Geek Bravado

The blown hard arrogance of Parallax Abstraction.

Tag Archives: game consoles

We’re Not Entitled to Backwards Compatibility…Sort Of

So as everyone on Earth knows by now, the initial reveal of the PlayStation 4 took place last week. It’s been discussed to death already and I don’t have a ton more to add except that a) I was stunned by how much Sony didn’t screw this presentation up as they so love to do and b) the complaints about them not showing the physical hardware are dumb because it’s just a black box you’ll put under your TV and never look at anyway. If you want to hear more, I appeared on an episode of my buddy Chris Cesarano’s Downloathable Content podcast and we had a great discussion about the whole thing. I went into the event kind of expecting Sony to bomb it and came out actually pretty excited for the PlayStation 4.

The one subject Sony dodged during the show and only got on record about after was whether the PS4 would be backwards compatible with the PS3. Since the two systems are so vastly different under the hood (they are less apples to oranges and more apples to dragonfruit), I didn’t expect the PS4 to be able to play PS3 retail games. With Sony’s acquisition of Gaikai and their extensive hyping of that technology during the show, I did expect that they might offer compatibility through online streaming as a viable option. Their responses to questions about that in several subsequent interviews has essentially been “We hope to do that one day but definitely not at launch and we’re not really talking more about it right now.”

This has created a bit of a firestorm among hardcore gamers, many of whom thinks Sony is making a big mistake by omitting backwards compatibility and that it actually owes this to their fans, both to reward historical loyalty but also to preserve the PlayStation legacy. Probably the best articulation of this argument I’ve seen is this video in MovieBob’s Game OverThinker series. Now, I like MovieBob and a lot of what he does and I frequently agree with him. When it comes to this subject though, I think he and those who share this viewpoint are acting both very spoiled and entitled and also just simply being unreasonable. However, I also don’t think we’re entirely wrong for demanding backwards compatibility, at least when it comes to digital purchases.

The whole notion of backwards compatibility is actually relatively new, only really becoming a thing since the PS2. Previous generation systems were largely not compatible with those that came before and the story goes that PS2′s case, it was a happy accident because Sony apparently put the PS1′s processor in the machine to act as an I/O controller and it was trivially easy to add in native PS1 playback support along with that. In the case of Nintendo with the Wii, GameCube and Wii U, those systems were able to be backwards compatible because they’re all essentially the same architecture underneath, each just being a slightly tweaked and faster version of what came before. Backwards compatibility was a nice value add for the hardcore and that’s all it was supposed to be. Sony continued this trend with the PS3 initially by putting the PS2′s Emotion processor in it, ensure 100% backwards compatibility. It was cool but here’s the thing: The PS3 was also “Five hundred and ninety-nine US dollars.” That was in large part because of two things: The crazy, insane, expensive Cell processor and putting the guts of a PS2 in it. Backwards compatibility was eventually downgraded to software emulation to cut costs and when maintaining that became too difficult, it was scrapped from the PS3 altogether, at least for PS2 games. A lot of people got upset then and a lot of people are getting upset about it not even making an appearance on PS4.

Here’s the thing though guys: You aren’t owed backwards compatibility. It was a nice novelty once before but we can’t have our cake and eat it too. In this economy and with the shifts happening in the game industry, no one’s going to buy a $500+ PS4, at least not enough to make it viable. Sony needs to be able to make this system powerful and also affordable. They can’t do that if they have to put an expensive Cell processor in the thing, in addition to everything else needed to support it. Given that the vast majority of people who say they want backwards compatibility rarely if ever actually use it (I have a launch PS3 and have probably played less than 3 hours of PS2 games on it), it simply doesn’t make business sense for Sony to incur the costs of that. Charging everyone more for a feature only a few want and will largely ignore is bad business. If we don’t want another “Five hundred and ninety-nine US dollars”, sacrifices have to be made and I think backwards compatibility should be at the front of things to cut. You have a PS3, you can play all your disc games already and like with the PS2, you’ll be able to buy PS3s for at least a couple of years to come. If you’re concerned that your PS3 may die soon, buy another one when they get cheaper. It’s as simple as that. If you aren’t prepared to pay for the feature and expect everyone else to also pay for it (including those that don’t want it), then you don’t get to have it. Sony has no responsibility to support old technology in perpetuity, not for your convenience or “gaming’s legacy.” If you’re not going to buy a PS4 because it won’t play PS3 games, your priorities are broken. You don’t buy new hardware to play old stuff.

Here’s the thing though: I’m fine with this argument for disc based games but digital games and content are a whole other story.

