Geek Bravado

The blown hard arrogance of Parallax Abstraction.

Monthly Archives: May 2012

Apple’s (And Soon Microsoft’s) Big Threats to Choice

UPDATE: Since I posted this entry, Microsoft has decided to change the Metro-only restriction on their free development tools. A smart move on their part.

I make no secret of the fact that while there are many cool things Apple does, I am not a fan of many of the company’s practices nor the lazy, fanboy driven press that salivates and gives free PR to everything they do, usually free of criticism. The innovations made by Apple products in recent years are undeniable and they are finally pushing an otherwise stagnant tech industry forward with new ideas that involve more than just bumped specs. However, not all of these ideas are good ones and the success Apple is meeting with some are driving others like Microsoft towards similar models that while they are beneficial in some ways, also serve to greatly hurt consumers and the power we have to self-determine our experiences with technology. The biggest threat that Apple (and soon Microsoft) represent is the restriction and constriction of user choice.

I’ve said for a while now that Apple’s biggest failing as a company (from a consumer perspective, clearly not yet a financial one) is that their products are designed around limiting consumer options. You can only buy Mac and iOS hardware from one place, you have a very limited number of options for that hardware, it’s largely not upgradable (or in the case of iOS devices, not at all) and it’s purpose-designed to be a treadmill of forced obsolescence that requires users to upgrade their products on Apple’s desired schedule instead of theirs, creating huge amount of technological and monetary waste. With the App Store, they’ve taken this a step further by ensuring that all iOS devices only have one place where you can buy software for them. This is a place Apple controls in every way from approval of what software you can see to how add-ons for it can be purchased to how updates are delivered. They also get a 30% cut of every penny spent on this software, a fairly respectable number given how little they really offer developers beyond permission to list there.

Compare that to the PC landscape where you have dozens of vendors selling pre-built PCs with hundreds of options, you can custom build a system in just about any configuration you can fathom, you have multiple operating system choices and within those, hundreds of different ways to acquire both free and paid software. Many have criticised the PC as being the “wild west” and all the complexity and risks that come with that but I see that as its greatest trait. If you are a new user who needs to be guided by the hand, there are options for that. If you’re a power user like myself who likes to poke, prod and tweak every aspect of your computing experience, you can do that too. If your budget for a computer is $400 or $4,000, there’s options to suit what you want. This has never been the case with Apple and I find their furthering that to greater and greater extremes each year to be a dangerous precedent. For all of the failings of Windows (and there are many), it’s still my preferred OS because of the freedom it offers me while also giving me access to the widest array of software and tools available. When I use a Mac, I’m always feeling as if it’s trying to make me use it the way Apple feels is ideal as opposed to the way I feel is ideal which is how computing is supposed to be.

My biggest worry for the future of technology today is how Apple and now Microsoft with Windows 8 are aggressively pushing the vision of having stricter control over what you do with your computing devices. They are both heavily pushing native software stores that they control (and get a cut from), Apple is planning to make it much more frustrating to install non-App Store delivered content, Microsoft is pushing the new Metro app-driven Start Screen down people’s throats whether they want it or not, they tried to force PC manufacturers to lock out alternative operating systems (they backed off from that but only on the desktop side) and they’re restricting the free versions of development tools to Metro app development only. Much like iOS apps, Metro apps will only be deliverable through Microsoft’s proprietary store. To be fair, Microsoft isn’t trying to restrict or curtail traditional software development and delivery the way Apple seems to be but given the ability these two companies can have to get a piece of every piece of software sold for their respective systems, it stands to reason that they’ll continue to try to squeeze alternatives out more moving forward.

As someone who gets my free and paid software from a wide variety of different places (often depending on who is offering the best deal), this prospect terrifies me and it should terrify every other computer user as well. Both of these companies were already making a ton of money and will continue to without cornering the software delivery market. They are trying to change the value in what they offer us from being the platform on which a variety of things can run to create an experience ideal for each user to one where they are in charge of what we get to consume, how we get to consume it and all the while, taking their percentage from the software authors for the privilege of getting to play in their walled garden. This isn’t the way computers are supposed to be and there’s no need for it beyond enriching the platform holders at the expense of consumer interests.

They claim this is done under the guise of keeping things easy to use and secure but that’s frankly bollocks. Yes, there are a lot of stupid computer users out there and many security problems which largely result from that stupidity. Nonetheless, we’ve been managing fine up to this point and forcing us to get our software from your store where you can shove competition aside for any reason you choose and confine innovation only to that which doesn’t impeded your business interests is not going to improve that. Is iOS only easy to use and secure because the users don’t have access to third party app stores? To claim that position to me says that Apple doesn’t think very highly of their average user’s intelligence. And given that every iOS release gets jailbroken almost immediately, I would say the security claims have already been disproved repeatedly. But then, convincing people that Apple loves and respects its users while actively working against their interests has been among the company’s greatest achievements. I’ve embraced PCs and Windows, faults and all, because I never got the impression from Microsoft that they wanted things to act in a similar, at least not until now. They are a company that’s out to make money but they were already making lots and growing amounts of it and seemed fine with that. Now, having seen Apple’s insane (and unsustainable) profits made on the backs of monopolising the software delivery business as well, they’ve realised there’s a huge slice of the pie they could be getting and want it no matter what.

