Geek Bravado

The blown hard arrogance of Parallax Abstraction.

Monthly Archives: November 2011

On Gaming’s Future: Digital Distribution’s Many Challenges

Sorry for the dead air the last while but getting sick combined with a crazy sudden boom in freelance work ate up most of my time. I seriously only got to start Skyrim yesterday, that should inform you on the severity of my time constraints. But things have calmed down somewhat so, back to blogging!

The first topic I’m going to discuss on the future of video games is digital distribution and the challenges it faces. Of the many revolutionary changes that have happened in recent years, the ability to procure games (and most other media as well) in an all digital manner is probably the biggest one. The rapid advancement of this technology is changing the entire business model of the industry and mostly for the better. It’s good for consumers because it allows us to get games much quicker and without the need to track down a physical product. It’s good for publishers because it eliminates the need for expensive physical discs and packaging and cuts out the greedy brick and mortar retailers. And it’s perhaps best for small indie developers. Digital distribution has revitalised this amazing niche of game development and finally given it a large audience and that’s amazing. Some of the great smaller titles like Braid, Limbo and Super Meat Boy likely never would have happened were this means of distribution not available. The problem is that while many say it’s the way all gaming is going, there are a number of challenges that stand in its way and a few things which can make it a headache for consumers when it’s not handled properly.

Many press people, analysts and even many indie developers say that the video game industry will eventually go all digital. That means that you will never buy games on physical discs, rather every title will only be available digitally. This will eliminate middle men like GameStop and Best Buy who take a cut of new game sales and also heavily push used games, ultimately resulting in more profit for the game makers and fewer game boxes cluttering up your space. As examples of this in action, they point to platforms like PC where digital distribution is already a major force and platforms like iOS and Android where it’s the only way to buy content. Services like OnLive and Gaikai which run the games on servers and just stream you a video feed in real time have also come along and are slowly gaining momentum. Many predict that the next generation of home game consoles will be the last ones to use physical media and that the generation that follows will be digital only. There’s a lot of evidence that indicates this to be a possibility and on the surface, it seems like a win for everyone but let’s look at some of the world’s current realities.

Firstly, even in this connected generation, only around half the people who own game consoles connect them to the Internet. That’s millions upon millions of people who don’t play games online, don’t buy them online and were it not for game discs, would have no way to play anything on them. Given that the PS3 and Wii have wireless built-in and it can be added relatively cheaply to the Xbox 360, it isn’t hard to put them online but fully half don’t bother. There is an argument to be made that connecting entertainment devices to the Internet is becoming more commonplace and that with the mainstream success of smartphones and services like Netflix, more people are making the leap all the time and eventually, this won’t be an issue. While those are good points, I think we overestimate the level of complexity mainstream consumers who just want to play a game occasionally are willing to endure. Even after all these years, it’s still a complicated endeavour to setup a wireless network in your home if you’re not technically inclined. Of the 50% of people who have a console today and don’t put it online, how many of those do we think would be willing to endure the headache of doing so in order to be able to play games at all? What about all the young kids who don’t have credit cards to buy them with? There are solutions to both of these problems but we have to remember that we “hardcore gamers” are not the majority audience here. Connecting your console to wi-fi is trivial for us and we know that if we don’t have a credit card, we can easily go out and buy a points card to get content. Getting a soccer Mom to do that may not be so easy and if this industry is going to continue to grow, we need people like that playing games.