If I want to play any of the myriad PS3 games I have sitting on Blu-ray discs, I will always be able to do that. I have a PS3 and if PlayStation Network is ever taken down, I may not be able to play games online any more but I’ll still be able to put the disc in and access any parts of my physical library that I wish. This is not so with digital games. Any content I have purchased from PSN only survives as long as I can keep it downloaded on my system and even then, some of it likely requires a server to respond to it before allowing me to play. This is content I paid for but if PSN goes away, it disappears into the ether. That’s not right and it’s not fair. If I paid for a game, I believe I deserve to always have access to it in some way. Now, should Sony one day declare that PSN for PS3 is going away and gives me the option to download everything unlocked, that would be great but it’s unlikely they would do that or that all of their publishing partners would let them. This is not an issue with discs but with digital content, I have no control over my access to it.

For disc based content, I consider this a non-issue because I can just put it in the old system and have access to it. But if Sony cannot guarantee that PSN for PS3 will be up forever, I do believe they have a responsibility to paying customers to make those products available in the future, whether through native backwards compatibility or a streaming option I can get for free or a nominal upgrade fee. Microsoft and Nintendo owe us no less. I suspect in the future when Apple decides to bring iOS out of the Windows 3.1 interface era and makes a major upgrade to it, a similar problem will occur but will cause a much bigger mainstream outrage. This is a problem that’s been largely solved on the PC with services like Steam but of course, the PC is a much more open system and thus, it’s much easier to solve there. It’s not insurmountable for the console manufacturers though and it’s a problem finally being brought into the limelight for them.

Media companies want everyone to move to a new “digital age in the cloud” and the gaming industry is probably one of the biggest proponents of this. They are desperate to cut out retail and the poisonous leeching effect is has on the profit margins of an already razor-thin profit industry. However, it will only take a few missteps like what Sony is doing with PS3 digital purchases to sour the public at large on the concept. I’ll tell you what, I’m definitely going to think a lot longer and harder about what digital purchases I make on the next consoles if I know there’s a chance they may be temporary and become unavailable to me one day. Digital distribution is critical to the game industry’s future but it can’t be a one way street and they have to make it worth our while to buy our games online instead of going to a store and physically owning it, especially if they want to keep charging the same prices. Whether you’re making a game console or a closed mobile operating system, you have to start thinking about the future as well as the present if you’re going to deliver software electronically. People might be willing to lose a bunch of $1 apps in a few years, I doubt they’ll be so accommodating with $10, $15 and $60 games.

THQ’s Demise & Why There’s Plenty of Blame for Gamers Too

Yet another AAA publisher bit the dust today. After over 20 years in business but several of those spent struggling and a Hail Mary saving throw that a bankruptcy court ended up rejecting, THQ was officially carved up into pieces and sold off. Most of their successful studios and IP ended up at new homes (though many not at all where I expected) and a bunch of other beloved but dormant IPs like Red Faction and Homeworld will be auctioned off for much less at a later time. The auction raised only a fraction of what they needed to pay off their debts and even the biggest bids on many of these properties and teams were stunningly small, plus they have received no offers for the very talented Vigil Games studio or the Darksiders IP. Not that many years ago, all of this stuff would have been snatched up in a heartbeat and for a lot more money. Few stronger signs have ever been shown that the AAA industry doesn’t have much cash to spare these days.

I know and preach that businesses are not anyone’s friend and they are not something to get emotional over but I can’t help but feel sad at THQ’s demise. Don’t get me wrong, a lot of this failure is squarely on their shoulders and in particular, those of Brian Farrell whose years of inept leadership got them here. Relying on licensed properties for too long, focusing on quantity over quality and worst of all, the uDraw, were all done under his watch and even when it was most important, he refused to step aside and let smarter people try to save the business. He deserves to never work in video games again, though he made so much money even as the ship sunk that I suspect he will just retire after this. Despite it all, they had gotten well under way to transforming themselves from a licensed shovelware peddler into a decent mid-tier core publisher that put out largely quality games and had a bunch more in the pipe. I think if the economy wasn’t so poor and they’d been given enough capital to see out Jason Rubin’s vision, they could have become a force again. Unfortunately, we’ll never know now. Through all the mistakes and stumbles, I was still really rooting for THQ as they seemed to understand a facet of game creation that the likes of EA and Activision had forgotten. For lack of a better term, THQ’s games had soul and you could feel the passion that went into them.

With each passing year, we have fewer and fewer companies making and releasing the kinds of AAA experiences that are still my favourite way to game. There’s only a few publishers left, most of them are making their stuff in-house and almost all of them are in the red. There are no new independent AAA developers starting and most of the ones left are dropping dead or switching focus at an alarming rate. There’s more doubt than ever before that the new generation of console hardware may not be enough to reinvigorate things and that this type of gaming is simply not a viable way to make money unless you have a name like Call of Duty on your package. Even then, a couple of wildly successful franchises cannot sustain an entire platform. The thought of the majority of gaming becoming based off the current concepts that are popular in the mobile and indie scenes makes my heart sink. I feel those arenas as they are now represent a huge evolutionary step backwards for gaming and many of the design tenants and especially the business practices are not what the medium needs to evolve.