This greedy mindset represents one of the biggest threats to innovation and consumer freedom when it comes to technology in my opinion. The greatest thing technology has permitted is larger democratization, making it easier for people to create and express both in terms of what they make and do with their tools and how they are able to tailor those tools to their needs. When the two biggest players start locking the doors to their kingdoms and start to limit who gets keys to it based not on the needs and desires of their customers but of their own business interests, technology moves away from a democratic model to a totalitarian one. What if an app offends their corporate standards of taste that may not line up with yours or what if an app does something better than one of theirs which they are trying to sell for more? There are many examples of software that was denied by Apple for both of these reasons. Call my position hyperbolic if you want but when Apple and Microsoft are allowed to decide what gets to be installed on what is supposed to be your computer,  your tablet and your phone, who really owns that device you paid for?

I don’t know what the best solution is to this problem. I’m not normally a fan of governments telling businesses how to run themselves but ultimately, consumer interests are greater and these companies enjoy positions that don’t simply give people the ability to just “speak with their wallets”. When the platform holders are already making record profits, I think it’s perfectly reasonable to tell them that they need to keep improving their products to entice people to keep buying them, not start sapping away secondary revenue sources and forcing people to use them so they can keep making money after they’ve already made their money. If the only way you can keep making money for your business is by sticking your nose into other people’s, then your leadership is failing and you need fresh thinking. Keeping technology open and free for choices and the innovation that comes from them should be paramount and this is a vision that Apple and Microsoft no longer share. Consumers need and deserve a better solution that what we’re proposing, I just wonder if we’re too blinded by the new shiny to demand it.

This Was a Surreal Friday

I’ve never yet posted anything about my personal life on this blog. It was always my intention to make it a bit of a personal blog as well as one that focused on tech, gaming and whatever else but that never materialised. I plan to change that over the coming months but for now, I thought I’d start by just sharing the rather surreal day I had. Some of what happened today had been planned for a long time but a lot of it happened out of the blue but it was all connected in a weird way and that it all came together today is amazing and kind of creepy.

I’ve been fighting off some kind of weird bug that I can only describe as “flu but not really” for most of the week. It’s largely passed now but I always end these things with major pain and discomfort in my neck which has chronic stiffness from a bike accident when I was young. I woke up with it basically seized and in agony so I told my boss I’d be working from home today and loaded up on Advil, Tylenol and coffee. This also worked out because today was my first of what will be many but infrequent appointments with a Psychologist and his office is much closer to here than where I work.

I’ll talk about this more at some future point but I’ve been dealing with many emotional challenges for some time now, not the least of which was what I had recently realised was a severe depression that lasted for several years and which I’ve only managed to start climbing out of on my own in the last year or so. Thanks to a realisation I needed some professional assistance to complete that journey and a positive change in my work’s benefits, I am able to see a Psychologist and actually afford it so I finally took that step. I won’t detail the session for obvious reasons but suffice it to say, I went into it nervous and unsure what to expect but it was very positive, productive and I came out knowing I’d made the right decision and that this will ultimately be a great thing for me.

So that was good but it’s the other stuff that happened around it which was weird.

I was thinking about a lot of elements of my past this morning in advance of this appointment because I knew that would have to be discussed. I also have several emotionally challenging things ahead of me these days, most involving former close friends that I’ve purposefully distanced myself from. While doing this, I also spent a lot of the day talking about and hotly debating the unfolding disaster that is the 38 Studios collapse on my desktop computer in between answering support tickets and talking to my boss over IM on my laptop. It’s a subject I’m passionate about both as an avid follow of gaming and the industry and as someone who has been repeatedly screwed by employers and gets emotionally invested in seeing that happen to others as it did in this case. It was probably not a head space I should have been hanging around in so close to seeing a shrink for the first time but I was there anyway. One of the aforementioned friends and I had recently talked and decided to meet up and have a frank conversation about what was going on with us and if it would be possible for us to mend fences and have a friendship again. We hadn’t set a hard time to do this yet. While I was just thinking about what happened between him and I in a way I could explain to the Psychologist, he e-mailed me and asked if we could do it tonight. I found that coincidence to be rather stunning but I’d seen such things before and we set it up. We also had that conversation and it went well but the gist of that is for some other post.

Then something really amazing happened. I have an ex-girlfriend from well over a decade ago that has me on IM but who I never talk to. She and I had a pretty bad breakup back in the day and though we have talked and seen each other on rare occasion since, we aren’t close and I assumed we were rather indifferent to each other. Out of the blue, knowing nothing of my current situation or the other two big emotional steps I was due to take today, she messaged me to ask how I was. We made some small talk and whatnot but then I had to go to my appointment so I said I’d talk to her later. When I returned, we got to chatting again and I eventually found out that she messaged me because she was in a reflective mood of her own and wanted to discuss some of the past baggage and emotional ambiguity that was still between us. She was someone who had an often very troubled life, both before and after she met me. What followed was a conversation that lasted a very long time and ended up with us discovering that a lot of the reasons we got mad at each other and eventually broke up were due to severe miscommunication and things that she needed my help with but couldn’t bring forward at the time because she didn’t know how I would react to them. She revealed those things to me and many of them were very shocking to hear. She told me that I was an emotional pillar to her at a time in his life that was otherwise book ended by sometimes horrible things and she felt that despite us agreeing that the past was the past, she needed to thank me for the support I gave her and tell me how much that meant and helped her live get to the relatively happy and stable place it is now.