Secondly, we have the continuing problems of broadband penetration and dealing with greedy large telcos which control most of the first world’s connectivity. Broadband is getting more prominent all the time but we’re still a long way away from it being ubiquitous. Large portions of the first world still don’t have high-speed access, either because it’s not available or voluntarily (several people I work with who just don’t have Internet access at home) and many press and analysts forget that a lot of the game industry’s business comes from outside North America and western Europe. These numbers are improving all the time but growth is starting to plateau and world governments are doing little to encourage rolling broadband out to non-urban centres. This effectively cuts those people out of a digitally distributed future. On top of that, we have the growing problem of big telcos imposing incredibly low usage caps on consumer connections at a time when bandwidth requirements are only going up because of digital distribution. These companies are desperate to protect their overpriced media offerings and the obsolete business models attached to them and are trying to lock out digital competitors by imposing limits so low with overage fees so high that consumers largely can’t take advantage of digital options. People are mounting good fights to this and are meeting with some success but there’s still a long way to go. When the prospects for getting a game are paying $60 for a copy on disc or $60 plus potentially $10-$20 more if you run over your cap for the month, people cool off to digital purchases quickly. Compared to other media industries such as movies and music, the video game industry has largely been embracing digital distribution rather than trying to fight it off. They do have significant lobbying ability and if anyone could help mount a defence against greedy telcos, they could. If they want an all digital future though, they have to get on this now or risk having the future they desire stopped before it really even starts.

Next, we have digital game pricing. In my last paragraph, I mentioned how buying a copy of a game digitally usually costs the same amount as buying it on a disc. This is something that absolutely has to change if non-enthusiast consumers are going to embrace this new distribution method. These days publishers are quick to point out that whatever format your game comes on, you’re not really buying the game, you’re buying a “license to use the content”. That’s a problem in and of itself but at least when you have a disc, you always have the game and the publisher can’t come to your house and take it from you. In the case of digital games, we’ve already seen cases of publishers abusing their license agreement and arbitrarily taking away purchases for no good reason. Asking people to assume risks like that with no reduction in price is a tough proposition. For all the current unsustainable trends in mobile gaming (more on that in a future post), one thing they and for that matter, sales promotions on digital platforms like Steam have proven is that lower prices means more sales, often with volume making up for the discount and then some. This speaks to a larger issue regarding game prices in general (more in that in the future as well) but by and large, the digital distribution platforms that have taken off have done so because of lower prices. iTunes made digital albums $10 instead of $20-$25 for CDs, Netflix made movies $9.99 for all you can watch instead of $7 per rental or $30 to buy a DVD, Amazon made buying a book digitally 30-50% cheaper than the physical version. While the games industry has happily adopted digital distribution as a way to cut out the middle men, they’re one of the only industries that hasn’t accompanied that adoption with lower prices, I think predominantly because of skyrocketing development costs (you guessed it, more on that in the future too). Consumers have shown that having potentially limited control over their purchased content is acceptable when they see a reduction in price to mitigate that loss of control but they aren’t willing to accept both limitations and higher prices. Digital distribution also effectively eliminates the used games business which makes many publishers salivate but which can have a significant impact on consumers who rely on trade-in credit to keep getting the latest stuff. If you take that ability away but keep prices high, fewer new sales will be a consequence and that ultimately just replaces one problem with another.

Lastly, there’s the limited control issue which I also alluded to above. Publishers have already met with a hailstorm of criticism in recent years because of draconian Digital Rights Management implementations that treat your paying customers like criminals (and rightfully so). The all digital era has the potential to take that to a whole new level and if it’s not handled properly, it can drive many people away from gaming. There are many people like myself who are rightly concerned about what’s going to happen to all our digital Xbox Live and PlayStation Network purchases when the next round of consoles come around. You can bet that if Microsoft and Sony don’t have answers to those questions when those new systems are announced, they are going to have a lot of angry customers on their hands. With digital distribution comes the inherent problem of control, how much freedom you have to access your content in the future, what happens if the platform holder shuts down etc. For some people this isn’t a concern as they may not care about playing most stuff years down the line but this is an important issue for many “hardcore gamers” such as myself. For me personally, it’s not even about whether I’ll be able to play every game going forward, it’s more that I paid to “own” something and having it available should I want it in the future should be part of that. All of these concerns are things that platform holders can address pre-emptively, most have simply not done so due to a lack of consumer demand. That demand has not existed in mass quantities up to now but I can see this changing soon and it will inevitably become a large part of the discussion when the idea of all digital consoles get thrown out.

Despite everything I’ve said above, I actually welcome an all digital future for games and most other media. From a straight up convenience point of view, there’s simply no question as to what’s better. All of the problems I discussed can be dealt with in a way that benefits consumers while ensuring that the creators of games get the money they deserve. The gaming public simply needs to speak up on what they want and the publishers need to show that they’re willing to work with us. I think this future is coming in some form regardless but I also think that it’s maybe not quite as close as many predict.