There’s a lot of blame to go around for the state of AAA gaming right now. Corporate leadership that is in many ways clueless and in other ways incredibly greedy. Short-sighted investors that don’t understand what’s necessary for long term success in a creative medium. The platform holders clinging to hardware well past it best before date and trying to make consoles about everything except playing games. The “enthusiast press” which seems to relish tearing things down these days rather than you know, being enthusiasts. And to top it all off, we have a world economy that’s still in far worse health than politicians want people to believe and the industry’s about to ask people to spend hundreds on new consoles when many are still neck deep in Apple’s fashion trend. It’s a recipe for uncertainty and doubt and I have plenty of both but there’s one key group that deserves a lot of the blame but which is rarely talked about here: Us, the gamers.

When you boil everything right down, we as a group are some of the worst customers any industry can ask for. We bitch, complain and fight about everything. We are full of mysogninist, racist, homophobic children that pollute forums and online communities. We shun and denigrate anyone who dares to try to get into games and isn’t as good at them as we are. We demand better graphics, longer campaigns, more multiplayer modes and customisation options yet still expect AAA games to cost the same amount or less after inflation that they did 30 years ago. Assuming of course that we don’t just steal them out of some warped sense of entitlement. And worst of all for the industry that tries to accommodate us, we scream for things that are different and innovative and most of us just end up buying Madden and Call of Duty for the millionth time while fresh ideas like Sleeping Dogs, Darksiders and ZombiU are ignored, lose money and end up collecting dust. Meanwhile, a company can crank out another soulless mobile Skinner Box game and have a much better chance of at least not losing any money, if not making a tidy profit. If you were trying to plan the future of a video game company, which would look better to you as a businessperson?

I of course speak of gamers in very generalised terms. Obviously we’re not all like that and I’m not lost on the fact that I speak from a privileged position where I can and do spend a lot of money on games. I get that many don’t have that luxury (especially now) and have to choose where their gaming dollars go much more carefully. But consider that if even 10% of the people who bought Call of Duty 9 this year bought Darksiders II instead, THQ might still be hanging on. If 10% of the people who bought Madden this past year bought Sleeping Dogs instead, it would have been considered a success and not a failure. We don’t get to bemoan the massive consolidation and constriction of innovation happening in the AAA space right now while also feeling like we don’t have to do our part to keep it going. Games are an incredibly high risk industry and getting more so by the day. It’s a business and it needs to make money. If we aren’t going to do our part to support the types of games we all claim we want to see, we aren’t going to get them, that’s just reality. If you don’t want to just see the shelves full of Call of Duty derivatives, then stop buying only Call of Duty and give something else a chance to impress you with something new.

Industries need customers or they can’t survive and grow. There’s a lot of us out there who still love AAA gaming and don’t want to see everything slide into the mobile sinkhole. But it’s up to us to make AAA gaming attractive and to support the kinds of things we want to see whenever we can. If you’re one of the many people bemoaning the death of THQ today, think about how many of their games you bought in the last year when they needed you the most. If we’re not going to be part of the solution, then we are automatically part of the problem. Either we create the market for what we want or it will cease to be, it’s as simple as that.

My Bold Predictions for 2013

Happy New Year! Alrighty, now that I’ve judged myself on my Bold Predictions for 2012 (and done not so badly overall though always with room for improvement), it’s time to spit em’ out for 2013. I’m hung over, have a sore back, haven’t slept and oh yeah, have to head back to what will be an insane merger-induced grind tomorrow so I’m actually not in a blogging mood but dammit, predictions must flow! I’m going to try to put in everything I can think of before posting this but I do these kind of off-the-cuff and with no pre-planning so I am going to reserve the right to add to the post for up to 48 hours after publishing it in case I remember anything. These are also tech and gaming predictions. I have predictions in the economic and political arenas too but these will be long enough and frankly, I don’t have the time or the energy for political arguments.

And away we go!

