Young_Hollow
Liturgist
- Joined
- Nov 1, 2017
- Messages
- 1,112
For those confused, Young_Hollow is responding to his former claims which I tagged asa few posts ago. I'd like to begin by thanking him for responding, as I was curious to know more.
1. What you're mostly describing is the 'barrier of entry' for developers to get their game published. That most certainly has lowered, it's much easier to develop and release a game now than then. Game design kits ('dev kits') and game engines with user editors have existed since at least the mid-1980s, but they were almost exclusively kept in-house, and some were made commercially available once their lifespans had ended.
But you specifically mentioned the cost, and that's where things get murkier. High-profile games with large development and marketing costs were a thing in the 1980s (both before and after the crash) but even then the numbers were all much lower than we've come to expect today. Adjusting for inflation (something I'm not very good at) could probably give us a greater insight into this, but then we'd need to find a game from back then where all the dollar figures are available for number crunching. But the thing is, low-cost studios offering 'budget publishing deals' also existed. Firebird Software in Britain is a terrific example of this, their motto was simply "Submit a game to us, and if we can get it running we'll sign you up and publish the game!" Firebird released a lot of garbage-tier shovelware titles (at one point they even released a 'worst-of' compilation called Don't Buy This) but they also released the occasional gem and/or smash hit (Olli & Lissa, Booty and The Sentinel for example) so they certainly weren't a failed venture.
And that's before we get to the so-called 'bedroom coders' who spent long nights beavering away at their homes and sold games personally to game stores or at conventions. They pocketed almost all of the money for each copy sold, but in order to sell their game they had to get out there and do all the promotional work themsleves. In the U.S. this happened pre-video game crash, but in Britain it lived on for a few years more.
Which adds one point of note: Almost everything I've described here applies to things that came after the video game crash, and in some cases just weeks later. That may also have a say in things.
The bottom line on this claim is that while I can't say that your words are outright false, I can say that they're not as crystal-clear as you'd like them to be.
2. Anecdotal evidence is not always acceptable evidence. That said, "There's a sucker born every minute" is a quote that's been going around for 150+ years, and for good reason, so there'll always be a steady supply of gullible people that have latched on to a gaming platform or series and won't see reason. (Though in today's modern ultra-fast society, that quote should be updated to say that there's a sucker born every second.)
To get the best answer here we'd have to compare game markets based on nationality and/or world region. Consumer habits tend to be different between those lines, especially if games don't get localized much.
But again, I can't say that your statement is false, but I can poke holes into it so it doesn't seem so solid.
3.Fair enough. All I know for certain is that 'nature running its course' will involve one of the big publishers biting the dust, and whatever will happen to the Indie scene will be different from that. Most of the rest is just me putting for theories and possible predictions. It's just amazing to see so many Indie devs struggling to make their game, get it released on Steam... and no one shows any interest in the game at all. They appear and disappear without us even noticing.
1. I see what you're saying. You're arguing that the lower barrier to entry doesn't make a crash impossible, because low-barrier to entry projects also existed back then and the crash still happened. But I'd say that the crash didn't happen only to them, ie that they were an exception and not the norm because the crash did get big enough to be called an industry crash. Relative cost is very much an important factor (or the most important factor in the lower cost of development argument) but that has been talked about in youtube videos(ie extra credits vs jim sterling) a lot but no conclusion reached. But looking at other factors like income from DLCs and MTs, saved costs from outsourcing as JIM above pointed out, I doubt the cost of making+distributing a game is NOT much cheaper to the level that it would be hard to break even for a AAA publisher at least. Obviously indie is more luck based because breaking in can take luck and promotion and they won't have a marketing budget. But otherwise, I'd say AAAs with established names can always at least turn a profit.
2. It may be anecdotal but the fact that more of our glorious species gets on the internet every day means that it has become profitable in the minds of companies to cater to the ''emerging demographic''. We can look at PUBG and Fortnite and say their playerbase of millions were players they stole away from other games. It seems there is a boom every few years where a particular genre becomes popular and its almost unquestionably profitable to make those games. You can see products of those booms still staying afloat and making money(although much lesser) today. Eg indie horror games from the pewdiepie horror LP era, the survival games from the survival games era (Rust, The Forest, etc), Minecraft, etc. I don't know about consumer behaviour but what I see personally is seemingly common across the world and that is people who would otherwise never play games playing the current season's favourites.
3. Depending on your definition of crash, we could be in an indie crash right now. I do agree that its entirely possible to release a good game and not have be seen by a single soul.
It also depends on what your and my definitions of crash are, which should have been discussed earlier. Correct me if I'm wrong but a crash is a phenomenon / state of the market where consumers aren't confident to spend and developers aren't confident to make, which leads to a stoppage of growth in the market and industry right?