That all of these events took place on the same day, completely unplanned and out of sheer coincidence is amazing to me and I still kind of shake my head in disbelief when I think about it. The last element detailed above is mind blowing to have happened today of all days. That relationship happened so long ago and we are both so far removed from having romantic feeling for each other that it wasn’t something I would have even brought up to my Psychologist as impacting my life now. Yet the discussion we had and the subsequent revelations were as big an emotional leap forward for me as anything else that happened today, and I wasn’t even really thinking about it. I don’t believe in god or fate and yet it’s hard to look at the circumstances of this day and not think even just a little bit that someone planned it to go like this. It makes me incredibly happy to know I had such a positive and meaningful long-term impact on someone’s life and finding that out the exact day I’ve finally decided to commit to fully righting my emotional ship made it have an even greater impact.

As the day ended, I was listening to the radio and heard the single from the new The Offspring album, a song called Days Go By. This is not a very good song and compared to what The Offspring used to be, it’s kind of a sign they’ve been turned into another crappy mainstream pop-rock act but the lyrics ended up fitting into my experiences today surprisingly well and as I wrote this, I ended up looping the song several times on Rdio. I’ll probably be happy to never hear it again after today but it’s weird and wonderful that a song I normally wouldn’t care for and would change the channel away from could have content within it that actually made me reflect more on the singular experiences I had today.

I’m sure this post looks really weird against anything else I’ve written but despite being exhausted and it now being 2:00am, I was compelled to put this out there. This was an incredibly surreal Friday.

“All your anger all your hurt
Doesn’t matter in the end
Those days go by
And we all start again.
What you had and what you lost
They’re all memories in the wind
Those days go by
And we all start again.”

Gamers Should Be Mad About 38 Studios’ Failure

This afternoon, 38 Studios officially laid off their entire staff of 380 people and is closing both their studios. This after running out of cash following a rather public scene with the Rhode Island Economic Development Corporation, a state agency which loaned them almost $75 million dollars to relocate there and to fund the development of their long cooking and until recently, never shown MMO Project Copernicus. Employees are due almost a month’s back pay that they likely won’t get, their health insurance lapsed two days ago and they reportedly only found out when a staffer’s pregnant wife was told by her doctor. The Rhode Island taxpayers are also now on the hook to absorb the cost of the loan which is going to end up being $100 million after interest.

38 Studios was started by former Boston Red Sox pitcher Curt Schilling. When he retired from baseball, he wanted to take his love of video games and do something big with it so he started up a studio to make an MMO. He staffed it with top talent and brought on Todd McFarlane and R.A. Salvatore to help create the vast universe for it.  It was a big deal and got a lot of people excited include yours truly. A couple of years later, they bought Big Huge Games who were about to be shuttered by THQ. Big Huge Games was working on an RPG for PC and consoles and the idea was to take that game and retool it to be part of their new universe as a lead-in to the MMO. It was a big, grandiose plan and it was a breath of fresh air to see a new AAA studio start up with big ideas. In 5 years, nothing was seen of Project Copernicus but in January, Big Huge Games’ project was released as Kingdom’s of Amalur: Reckoning. I haven’t played it beyond the demo but it was well reviewed and sold nicely for a new IP, exceeding publisher EA’s expectations. Fast forward to now and the studio is collapsing, a lot of people are out of work and health insurance in a very small state that now has to absorb the cost of that, all we’ve seen of Project Copernicus is one rushed trailer that showed little and the Rhode Island government revealed that even though Kingdoms of Amalur: Reckoning sold 1.2 million copies worldwide, it would have needed to do three times that just to break even.

Despite this very public and abject failure, some people are still trying to defend the company, Curt Schilling and his management. I admit that most of what we have to go on is accounts of the battle with the state in the press but we do know a fair amount of reliable information. I will also admit that I’ve been personally burnt by bad management who got away scott free before so I do have a bit of my own emotional influence in this situation. But even based on the sparse details we know so far, they all point to a company that was horribly managed and screwed a lot of people who can’t afford it while the top dogs basically walked away from the smouldering wreckage. That’s not defensible and it really burns me to see people try to defend it. Let’s break this down some.