Gaming

  • THQ’s new private equity owner will ensure all their games in the pipe come out but the company will be split up and sold off shortly after. This is honestly a shame because despite the absolute idiocy of that company’s management (Jason Rubin being very much an exception), they’ve managed to keep a lot of talent and put out some pretty good games. That said, the AAA industry is in a state of massive flux right now (more on that later) and even the big boys can’t figure out how to reliably succeed in it so I can’t see who would want to fund another go for THQ in that arena. There’s a lot of mystery around this eleventh hour deal but from what I’ve read, it looks like vultures who want to ring out whatever profits they can from the nearly finished games in the pipe and then sell the studios and IP for some additional profit. I hope I’m wrong but I don’t think I am.
  • Mobile gaming will continue to grow but the honeymoon is over. This is kind of an extension of a prediction from last year but I’m declaring it to have a bigger effect this year. I’ve banged on about how the meteoric growth of this industry (and the companies whose platforms it runs on) is a fashion trend, that the growth is unsustainable and that a big equalisation adjustment is coming as it already has in the social space. Mobile has quickly been usurped by big companies and the only games that are attaining mass scale success are from big companies with the occasional fluke like Angry Birds was. It’s a super hit driven industry just like AAA is and the press will no longer be able to ignore that as they’ve been doing for a while now. This type of gaming’s not going anywhere and that’s a good thing but this is the year reality hits and people realise it isn’t all milk, honey and guaranteed riches. Mobile will continue to exist and thrive but it’s not going to replace other ways of gaming any time soon if ever. To tie into this…
  • The general public will start to tire of free-to-play Skinner Box mechanics. This right here is why I can’t stand most mobile games. Everything’s filled with microtransactions, nags to spend money and a damn store front between every level, whether it makes design sense or not. It’s a terrible, exploitive way to design games, I hate it and I’ve already heard more than a few other people who are tired of it too. When people look at their credit card statements and realise those 5 $0.99 games they bought actually cost more like $25 in total in order to make them good and not just grind fests, they get frustrated and I think we’ll see more of that. This mechanic isn’t going away but I do think we’re going to start seeing mobile games that offer complete experiences for a higher price.
  • The WiiU will be a modest success. I’m sure Nintendo realises that much like mobile is now, the Wii’s growth was fashion driven and I’m sure they have no such expectations with the WiiU and have budgeted accordingly. I got one of these for Christmas and despite some dumb decisions they made (largely regarding patch structure, DRM and the GamePad’s battery, all of which can be fixed), this is an amazing platform that offers a lot of promise and uniqueness. This isn’t a Wii with a low-rent tablet attached and anyone who thinks so is either uninformed or more likely an Apple fanboy. I still don’t see Nintendo winning over third parties in a big way with this but as always, their own stunning developer talent will carry the WiiU to profitability.
  • The Vita will go from limping to crawling. Naming the Vita one of my disappointments of 2012 hurt because I love this thing so much. It’s incredible hardware and it’s a steal at $250 and it shows how you can do good portable gaming without compromise but no one’s making games for it. Even when they’re hurting bad though, Sony’s not one to throw in the towel and I don’t think they will here. They’ll keep pushing it and I do believe it will continue to sell small numbers and probably will never be a runaway success but I do think it will advance enough this year to keep owners like myself in some decent content. I also believe Sony’s next home system will give it a big push but more on that later.
  • Console shovelware is dead. It’s already happening and good bloody riddance! The Wii and DS were kind of the last bastions for the vulture publishers who make their living cranking out cheap, garbage games for $30-$40 in the hopes of catching suckers at Wal-Mart. The increased development costs of the new systems (which many believe to be 2-3x what they are now at a minimum) will make this slimy practice an impossible model. These publishers won’t simply move to mobile either because there’s already too much garbage in that space and because they were run by scummy businesspeople who didn’t really understand the industry as a whole, they won’t know how to adapt to the realities of the mobile market and will likely just up and die off. They deserve to rot.
  • The first major Kickstarter disaster will happen and will test people’s faith in the crowdfunding model. I think this model of funding games is brilliant and I spent way too much on Kickstarters this year. However, at least one of these projects is either not going to come out and zero out everybody’s “investment” or it will come out, be far below the majority’s expectations and people will feel ripped off. There have just been too many projects and a big portion of those are fuelled by rose-tinted nostalgic expectations. I know I’m probably going to hate at least a couple of the finished projects that I backed. No disrespect to Brian Fargo and I so hope Wasteland 2 is killer but inXile’s track record is not good. The Peter Molyneux and David Braben projects are also just gross and while perfectly legit, abuse the Kickstarter spirit in my opinion. The thing is, I fully knew what I was getting into when I backed them and the whole point of Kickstarter and that you roll the dice and take your chances. Most people don’t know that though or they say they do but don’t really mean it. When one of these games comes out to poor reviews or worse yet, doesn’t come out at all, a lot of people are going to feel burned and run away from crowdfunding. The people that do get it will continue to make it a viable means of indie development which is awesome but much like mobile, we’re still in the honeymoon phase.