Stop for Just A Minute Today to Remember

I’ve been sick this week so unfortunately I haven’t been able to continue my series on the future of games in as timely a manner as I wanted. It’s clearing up thankfully so I’ll try to get into that next week. This is something else. I wanted to throw up a quick post today for my fellow Canadians to take a moment out of your day to remember our fallen veterans both past and sadly, present.

My parents drilled the importance of Remembrance Day into me from a young age and it’s always something I’ve taken seriously. I have family members (all sadly passed on now) who have fought in both world wars and I’ve always had a strong appreciation for what they endured to keep our country safe. War is a terrible thing no matter the age it happens in but I don’t think anyone from today can appreciate the abject horrors of being in trenches. Even a small taste of that experience would be enough to break my psyche in half, I can’t fathom what it was like for those who endured it for months on end.

I think it’s criminal that Remembrance Day is not a statutory holiday in Canada and I think it’s worse still when I see so many workplaces not pay it much attention or respect. My employer is open today but thankfully, the day is taken seriously here and we will be having a small ceremony to commemorate the fallen later this morning. Many of our past veterans are sadly starting to pass on now and we have so many new ones overseas in Afghanistan so I think Remembrance Day is more important now than it has been for a long time. So whether you’re at work, school, on the road or playing Skyrim, take your hands off the keyboard, pull over, stand up and take just a minute at 11:00am to pause and remember those who endured Hell on Earth so that you could be doing those things today. And if you aren’t doing something else, go downtown and shake a veteran’s hand. It takes no time at all, it means more to them than you know and it’s the very least we can all do.

Lest We Forget.

On the Future of Video Games: Prologue

I’ve been thinking about how to start this since before I started Geek Bravado, mostly because I wanted to figure out how to make my point without sounding like an old man who is afraid of change. It was originally going to be a single post but there’s way too much to say so I’ve decided to make it a series. Anyone who knows me also knows that ‘s not the case. I love technology, what it’s done for us all and what it has the potential to do going forward. Few other places demonstrate and take advantage of technological progress more than video games. Want to see the latest stuff pushed to its limit? Gaming does it first and often best. I think this is awesome not only as a lover of video games but of technology itself. I love seeing things used to their full potential and that my favourite hobby is what does it makes it even better. I’ve played video games since the Atari 2600 era and seeing where they’ve come in my 32 years of life still makes me shake my head in bewilderment. However, I think the unusual, instant, massive success certain advancements have had lately has distorted a lot of people’s views of where gaming is going, how quickly we’re going to get there and what barriers stand in the way. It’s easy to get swept up in the tidal wave of change that we’ve seen and make predictions about it but I think stepping back for a minute and looking at what’s in front of us right now is in order first.

The last six years have been absolutely insane and unprecedented for the video game industry. We’ve seen the launch of three home consoles, three (soon to be four) handhelds, mobile phone gaming go from a note in the margins to a whole new paradigm and social network platforms seem to have just appeared from nothing. Nintendo’s Wii and DS completely changed the way games are interacted with. Both were laughed at when announced, went on to years of unimaginable success and plateaued overnight. The Xbox 360 and PS3 are still selling well even in their sixth and fifth respective years on the market and there’s only now hints they their successors might come out in 2013. Microsoft and Sony have also released their own attempts at motion controllers for their platforms, something neither intended originally. Digital distribution of big titles went from a technical impossibility to the primary way games are bought on PC and likely the consoles before long. Companies realised there’s buckets of money to be made in games that you give away for free and massively multiplayer games went from being thought of as a money press to needing to adopt the free model to survive. Smart phones went from something businesspeople do e-mail on to pocket computers that can run the Unreal Engine and tablets just fell out of the sky one day. Facebook has over 10% of the entire world’s population using it. More people play video games in some form now than ever before. To boot, all of this has happened since 2005. Like…what?