To their credit, 38 Studios saved Big Huge Games from being closed by an at the time schizophrenic THQ who bought them just a year prior and was already trying to dump them, seemingly not confident in what they were working on. No one knows what that deal was worth but given that Kingdoms of Amalur: Reckoning apparently needed to have blockbuster sales that are almost never seen be a new IP, chances are it and the continuing development costs were in the many millions. Still, they gave them the time they needed and a good game came out of it. Concurrently with this, they were developing a AAA MMO with the same new IP, at a time when the common MMO business model was still to charge people to buy the game plus a monthly subscription fee. In the years since, this model has been proven impossible for any MMO that isn’t World of Warcraft and many failures litter the genre as proof. Even Big Huge Games’ former owner THQ recently took their long in development MMO and made it not an MMO anymore. Still, 38 Studios continued to plug away at Project Copernicus, saying nothing about it, even as they were in a financial death spiral which they obviously knew about. I’m sure they spent this time trying to secure more funding but no one wants to invest in AAA MMOs right now. Instead of adjusting their business goals to something that may have a better chance, they continued pouring money down the sinkhole and now Project Copernicus will likely never see release. All the creative effort is for nothing and a lot of people now have to hope they don’t get sick while trying to find work in an industry that’s not very healthy in general right now. This will also likely dissuade Rhode Island from ever investing into the video game industry again and will shake general investor confidence in AAA game development even more. When a team of supposedly top talent backed by a multi-millionaire fails so spectacularly, what would you do if asked to bankroll a new AAA studio?

Meanwhile, what’s Curt Schilling lost? Not much really. He apparently has put a chunk of his own fortune into the company but used the Rhode Island loan to pay at least some of that back. He still has substantial wealth from his baseball career and while his employees bounce rent cheques, he will still be living very comfortably. There’s also the irony of Schilling being a huge proponent of small government but his politics don’t matter much here. Many Kingdoms of Amalur fans say that he was very passionate about the company and their games and regularly engaged with his community on forums and the like. I applaud him for that, it’s more than many developers do. But creative passion often distorts reality–something it certainly seems to have done for him–and passion doesn’t put roofs over your employees’ heads or food on their tables. And it certainly doesn’t magically complete an MMO that was started 5 years ago and yet not even announced or named yet.

It frustrates me to see people defend this train wreck. Sure, we don’t know all the facts but we know enough to see that many poor decisions were being made at 38 Studios and that they must have known for a long time now that they couldn’t survive to see Project Copernicus released. Yet they made no substantive changes to their scope and their employees and Rhode Island taxpayers were left in the dark until it was too late. Now they’re all screwed but the people at the top are walking away with very little lost beyond pride. I’m sorry, that’s wrong. When similar situations happen at Enron or the banks (yes, on a much larger scale), people are rightfully furious but when it happens to a place that put out a game some enjoyed, apparently we should sympathise with the company and to not do so is to take shots at at the people who made the game. No, that’s not how it works and it’s possible for rational people to separate the talent from the management and the latter is what failed catastrophically here.

Having been where the 38 Studios employees are right now, I feel horrible for them and all the hard work they have devoted to a creative project that will likely never see the light of day. Big Huge Games in particular has been through a roller coaster ride the last few years and has been one of the most under-appreciated developers in the industry. I hope that a competent company will pick them up and give them a stable home but with most of the big publishers terrified of risk and AAA development shrinking, I don’t see that happening. The Project Copernicus team are also now stuck in a state with virtually no other game development jobs and no shipped project to put on their CVs. Schilling and his failed management team will likely not be formally held to account for this and they don’t deserve anyone’s sympathy. What happened here may be common practice in modern business but that’s exactly the problem, especially at a company headed by people who are supposedly so passionate about what they were doing. The people at the top are supposed to have final accountability and should be the ones that absorb the brunt of the hits, not deflect them downwind to the rank and file. When my previous business failed, my partner and I had no other employees besides ourselves but we ran the place and ultimately, it was our failure and I will always see it as such. This is no different but where my business was barely a blip of an entity, 38 Studios was a large company and like all large things, fell hard.

This was a business disaster, one that’s done substantial damage to an already frail AAA industry and gamers who still want to see these kinds of games get made by independent studios should be mad about this. To treat Schilling and his management team as the victims here is disrespectful to those who just lost their livelihoods. I wouldn’t wish their circumstances on my worst enemy and it infuriates me to see people standing up for their failed leaders. There’s no doubt that game development of any kind is a risky business and I’m sure many of these employees had a good idea of the potential hurdles. That doesn’t make keeping them in the dark until a taxpayer-funded loan payment bounces any more excusable. If Schilling and the management didn’t want to be in the crosshairs for this loss, then they shouldn’t have been the management and Schilling shouldn’t have put his former jersey number in the logo and put himself out there as the face of the company. They let a lot of people down, they deserve to feel bad for it and we as devoted followers of this industry shouldn’t sympathise with their failure.

You Should Go See Indie Game: The Movie

Some time ago, I was told by some gaming web site that this pair of first-time Canadian film makers were creating a documentary about making indie games and that they were looking for some Kickstarter help. I went and checked it out and it seemed pretty promising so I pitched in. They got funded and Indie Game: The Movie is now on a theatre tour with a home video release coming later. While I’m guaranteed a DVD (or hopefully Blu-ray) copy from my Kickstarter tier, I really wanted to see the finished product sooner and with a group of people who appreciated the type of stories being told. I was delighted to hear that they were doing a cross Canada showing of the film with a Q&A after so despite the high ticket price, I jumped in. Aside from losing about 15 minutes of the movie due to the incompetence of Bell TV (who was providing the delivery) and the Q&A not being nearly long enough, I was very entertained and was pleasantly surprised to see such high-calibre work from people who have never made a feature length documentary before.