  • The OUYA will come out and find niche success. I don’t really think the OUYA folks believe this is going to be the thing that overtakes Microsoft, Sony and Nintendo but I also think the fanboy press who largely hated on this thing not because of it’s ideas but because it’s Android and called it no less than a scam were dead wrong. None of them will do the right thing and eat crow of course but I didn’t expect it as such. Developer kits for this have already shipped whereas the press’ golden boy project I’ll talk about next is delayed until March, maybe. There seems to be a lot of developer hype for this and I think it’s a really cool idea. I actually backed it but had to reduce my pledge due to money issues but if this makes it to market, I’ll happily grab one to try it out.
  • The Oculus Rift will come out late and underwhelm. The same press outlets who have been dumping on OUYA have used such fashionable terms as “the future” to describe this thing. I think it’s very cool and if it does what it does well and gets game support, I’ll totally get one. However, all attempts at virtual reality have proven cumbersome and not generally worth the experience and I’ve seen nothing to indicate this will be otherwise. I do think this could find niche success but I think the press’ own hype of this will be to its detriment when normal consumers start getting their hands on it. I’ll be happy to be wrong about this.
  • Layoffs, studios closures and the viability of AAA development will be a bigger story than ever. This was one of the dominating themes of 2012 and as we go through yet another year waiting for new consoles, I think it’s only going to get worse. Sales are falling (no one’s 100% sure of why but many think it’s not just the normal end-of-cycle downturn), costs are set to skyrocket and anything that isn’t a sure fire hit is a recipe for financial catastrophe. Any studio that hasn’t consistently pumped out critical and commercial successes can’t get work anymore and we now have fewer publishers able to fund new AAA projects than ever before. I love AAA gaming and it pains me greatly to see it in such decline but unless people get bored of mobile games and come running back to it, I don’t see how they fix this going forward. My hope is that this is an adjustment and the industry will realign itself and come out stronger but that requires new players to enter the space and no one is.
  • Valve’s Steam box will not release this year but will enter the promised beta phase. My feeling is it will be a standardised PC design that runs customised Linux with Steam on it. And for that reason, I will probably not care because it will have a fraction of my library available to me and most of it is going to be indie stuff I don’t need to play on my TV or that I can play by running an HDMI cable from my laptop. Don’t get me wrong, I think this is a cool idea and from the way they’ve talked about it being able to run competing software, it might even be Valve’s own attempt at an OUYA-like thing which could be something special indeed.
  • Steam on Linux will remain niche at best. Despite the hypocrisy of Valve and others towards Windows 8, I do get where some of their concerns are rooted and I share them. However, to think Linux is going to ever gain mainstream adoption of any kind, especially gaming at this stage is a pipe dream. Even the versions of it that are designed to be “desktop friendly” are a nightmare to maintain, drivers are a mess and the community as a whole is still full of elitists who drive the mainstream away and like it that way. All that’s fine, I’ve got nothing against any of that if that’s the way you want a platform to be but all of those things mean it will never take over Windows. Kudos to Valve for making a concerted effort to make the platform viable for gaming and I do hope they can succeed in some way. But if they do, it won’t be for a long time to come.
  • Cross-media gaming will be attempted multiple times and never take off. Frank Gibeau from EA as well as babbling heads like Kevin Dent say that big gaming franchises have to have components everywhere. Beyond your console or PC game, there has to be a tie-in product on your phone, your tablet, your browser and anywhere else in order to keep you engaged at all times. I think this is a dumb idea and a waste of developer talent and resources. EA tried it with Mass Effect 3 and all the tie-in content sucked and no one really cared as far as I can tell. I won’t talk about this too much here because I have a future blog post about it planned.
  • There will be no new games announced or released from Valve this year (Dota 2 excepted). Forget Half-Life 2: Episode 3, we will get zilch from them in 2013. Between their new hardware experiment, Steam for Linux and whatever else, they aren’t going to be in a rush to put anything out. I excepted Dota 2 from this because it’s technically out to anyone who wants it already but it may exit beta.
  • DayZ standalone will launch late and be a buggy, hacker ridden mess like all Bohemia Interactive launches. Don’t get me wrong, I think the ideas of DayZ are absolutely fantastic, even if I burned out on the game after a month and I respect Bohemia as a developer a ton for finding a super tight niche and thriving in it. But the fact remains that their launch track record is abysmal and I don’t expect that to change with the standalone DayZ game. I hope they buck the trend this time because they might have the birth of a new genre on their hands and they’d be foolish to burn it right at the start.