It’s safe to say that no one who runs this industry or partakes in its wares has a true grasp on all this yet or where it’s going to end up. I can’t imagine what it must be like to be an executive at a large game company these days (despite my dumping on one recently). Trying to figure out how to turn a profit with spiralling costs, stagnant pricing, an audience that demands innovation but only occasionally supports it and new platforms appearing from the ether must often seem insurmountable, especially since even nimble big companies often don’t turn on a dime. The triple-A industry has moved to a cost model where titles are either huge booms or catastrophic busts with very rarely anything in between. Even development studios with long, successful track records can be ruined by the failure of a single project. As the next generation of consoles come into being, these costs and their associated risks will only grow larger.

The upside of all the new innovations and platforms that have emerged in recent years is that triple-A isn’t the only way to bring games to market. It costs a fraction as much to develop and self-publish on mobile platforms, Facebook or Steam which has breathed new life into small, indie game producers who are driven by the art more than the business. If you lose, you don’t lose as big but if you win, you can win huge. If you have a desire to start a game studio, you don’t suddenly needs millions of dollars of venture capital or publisher loans to get things rolling, you just need some talent and access to the Internet. Games cost a few dollars or in some cases, nothing at all and thus the barrier to entry for newcomers is extremely low. All of this is awesome.

The problem is that the gaming and tech press have latched onto this as the only way of the future, that the current methods of making and playing games are obsolete, the current giants of gaming are already a dying breed, things like iOS and Facebook are the way everyone’s going to play everything in the future and that the era of expensive games is over. These are all nice ideas to embrace and it’s true that all these new innovations are making big, likely permanent changed to the landscape. However, the enthusiast press is in the business of pushing hype and in this, they’ve certainly succeeded. I think we need to step back a bit and look at the reality of the situation both in terms of the present and where existing trends show it to be going.

Over the next few posts, I’ll be detailing some of these emerging trends, the impacts they’ve already had and where I see them going. I’ll attempt to cut through the hype and manufactured statements to look at the reality of things and attempt to address the salient points that the press is not. I’m not saying my way’s going to end up being the right way as like everyone else, I’m only going on the details I’ve seen. I don’t have all the answers but the thing is, no one else really does either and the uncertainty of the future for this industry is partially what makes it so exciting to witness and discuss. This is going to be a lot of content and a real challenge for me to write but I’m looking forward to it and I hope you’ll enjoy it.

The Gaming Press Needs to Thicken Its Skin

When I dare to venture out of the one or two sane forums I frequently use, I’m still amazed when I see the number of people who want to get into the gaming press. I’ve only briefly toyed with the thought but aside from realising very quickly that I can’t write worth a damn, I also realised what a terrible job it must be most of the time. You get lousy pay, usually have to move to one of the most expensive cities in North America, the average gaming site has about as much stability as a dot com startup in 2001 and perhaps most of all, it’s a thankless job. Most of the feedback on your article will be filled with vitriol and hate from the people who disagree with you and in turn, the people who come in with an equally vitriolic counterpoint. Those people come in not to defend your work but to defend their position which may also happen to kind of coincide with yours. In many cases–especially with reviews–it can seem that your job is simply to write things for others to fight over, often without even fully reading it. However, when you take a step back, it’s easy to see that most of the time, the only people who post in the comments and forums of gaming sites are people with an axe to grind and not enough of a life to find something better to do. I would wager that the ratio of views on a review to the number of comments is probably dozens to one, meaning that the squeaky wheels are the vocal minority and generally, best left ignored. So why is it that the members of the gaming press who are best equipped to understand this, seem to be the ones least able to?

There’s dozens of these controversies to choose from but the latest revolves around Eurogamer’s 8 of out 10 review for Uncharted 3: Drake’s Deception. In summary, they really liked it but found the gameplay formula very linear, tightly scripted and similar to the previous two games. As a result, they gave it what they thought was a fair use of the 1-10 point score scale. Eurogamer is one of a very few sites who try to make proper use of the scale, which is really a 7-10 scale at most other sites. Their score was also among the lowest given to the game and as a result, fanboys who would have bought it anyway and just wanted their pre-existing opinions validated went into rage overdrive. An even more negative review on A.V. Club also kicked the hornet’s nest.

