest CoD. But, because of it's amazing art direction it will age pretty well.

This can help really reduce the high dev costs.

[–] cdipierr@lemmy.world 15 points 1 year ago (1 children)

The horse testicle physics are the heart of the game, and we should be boycotting any game that doesn't have them!

[–] Krauerking@lemy.lol 6 points 1 year ago (1 children)

Game developers are scared of having to put horse testicle physics in their games but they need to understand this is the new standard!

They just are scared of having to actually watch horse testicles and truly understand what makes them work but that's just laziness talking!

[–] cdipierr@lemmy.world 6 points 1 year ago

I'm done giving developers a pass for not even putting in the minimum. Larian and Bethesda didn't even put horses in their games because they're so afraid of rendering the sack.

Everyone says Phantom Liberty will finally redeem Cyberpunk, so I can only assume CD Projekt has spent the past three years creating a perfect horse with the most dazzling balls we've ever seen. Can't wait for those RTX and DLSS 3.5 rendered oysters.

[–] SheDiceToday@eslemmy.es 6 points 1 year ago (1 children)

... As someone who hasn't played RDR2, or really paid attention to it... What? There are seriously shrinking horse testicles?

[–] fckreddit@lemmy.ml 6 points 1 year ago (1 children)

Yeah, Horse testicles shrink in cold regions of the map. It's kind of a dumb detail to be honest.

[–] FaeDrifter@midwest.social 1 points 1 year ago

I need to know if this detail was in release notes, or some player found it by repeatedly checking his horse testicles.

[–] altima_neo@lemmy.zip 4 points 1 year ago (1 children)

I think a lot of that also gets spent on marketing.

[–] RightHandOfIkaros@lemmy.world 2 points 1 year ago (2 children)

Even if it does, thats still too much money. How much money did Hollow Knight spend on marketing? Or what about Terraria? Or Minecraft pre-buyout? How much was spent on marketing for games like Deep Rock Galactic? I can guess probably less than $100 million each. Maybe even less than $10 million.

[–] alokir@lemmy.world 4 points 1 year ago

You're listing outliers that did well despite their smaller marketing budget. There are tons of great games from smaller studios that get buried because nobody knows about them.

[–] Jakeroxs@sh.itjust.works 0 points 1 year ago

Hollow Knight sold 2.8m copies as of 2019

Modern Warfare (2019) sold 31m copies

[–] nooneescapesthelaw@lemmy.ml 4 points 1 year ago

Thats what this Spencer guy says in the email:

Over the past 5-7 years, the AAA publishers have tried to use production scale as their new moat. Very few companies can afford to spend the $200M an Activision or Take 2 spend to put a title like Call of Duty or Red Dead Redemption on the shelf. These AAA publishers have, mostly, used this production scale to keep their top franchises in the top selling games each year. The issue these publishers have run into is these same production scale/cost approach hurts their ability to create new IP.

[–] mathemachristian@lemm.ee 3 points 1 year ago

Or collectivize game studios.

[–] ampersandrew@kbin.social 2 points 1 year ago

They can still have similar production value and not be open world games that take 80 hours to finish. It just makes far more sense to me to bet small with tons of projects than to bet big with only a few, because then you'll find the PUBGs and the DOTAs that Phil is talking about eventually.

[–] p03locke@lemmy.dbzer0.com 2 points 1 year ago (1 children)

They are at the point where they equate video games with Hollywood.

[–] jonne@infosec.pub 8 points 1 year ago (1 children)

AAA video game budgets have surpassed Hollywood years ago.

So, Microsofts suggestion for the problem of studios beating old IP to death isn't to support smaller indie projects that are developing new IP.

Doesn't gamepass make this problem worse? It makes it affordable and incentivizes people to try many of those big AAA games so studios still get paid (maybe less than if it's bought outright, but still i imagine it's still compensated).