Next-Gen Consoles

This gets its own section because there’s just too much to talk about regarding the next Xbox and PlayStation. There’s no doubt in my mind that these machines will be radically different from anything that’s come before. They have to be because making themselves stand out against phones and tablets (for better or worse) is a must.

  • Both the next Microsoft and Sony systems will be announced and shipped this year. Rumour is the next Xbox was supposed to come out in 2012 and got delayed for major retooling. The industry can’t wait any more, new hardware has to happen this year or there will be no one left to make stuff for it.
  • Both platforms will use far fewer specialised parts and be more like PCs than ever. It’s cheaper, most of the off-the-shelf parts are more powerful and most importantly, it’s much easier and faster to develop for. The days of Cell processors and weird memory allocation issues are over, they have to be. I’m guessing each system will have a minimum of 4GB RAM and hard drives will be standard but not SSDs.
  • Both platforms will offer every title in every tier for sale digitally on day one. Sony’s already trying this with select PS3 games. We’ve reached a tipping point where despite the telecartel’s best efforts, broadband is becoming a viable way to get large content and video game retail is losing its stranglehold on publishers and platform holders. By selling games digitally, the useless middleman who rips off the industry and consumers with used games gets cut out, pricing flexibility and sales are easy obtained and everyone makes more money. Retail is the only reason this wasn’t done before and Microsoft and Sony realise it’s time to throw caution to the wind and just do it. Whether I embrace this depends on whether they do DRM intelligently. They can look to Nintendo for how not to do it.
  • Free-to-play will become a big deal on consoles. Again, Sony tried this first with DUST 514 and Microsoft tried it with an XBLA title that wasn’t very good. However, they both know how much money there is to be made here, Sony especially since free-to-play is where Sony Online Entertainment makes most of its money now. The ability to handle microtransactions will exist at the system level and seamlessly integrate into both platform’s store front systems. For this to work though, another major change must happen and that is…
  • Console certification processes will continue to exist but will significantly lighten and be sped up. Free-to-play titles live and die on how quickly they can iterate. PlanetSide 2 has probably had a dozen or more patches since it left beta and it’s a better game for it. If each of those patches required weeks of sitting in certification limbo, it would have been disastrous. One of the big complaints from developers big and small over the last year has been how expensive and unnecessarily burdensome the console certification process is. Given that numerous games still ship completely broken or in some cases unfinished, it’s clearly not working as it is. Games shouldn’t have to wait weeks to make sure they prompt you to select your storage device and specifically tell you “Don’t turn off your console” when they’re saving data. I don’t know enough about the current processes to know how they will be streamlined but this must and will happen.
  • SmartGlass will be a big deal for Xbox and Vita integration will be big for PlayStation. Being able to have your console content interact with your phone or tablet is largely a dumb gimmick right now but Nintendo is showing how you can do it in unique and interesting ways. Microsoft will expand their SmartGlass platform to make this a much bigger (yet still optional) component of the gaming and media experience on Xbox. I believe Sony has plans to do something similar but on a more unique scale with the Vita due to the things it offers that phones and tablets can’t. I don’t know if tightly integrating the Vita into the home PlayStation experience can save the platform but I really hope it breathes new life into it.
  • Motion gaming is over. The Kinect was a fad and it’s largely dried up and almost no one’s making games for it any more, certainly nothing with a decent budget. Move died even quicker. The public’s got over motion gaming and I don’t think putting it in the box with the next systems is going to make it popular again. No matter how precise you make it, it’s still not the best way to play games. The next Xbox might support the current Kinect but I don’t think we’ll see another one.
  • Like PC, AAA games will be only a single segment of the gaming experiences available on consoles. This industry simply can’t afford to focus on AAA content exclusively, especially since costs and risks are only going to get more insane. But variety is good and despite some incredible gems coming out of console downloadable services (including half of my top 10 games of 2012), there’s really only the AAA stuff and the high-end downloadable stuff. I believe that free-to-play and a newly refocused effort on promoting and fostering smaller indie development, consoles are suddenly going to have the wide variety of game types, production values and price points that you could previously only get on PC and on mobile to a lesser extent. I think this is going to be the single biggest paradigm shift in the history of the console industry and it’s sorely overdue. This is what’s going to keep it relevant against up and coming platforms.
  • Sony will offer backwards compatibility via their Gaikai acquisition at some point but likely not at launch. They bought that company to probably eventually make PlayStation a platform that isn’t dependant on hardware but for now, I could see them using it this way since the rumoured radical hardware changes in the next console will likely make built-in backwards compatibility impossible. I don’t know if you’ll buy individual games or a subscription service or maybe some kind of hybrid tied into PlayStation Plus. Personally, I’d happy pay a few bucks a month to get access to a huge PS2 and PSP library. I do sincerely hope people who made PSN purchases on PS3 will get automatic Gaikai versions. I’m not counting on it though.
  • Microsoft will not offer retail game backwards compatibility but will offer it for certain XBLA titles like the 360 does with original Xbox games. I don’t think they want to risk pissing off people who will lose access to everything XBLA but they also aren’t going to go through the headache of making every game work. Most XBLA titles never pushed the 360′s processing power very hard so in theory, software backwards compatibility could be enough for most of those titles. I imagine they will also keep the 360 on sale and the Live system for that system up and running for a while.
  • PC gaming will keep getting bigger and challenge the notion of whether many hardcore gamers even need a console. Due to the PC-like architecture rumoured to be powering the new systems, making quality PC ports will be easier than ever and with that goes the reason many PC gamers had for also owning a console. If I could be assured that the majority of AAA PC ports were well done and more like they’ve been in the last year, I’d seriously consider only buying the next consoles when they were cheaper for exclusives.