Almost immediately, both Eurogamer themselves and other members of the gaming press leapt to the defence of reviews, criticism and rehashed the same arguments they do every time about objectivity, personal opinions and how scores do and should work. In doing so, they gave weight and credence to the morons who made this a big deal in the first place and insulted their sane and rational audience by assuming we all paint with the same brush. I am well aware of the irony of diving further down that rabbit hole by writing this but I think this angle is an important one that I haven’t seen explored elsewhere. Why does the gaming press have this burning need to always defend itself against people being dicks on the Internet?

Anyone who has used the Internet for more than a few minutes knows that many perfectly nice people in real life can become vicious and cruel when hiding behind a screen and anonymity. After a few more minutes, it also becomes apparent that these people are the ones who vent their anger and frustration with other aspects of their lives in forums and comment sections and that they can’t possibly represent a large segment of people because if they did, society would have starved to death long ago. They’re the outliers of the Internet population, the savages who choose to life in the gutters because there are no rules there. You don’t see newspaper columnists writing editorials defending their craft from the people who comment, nor do you see it happen in the speciality press for other media like movies, television or books. Entrenched, partisan fanboys exist in all these places and on some topics, their vitriol can far surpass that which gamers generate. So why is the gaming press the only one that feels the need to frequently come out to defend not just what they say but the way in which they say it? Why are they in a perpetual crisis of confidence?

I’ll be the first to admit that the art of true journalism is dying fast in the corporate media world and the gaming press is certainly as big a victim of this as anyone else. There have been plenty of payola scandals, firings due to pissing off publishers or PR agencies and nearly every big game is reviewed by the press being sent to a luxury, all expenses paid event that is heavily curated and controlled by the very people they are supposed to be critiquing. There is not a lot of journalistic integrity left and aside from a few chosen sites, I don’t even really pay attention to reviews anymore. There are many out there who truly believe in what they write though and that’s great. But if you really have confidence in your content and want to see it respected, the best thing you can do is put it out there and let it speak for itself. If you rightly feel that the commenters don’t matter and that you’ll never please them, then stop validating their viewpoints by addressing them. Let them revel in their filth while the silent majority gains knowledge from what you say.

It’s like if you don’t want to listen to racist, homophobic 13 year olds on Xbox Live. The easiest way to do that is simply to take off your headset. You can still play the game without it and you’ll often have a lot more fun. In other words, haters are just gonna’ hate and for that reason, they don’t matter. Be proud of what you do and let that pride show in your work. Mounting a defence after the fact only degrades it and you. Other media has evolved to realise this, the gaming press needs to as well.

UPDATED: What’s going on at Silicon Knights?

I’ve actually been working on a larger blog post that’s taking me a lot longer to formulate than I thought but I wanted to comment on another emerging story as it hits a little closer to home for me.

It was widely reported yesterday that St. Catharines, Ontario developer Silicon Knights has apparently shed about three quarters of its staff. In the video game industry, a move like this is almost always followed shortly after by the bankruptcy and usually, shuttering of the company in question. Aside from not wanting to see yet another developer go under and the triple-A industry shrink a bit further, there’s a more important question this time around.

Silicon Knights has a very interesting history dating back to 1992 which is ancient as far as game developers go, especially independent ones. They made some beloved and historically significant titles like Legacy of Kain: Blood Omen and Eternal Darkness but the latest generation of consoles has not been kind to them. In 2008 they released Too Human, an auteur project of very outspoken company President Dennis Dyack that started development on the PS1 and was rebooted several times (including once to change from Epic’s Unreal Engine to a proprietary one, something which sparked a very public lawsuit that still hasn’t been stated as resolved) before coming out exclusively on the Xbox 360. It was a very flawed game that I actually liked but it was savaged in reviews and between that and Dyack’s public spars with the gaming press, it bombed. Their latest (and only) release since then is X-Men: Destiny for Activision. I played this game as well and it was pretty much just plain bad all around. Activision has to release a certain number of Marvel property based titles a year to keep their license to do so and while they want to hang on to that license, they clearly don’t care enough to give those games decent budgets, schedules or marketing. This title was also destroyed in the press and sold like crap.