Indie Game: The Movie chronicles tales from three well known indie game creators and their respective titles: Jonathan Blow with Braid, Edmund McMillen and Tommy Refenes with Super Meat Boy and finally, Canadian developer and controversy enthusiast Phil Fish with the recently released Fez. The latter two are filmed during development of their projects (with Super Meat Boy releasing during the course of filming and Fez having come out just a couple of weeks ago) with Blow talking about Braid through more of a retrospective angle. The stories told are not ones of the technical or even really the design challenges of making these games but the emotional rollercoaster the developers are on as they deal with lack of sleep, money and strained personal and business relationships. We’re shown how the Team Meat pair are pushed to the brink of exhaustion trying to get their game done, only to find that Microsoft didn’t honour their launch day promotion commitments. We’re shown how Phil Fish had to deal with a former business partner whose Machiavellian delay tactics drive him to a near breakdown and how he risked being sued by showing Fez at Penny Arcade Expo without the partner’s permission. In the end, they all got their games out and they were all great successes but their struggles are epic and their unwillingness to be phased by them is touching and admirable.

Many documentaries that try to portray these kinds of emotional challenges often feel forced and even choreographed but everything in Indie Game: The Movie comes across as genuine. I never felt that creative liberties were taken in the editing process to create drama and emotion where there wasn’t any before. You are being told a story as it happened rather than as the film makers wish it had happened. I found myself leaning forward in my seat and tensing up when the characters were hurting and wanting to cheer when they finally achieved their well-fought victories. As someone who is not easily moved and can spot fake attempts at emotional conveyance a mile away, this speaks volumes to the quality of both the stories and the direction. This may be a movie themed around making video games but it’s three tales of human struggle and sacrifice at its core and shows just what people are willing to endure for creative expressions they believe in.

Whether or not you’re into indie games or video games at all, Indie Game: The Movie is something I think anyone with an interest in these kinds of documentaries should check out. It’s an emotional and inspiring ride that will keep you engaged and will seem to go by quickly. This is an incredible first effort from James Swirsky and Lisanne Pajot and it’s great to see that it’s been a success for them. These two have a very bright future in film making and I’m happy I was able to contribute in a small way to getting this project made. I can’t wait for my home video copy and will no doubt end up watching it many times over. You can check their official web site for information on new screenings and eventually, information on the on-demand and home video releases for the general public. Anyone who is into documentaries or real stories of creative struggles will enjoy it and I highly recommend checking out a screening near you if you can.

On Gaming’s Future: AAA Reality Check

So yeah, this post going up by the end of the week of my last post obviously didn’t happen. Turned out to be a crazier month than I predicted (tons of new hires at work and they just announced we’re buying another company), plus I was getting ready to leave for what was an amazing week’s vacation in Iceland (which I’ll post about in the future). But enough excuses.

Last time I talked about the mobile gaming landscape and how despite what the iPress is claiming, the reality is that the mobile industry is not nearly as rosy as many think and is in many ways steaming head first into the challenges the rest of the industry has been struggling with for years. The biggest challenges of all–those impacting AAA development–are what I’m going to talk about this time.

I love big AAA productions with heavy story, characters, worlds and production values with deep, immersive gameplay. I have nothing against smaller indie titles and have enjoyed many of them but bigger scope titles are where my heart is and it’s where I go first with my gaming time and money. Most of what I’ve played in the supposedly revolutionary mobile space has underwhelmed me to say the least. Not to say there isn’t strong potential there but touch controls (which on the iPad at least I find very laggy in most games) limit how complex you can make a game and I’ve yet to see anything on the platform which has strong characters, narrative and storytelling. I’ve looked and not even the best examples I’ve been cited can hold a candle to something like Mass Effect or Dragon Age, unless they’re titles that originally began on a dedicated gaming system. Many are claiming that tablets will render all consoles obsolete in a few years and that they’re already as powerful as the current systems. That argument however is full of holes. Going into the boring technological reasons would be a post unto itself but suffice it to say that tablets are a long way from being able to play even current-gen AAA games in a meaningful technical way, forget what we’ll end up seeing next year when the new Xbox and PlayStation systems are out. Mass Effect, Skyrim, Call of Duty, Battlefield, Forza Motorsport, Gears of War, Uncharted; these simply can’t be done on a tablet right now and will not be possible for many years to come.

The CEO of respected AAA developer Remedy Entertainment recently stated that we’re very close to having AAA experiences on tablets (both technically and in design terms) but then he pulled out Infinity Blade II as what he called the “benchmark” for that argument. Having played Infinity Blade II, I can’t believe he said that seriously. It’s a very good looking game for the iPad (though only because it has super tiny levels and basically no AI, it’s all trickery) but is simply a treadmill of one-on-one timing based battles with a meaningless filler plot, it’s stuffed with immersion-breaking elements like random gold bags you have to tap on quickly during cutscenes and it’s primary hook is making you replay the same 15-20 minute section over and over again as you grind out higher levels, all while nagging you to post positive reviews and buy power through microtransactions. If this game was released for PC or consoles, it would have been ripped apart in reviews as being shallow, boring, criminally short and a sub-standard experience but for some reason, being in the mobile space seems to give many titles a pass for weak design with the depth of a spoon. And this is one of the biggest budget, highest production value titles I’ve seen on iOS. If this is what Remedy thinks AAA gaming is due to become, I guess I better take up knitting or something.