Technology

  • The Apple fashion trend will finally begin to normalise but the press will ignore it. I’ll say it again before fanboys lose their minds: This does not mean I think Apple’s going away. They aren’t and despite being a mean-spirited, greedy company riding a choreographed public and press perception, it’s a very good thing that they’re around. However, between market saturation, maturing competition and people realising that a lot of their products are underpowered, overpriced and riding hype and form rather than function, their growth is going to start to go from bubble to something more realistic. This is what happens with bubbles. Their stock price has already slid 25% in 2012 but you know how many stories about it I’ve seen from the numerous tech sites I follow? Zero, even though many of these sites live blog their earnings calls. There’s a trend in modern media to build people or companies up high and then kick them back down but that’s never how it’s worked with Apple. They always get a huge free pass that others don’t and I think that’s going to continue. The market’s waking up though and whether fanboys like it or not, a lot of people still don’t use Apple products and many more realise their stuff isn’t necessarily the best at everything.
  • The Apple television is not coming. I made this prediction last year but the rumour won’t die so I’m reserving the right to make it again. Nearly everyone who is big in the TV business is bleeding to death right now. The HDTV market is saturated with people who see no compelling reason to upgrade. Paying 30-50% more for a screen with an Apple logo and the guts of a $99 Apple TV box (especially when many already have iPads you can plug into any TV) is simply not going to happen. Steve Jobs had one line in his biography where he said he’d figured out how to innovate in the TV space. Only for Apple does that one throwaway bit of information lead to an endless stream of speculation on how they’ll somehow revolutionise the TV space. It’s not going to happen.
  • The iPhone 5S will be the next model but in the Fall, not the Spring. Many think that after Apple burned their hardcore by announcing a newer iPad only six months after the previous one that the same thing would start happening with the iPhone too. Aside from the fact that iPhone sales are down because the 5 doesn’t offer anything worth upgrading for, the 6 month iPad debacle was I think just an experiment to see how far they can push people. I don’t think they’re going to keep doing that.
  • BlackBerry 10 will sustain RIM, not catapult them forward. By all accounts, it’s a fantastic operating system and their stock has been reflecting the buzz. The problem is that all 3 of the other major mobile platforms all tie into something bigger. iOS ties into Apple, Android ties into Google’s many services and Windows Phone ties into PCs. All RIM has is mobile and that’s going to make things tougher for them. I imagine that it’s extreme manageability, security features and flexibility will still make it the ideal corporate platform and most of their current corporate and government base will continue using them, as will a niche group of others. But their previous leadership was too short sighted to see the consumer battle approaching and they’ve lost it. I think they’ll refocus on what they have and serving that well.
  • PC sales will slide a bit as the industry normalises but the slide will not be huge and it will settle. While I think tablets are a horrible way to do anything but the lightest computing tasks, there’s a big segment of the population that only has to do the lightest tasks. Those people are buying tablets instead of PCs and with good reason. In addition, a weakening global economy means enterprise spending is slowing across the board and that’s where a lot of PC sales come from. The PC will be the dominant computing platform for the foreseeable future, anyone who says otherwise is clueless. But the industry has been red hot for too long and some cooling should happen. I hope this will thing out some of the garbage vendors and maybe stop the race to the bottom for a while.
  • Windows 8 will sell well below expectations. I think the hyperbolic hate for Windows 8 is way overblown but I get and share some of the big concerns about it. I’ve used it but not full-time and at some point soon, I will be upgrading my gaming rig to it so I can properly judge for myself. Depending on who you ask, it’s either selling OK or worse than Vista which was a dud as Windows sales go and for good reason, it was garbage. Some sales softness can be attributed to slowing PC sales but there has rightly or wrongly been some poison injected into the mainstream consciousness about Windows 8. Microsoft’s been desperate to chase the anti-choice, closed ecosystem model that Apple made popular and I think that’s stupid. They should be running the other way, embracing the opposite side and evangelising that. I believe that the poor sales of Windows 8 and the Surface tablets will cause them to re-evaluate what they’re doing with Windows and maybe back off or make optional some of what people hate about it.
  • Windows Phone 8 will rise to a respectable market share. I was wrong about this last year with Windows Phone 7 but my girlfriend is in love with WP8, as is everyone who buys a phone with it. There’s been lost of buzz slowly building about it and when the platform launched in China, it sold out everywhere in 2 hours, far outpacing the iPhone 5, even though it also set a record. Android is decimating all right now and that’s not going to change, nor are a sizable number of Apple faithful going to jump ship. But there’s still a big market out there of people who don’t own smartphones or who want to switch away from BlackBerry or older Android devices and I think there’s a big chance for Windows Phone there. After playing with my girlfriend’s Lumia 920, it makes my BlackBerry 9900 look last century and if I could afford a new phone tomorrow, it’s without question the one I would get.
  • The TV industry will make a new push from 3D TVs to 2K or 4K TVs. I said we would see no mention of 2K/4K TVs last year and I was right, as I was about 3D dying off. However, the Japanese TV manufacturers are bleeding out fast and they need something, anything to resuscitate their fortunes. I don’t think the market is ready for 2K/4K yet but damned if they aren’t going to try to make it ready.
  • Sharp will go bankrupt and Panasonic will have a massive restructuring. Whether Sharp goes the Japanese equivalent of Chapter 11 or Chapter 7 I don’t know but there’s no way for them to recover from the death spiral they’re in. Panasonic is already talking about shedding Sanyo and I think that’s only the tip of the iceberg for them. Sony is well underway with it’s restructuring now but Panasonic’s going to announce some kind of similar radical plan that will involve much deeper cuts due to them not being as diversified as Sony.
  • We will start to see more mainstream PCs come standard with SSDs or a combination of SSD and hard drive. SSDs have gotten so incredibly cheap that it’s becoming worth it for PC manufacturers to put them in medium-class models just to boast about how fast they are. There are even low-end SSDs that are so inexpensive, they could even make it into some of the cheap big box systems.