In an industry where one failed triple-A title can be enough to sink even a successful independent developer, I would normally not be surprised to see Silicon Knights on the end of its rope after two in a row. They were also supposed to be working on another unannounced game for Sega that quietly vanished into the ether and beyond the sudden announcement of X-Men: Destiny, they had been press dark for some time. However, they last year the Province of Ontario gave them a grant of $4,000,000 and this year they got another $3,000,000. The goal of both of these grants was to allow them to greatly expand, to develop a new triple-A publisher and also become a publisher, something which really raised an eyebrow for me. Grants from various arms of the Canadian government to the video game industry have proven to be very lucrative for the taxpayer in the end so I actually thought these were a good idea at the time. However, if the rumours are true (and these layoffs are unconfirmed by Silicon Knights, though the guy who broke the story is not known for being wrong), they seem to have taken this money and run.

I admit that I’m not a businessman and don’t have inside information on how Silicon Knights’ dealing with my government are being handled but I would think grants of $7,000,000 would be getting spent on that expansion and that suddenly contracting your staff by three quarters is not in the spirit of what the funds were intended for. Too Human being Dyack’s baby was one thing but X-Men: Destiny was a low budget licensed title that had no marketing support. When you start it up, you even see “Silicon Knights Licensed Group” as the developer, implying that they wanted to distance the main company’s reputation from the title. Dyack’s been in business for a long time, he had to know that title wasn’t going to sell big and couldn’t have bet the company’s future on it doing well. You don’t have the ability to secure huge government grants while simultaneously making stupid mistakes like that. Right?

Video games are a huge industry that will only get bigger and I want to see Canada continue to take and maintain its leadership role in it. I also want to see governments other than Quebec investing in the industry’s future and getting more studios started up in other parts of the country. I don’t want to see Silicon Knights fail as despite some recent missteps, they have a rich history and the roster of independent triple-A studios is getting terrifyingly small. As far as I know, they’re the only game development studio in St. Catharines and their failure will leave a lot of displaced talent. However, if they have in fact cut most of their staff after taking big taxpayer funded grants, something stinks big time. From my limited perspective, this looks like their strategy was with dependent on X-Men: Destiny being a huge success which was a dumb choice or they took government money and fumbled it in short order which is either inept or fraudulent. This sudden waste of my money and the egg it could put on the face of the newly re-elected minority Liberal government will surely have a significant impact on their decisions regarding future grants. Maybe Silicon Knights lost their lawsuit against Epic Games and had to pony up a bunch of cash to them but since such judgements would be public record, word of that would have already made it out were that the case and moreover, this lawsuit was filed long before Silicon Knights received any government money so that would have been part of any discussions related to that.

My ultimate hope is that these rumours are untrue but if they are true, I want to know what this company did with $7,000,000 of my money. My. Dyack, you can’t make a triple-A title and publish it yourself with only 25 people. What’s going on? Your public investors want to know.

UPDATE: Kotaku is reporting that while big layoffs did indeed take place at Silicon Knights due to an unspecified publisher yanking funding, the number is far less than reported with only 43 let go. That still cuts the company in half but they claim that development on the title is still continuing while they find another partner and that they are refocusing their effort on development one of “their most requested titles” for the next generation. I would be very surprised if that’s a Too Human sequel since as much as a small group liked it, that group is indeed small. I’m hoping it might be a sequel to Eternal Darkness for the WiiU which could be the title that actually makes me invest in one of those machines. Interestingly, the spokesperson also said that the government grants are tied to performance targets to be met over the next 5 years which they say they will. It’s unclear whether that means they only get the money doled out in milestones or if failure to meet the targets just means the government gets a refund. I presume the former since even Dalton McGuinty’s government is capable of understanding that not meeting performance targets in the triple-A business generally means you go out of it. I’m sad to see the company gutted so much but at least they’re still kicking and I do truly hope they can get their act together and put together something really special for the next generation of consoles. Best of luck Silicon Knights!

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