Despite the fact that the AAA industry pulls in more revenue that pretty much every other form of gaming combined, it’s an industry that has been in a profit struggle (many would say a death spiral) for years. Back in “the day”, selling 50,000 units of a title was considered a massive success. Today sales in the millions are often required to recoup development and marketing efforts and aside from a decreasing number of runaway hits, very few even cross a single million. There’s fewer publishers now than there used to be, several are struggling badly and even the big players are relying on a couple of key franchises to drive all their profits. The vast majority of AAA releases lose money and lots of it. No one is launching new AAA publishers today and I can’t remember the last time I heard of a new studio starting up in the sector either. Big publishers are required to bring AAA games to market but almost all of them are making games internally now, rarely relying on external partners and when they do, it’s with contractual terms that ensure the developers barely survive, even if they craft a hit. Many of these people from the industry who are forming mobile and social studios I think are doing so not just because they want to but because that’s the only place they have a chance of success, even if it’s not that much greater.

On top of that, year over year AAA software sales are in a free fall and the current generation of console hardware is also starting to see sales drop as they reach market saturation. Many believe that while the increasingly niche hardcore demographic is still buying stuff, many of the more casual players who would normally only buy a couple of games a year have shifted to mobile and social platforms, taking their money out of the AAA space entirely. For a long time, I said I was fine with the current consoles and was in no hurry to have new ones to worry about. Now I would say that with more and more people touting how tablets are taking over everything (whether they’re correct or not), it’s time for new consoles to grab and refresh people’s attention. However, Microsoft has told us to expect no console announcement from them any time soon and by all accounts, Sony will be focusing on Vita and late PS3 releases only at E3 this year. Even when they do put those systems out, higher technology means even higher costs which means even greater sales are needed to turn a profit. Nintendo has said that they plan to release the WiiU in 2012 but much like its predecessor, it will only sport current generation technology and will not be the step forward that AAA gamers are looking for and it’s unique tablet controller will require that developers devote additional resources to it.

While I don’t believe that iOS is completely destroying the dedicated handheld gaming market the way the iPress says it is, there’s no doubt that those systems are also struggling. Initial sales of the Vita were strong but have fallen off a cliff since and while 3DS sales still seem decent, neither system has a huge slate of software coming out and a lot of what releasing from third parties is not selling well. These systems desperately need top-tier titles from companies that aren’t the hardware vendors and the vendors need to back them in a big way. I think E3 will be the real tell for those platforms. Either there will be a ton of big announcements for them, signalling that third parties are on board or there won’t be which will indicate to me that they’ve basically been abandoned.

All of these factors point to a sector that’s in real danger. Mobile and social is currently in a fashion trend driven bubble of growth that is pulling a lot of funding and interest away from the AAA space. That bubble is going to burst eventually and that growth will normalise as a result but for right now, it’s clear there is less risk in that sector than AAA which is why no one wants to invest in those kind of games. As a result publishers are struggling, the industry is consolidating, new releases are becoming fewer and less original and in spite of it all, almost no one’s making any money. Regardless of how much I and millions of others love big AAA games, if they can’t figure out how to start making money soon, they won’t keep getting made. The AAA space is currently in a tail spin towards another 80s style video game crash and such an event in modern times would result in many more billions lost and many more thousands of creative people being out of work. If AAA doesn’t get its house in order, crappy iOS and Facebook games may be all hardcore gamers have left. I don’t want that and I doubt they do either. I sympathise with this plight but I also think that the way publishers are trying to mitigate it is ridiculous and that in their desperate struggle to compete, they’re actually driving customers away when they should be embracing them.

So what can they do about this? Is the trend reversible? I absolutely think it is but much like in the music, movie and TV industries, it’s going to require a lot of “old guard” people at the top to make major fundamental changes to how AAA games are made, marketed and thought of. These are people who are still very arrogant and think they know what’s best, even as their companies and investor cash evaporate around them. It’s likely that many of them will try to stick to the old ways and fail as a result. I don’t want to see even less competition but at the same time, those who can’t face the realities of change need to go away and clear a path for those who get it. As I’ve said many times before, I’m not a business guy and I don’t work in the industry and never have. However, I’ve been an avid follower of the industry’s content, people and companies for many years now and I’ve learned a lot in that time. I know what’s worked and hasn’t worked both for myself and my gamer friends and I like to think that our group represents a decent cross-section of gamers as a whole today. I definitely have more to say to the AAA industry that I do to the mobile industry. So here are my long-winded suggestions for how they can make mount a return to sustainable success.

Firstly–and this is obvious to literally everyone who isn’t one of the big publishers–all the anti-customer garbage needs to stop, all of it. DRM doesn’t work and every single person who lives in the real world knows it. There may be an infographic somewhere that shows that publishers actually sell more copies of their games by using DRM than it costs them to purchase the technology but that doesn’t take into account the massive amounts of good will they burn with fans for it. Pirates are scumbag thieves but publishers can’t ultimately stop those who are determined to steal their stuff and making life harder for the paying customers is not the answer. Budget projects assuming a certain amount of piracy will occur and at least some of the losses can be mitigated.

Next, they need to stop using online passes. Much like piracy, I can understand how the used games market is parasitic and leeching money out of the industry that it desperately needs while giving more profits to scummy companies like GameStop. Once again though, this isn’t a new problem and it’s been the case for years and it may not even be as bad as they think. Publishers need to learn to work within the constraints they have rather than pushing new ones on legitimate customers. The few times the publishers that use online passes have talked about their results, they’ve openly admitted that they aren’t seeing much additional revenue from them. That means that people are either still buying used games and just not buying the passes or they are skipping those games entirely. It’s cutting off their noses to spite the faces and it’s not working.

Then there’s on-disc DLC. I don’t have a problem with DLC per ce when it’s done tastefully but when you’re charging $60 for what is supposed to be a premium product, locking away content on the disc behind a paywall–content which had to be completed before the game shipped in order to make it on the disc–is money grubbing. I don’t buy the excuses about idle teams or technical compatibility reasons. Those are your issues, not your customer’s. If you can’t do DLC without putting it on the disc, then don’t do it. For a more detailed version of this argument, refer to this Jimquisition episode.

Second is that mainstream AAA gaming has become too complicated. When most people hear this, it’s usually accompanied by a story of someone trying to sit their Grandmother down with a 360 pad and them having no idea what to do. I don’t accept that argument. While it’s important for games to reach a large audience, AAA gaming is an enthusiast hobby and that’s what it should cater to. If someone really finds big AAA games interesting but doesn’t know how to play them, their interest in seeing more will end up with them sticking it out and learning. That’s how all of us who grew up with games learned and there’s nothing wrong with that. This idea that all games need to be fully understandable within 30 seconds to be enjoyable is ridiculous and symptomatic of a society that constantly demands instant gratification for minimal effort. This is the reason I find many mobile games so boring. On this front, I don’t think things should change. So what do I mean then?

Remember back before consoles were online and you could just put a game in, play it and generally have a good experience? Having to patch and use hack workarounds to get your games working as advertised was reserved for crazy PC people but not anymore. In an era where console games can be patched, many ship with numerous bugs and in some cases, completely broken. This requires console players with limited technical knowledge to go into forums and find weird solutions no one should have to use to get their games working properly or sit and wait for weeks for a patch, if one even comes. Between this and the frankly obscene processes many games make you go through just to get started these days, many casual players are getting turned off by the complexity. The worst I’ve seen with any mobile game I’ve started up is a couple of logos, that’s it. The whole point of a console is you put the game in and play. The more layers publishers put between the players and the content, the less fun they have. I don’t care what middleware you used and no one’s going to convince me that EULAs need to be as long-winded as they are.

Third is that there are too many games right now. Yes, you read that right. When AAA games are required to be multi-million sellers to turn a profit, it’s impossible for that to happen when every quarter is filled with more titles than even people like me with a lot of free time and disposable income could ever hope to play. Publishers are spreading themselves too thin among their customer base and the result is a whole pile of games that don’t sell enough rather than a smaller number that do. We need fewer releases but they all need to be high quality and for the love of everything, they need to come out over the course of the whole year, not just in the Christmas quarter. I would take 5 really good games over 15 mediocre ones any day and I think most gamers would too. Publishers no longer have the financial resources to dump out a whole bunch of titles at once and see what sticks, they need to focus on making fewer releases shine.

Fourth is that the AAA pricing model is broken and no one wants to try to fix it. If mobile, social and PC digital platforms have shown us anything, it’s that you can charge very little for a good product and still make a ton of money from it. $60 for a AAA console game is actually cheaper than it used to be when adjusted for inflation but it’s still really expensive, especially in this economy. Publishers have to work very hard at overcoming this ridiculous and outdated public stigma that a retail console game that sells for under this price point is somehow inferior and less worthy of purchase. We’re in an era of $1 mobile games that make millions and free-to-play shooters on PC that are pulling in massive returns by selling meaningless cosmetic items. What better a time is there to put out products on consoles that cost say $30 but are made with a budget of $10 million instead of $50 million? I think a few titles like that with good marketing campaigns behind them can break the misconceptions and usher in a new model where riskier ideas can be attempted without such huge financial stakes. I know that when selling games in brick and mortar stores, a lot of different entities have their hands in the pie and that can eat into profits but there’s no reason why some of these titles couldn’t be released exclusively on the console download services, something Microsoft, Sony and maybe even Nintendo plan to back in a big way in the next generation. Cheaper games can sell, they just have to be quality games as well.

Speaking of free-to-play, this is something the hardware vendors really need to start getting behind. This concept meeting with massive success in the PC space and at least for multiplayer games, I don’t see that changing. There’s no better price to draw people in than free and those who like your game will step up and spend money. I frankly love the model when it’s done properly and some of my favourite games right now are free-to-play. Sony is dabbling their feet in this arena with CCP’s Dust 514 but I think both companies need to make adopting this model a major part of their online strategies for next generation consoles. Aside from giving more of their customers a reason to put their consoles online, it forgoes brick and mortar stores entirely and gives every new title an immediate massive install base. If the hardware vendors take a reasonable cut, this can be a massive new market they can open up which compliments the traditional AAA space while taking little away from it. Allow free-to-play companies in (perhaps with some regulation to make sure they don’t rip players off too badly), give them an infrastructure to work with and watch the money roll in while laughing in GameStop’s face.

Fifth is marketing and the ridiculous excesses it has reached with AAA games. Every major publisher is guilty of this but some are more guilty of it than others. I understand marketing to large audiences is expensive and that there are so many things pulling at people’s time and money that the message often has to be bigger and better to convince them to spend some with you. But if you have a game that costs $50 million to make and it’s often costing two or three times that to market it, you’ve got a major problem somewhere. Does spending $100 million on marketing really bring in enough additional sales over spending $50 million on marketing? Did THQ sell enough additional copies of Homefront from that stupid stunt they pulled in San Francisco to justify its cost and the damage to their image? I have a really hard time believing that. And then there’s all the stuff EA does. The marketing agencies the publishers are working with need to be reigned in, have their budgets strictly controlled and be forced to sell more with less. The publishers need to look to indie games and how they market themselves as while they obviously aren’t reaching audiences in the millions, their techniques work and it’s why a successful indie can make a staggering profit ratio wise against a big publisher. There’s nothing wrong with making a big splash for a big game but the current ways simply cannot be generating enough sales to justify the splendour and when you spent twice as much marketing a game as making it, that’s now three times as many copies you need to sell to make a profit. The quality and uniqueness of a title are what needs to become the centre of AAA marketing, not simply screaming louder than the other guy.

Lastly is that the console manufacturers need to start embracing additional business models and adjust their operating practices to support them. I already talked about free-to-play but I’m also talking about things like small indie games, titles that are great small experiences that also come with a small price. Mobile platforms have this nailed and while there’s far more risk in mobile than many would have you believe, there are a lot of people making money there selling products for $5 or less in many cases. Microsoft and Sony have made experiments with this on both their platforms but they never received any kind of backing or promotion and as a result, both companies dismissed them as failures, driving those developers to mobile. That’s simply ridiculous and it needs to change. It costs so comparatively little to give small indie developers some promotion on both your systems and your web sites and can pay off in droves, particularly now when so much of the general public has learned than a $1 game can still be an amazing experience. Today’s $1 indie developers are the AAA powerhouses of tomorrow but they need to be given a vector into that space.

However, one major sticking point that’s constantly causing developers headaches and needs to change is the manufacturer certification process. Microsoft, Sony and Nintendo all have these and developers bemoan them endlessly. Before you can release a game (or update it) on any of the current home consoles, it has to be submitted to the hardware manufacturer for certification, a process that can often take weeks or months and can cause huge delays over often ridiculous issues. Microsoft, Sony and Nintendo say this process is necessary to ensure the games meet their quality standards but in reality, the process is built to ensure that the game says “Please don’t turn off your console.” when saving or to display the right error message when you pull the controller out by accident. The process has nothing to do with ensuring your game isn’t a buggy mess at launch, something that can be demonstrated by the countless releases that ship with major issues, which of course can take weeks to patch because of the same certification steps. The process is inefficient, wasteful and frankly unnecessary. So what if a game fails to say that the console shouldn’t be turned off when it’s saving? Most people know that and the ones that are dumb enough to do it will do so regardless of the warning. Indie developers can’t afford the hassle and cost of this useless process and by streamlining or removing it entirely, it also takes a big cost sink out of the equation for large releases as well. I simply refuse to believe that the process in its current form is necessary to ensure that our consoles don’t explode when we put games in them, especially since the biggest scandal of this generation was the result of Microsoft’s faulty and poorly tested hardware.

I really think there is still a bright future for AAA games, particularly as the audience continues to grow. Many people who are playing Angry Birds on phones and tablets today won’t go deeper into gaming than that but there is a section that will and a growing audience just means more potential for success. But the AAA publishers have become so blind to costs that they’re outspending the audience growth and that can only result in more consolidations and bankruptcies and as a result, less titles and originality.  At the rate the current publishers are going, there won’t be many left to make AAA games soon and if others can’t fill that void, the main benefit of consoles goes away and suddenly, Microsoft and Sony have no incentive to keep making them. A world of simplistic and shallow mobile and social games is not one I welcome but the current way of doing things can’t continue and both the publishers and the console makers need to wake up and adapt before it’s too late. There’s a trail of industry bodies that’s already showing what happens when content creators refuse to go with the times and being such a young industry, I hope this one can realise that and be more agile. I love AAA games and I don’t want to see them go away and I hope this crazy long manifesto can maybe give someone in the the industry who is smarter than me some ideas on how to turn things around. It’s time for these executives to step up and think outside the box before their companies run out of oxygen within it.

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