And after another epic length post, there’s all my predictions for 2013! There’s a lot of uncertainty in not only the tech and gaming industries but in the world in general. Still, I think there’s a lot to look forward to and I’m very curious to see what lies ahead. I hope your 2012 was good to you and yours and that your 2013 will be even better. I’m very stoked for a lot of things coming in my life this year and may only my good predictions be the right ones. Happy New Year once again!

WiiU launch day: Poor messaging and unrealistic expectations

I’m a big fan of Nintendo and their stuff but I didn’t pre-order a WiiU. This was partially for money reasons at the time but also because Nintendo’s terrible at pre-release hype. For many years, they’ve consistently held to a strategy of saying and showing very little about their upcoming stuff until very close to launch. This used to work, I don’t think it does any more. Coming out of E3, very little information on the system and its launch games were offered and much of the press and fans were left scratching their heads. I went into E3 ready to pre-order and the lack of information scared me off. As today’s launch approached, more details finally started to trickle out and I got more excited but by then, the window to pre-order had long since passed. My girlfriend and I had to do a bunch of errands in different parts of town so I decided to try to stop in at various retailers to see if I could find a Deluxe set that hadn’t been claimed. I sadly had no luck but my observations in doing so were very telling.

I haven’t had cable TV in years so I admit that I don’t fully know how Nintendo’s been promoting the WiiU to the general public. From what I understand from others, it’s not well and my experiences today would seem to confirm that. At a store, I saw a lady standing at a demo kiosk, starting at the GamePad perplexed as to what to do with it in a gaming context. In another store, I overheard the following exchange between a lady and a sales rep:

Lady: “So let me make sure I have this right. I can play Wii games on the WiiU but I can’t play WiiU games on the Wii? Is that right?”
Sales Rep: “That’s correct. The WiiU’s a new system and it’s games don’t work with the Wii because it’s older.”
Lady: “That’s really confusing.”
Sales Rep: “I agree completely.”
Lady: “Why did they use a name so similar if it’s such a different thing?”
Sales Rep: “I have no idea. It’s a good question.”

I’ve read in several places that many mainstream consumers think the WiiU is just a tablet accessory for the original Wii and not a new system that’s not only sporting an innovative new input method but also substantially better tech than the Wii and possibly even the 360 and PS3. It would appears that Nintendo is at least partially aware of this too because above every WiiU shelf I saw was a promotional banner that had “ALL NEW CONSOLE” prominently printed over the picture of the hardware. I understand that the Wii is a strong brand (though one could argue not so much any more now that the sales have collapsed) but did no one at Nintendo think people would get confused with the new system being markedly different but sharing an almost identical name? Calling it something like the “Wii 2″ implies an obvious and significant change. People knew the 3DS was different than the DS because of the 3. It was clear and obvious. WiiU doesn’t imply anything unless you have it explained and more likely shown to you. If what I saw today is any kind of indicator, Nintendo has dropped the ball there too.

A lot of people not only don’t know what the WiiU is, they don’t even know it exists. Few knew what the Wii was either back in the day but Nintendo did a masterful job of promoting not only its existence but what it did differently and why it was so cool. From what I’ve observed today, it appears that they thought one or both of the following: Firstly, that simply having the Wii branding would draw people in and secondly, that early adoption by hardcore Nintendo faithful would create word of mouth buzz, something that was instrumental in the Wii’s early success. The Wii branding seems to have only caused confusion and while it’s too early to tell on the word of mouth, I think relying on the hardcore gamers (who Nintendo alienated a lot of with the Wii) to do your early PR for you is a very dangerous gamble. Hardcore players can’t carry a platform on their own any more and drawing in the mainstream is vital. Doing something innovative like the GamePad can be a hook to draw them in but it has to be marketed big and smart. It appears they’ve done none of those things so far. If they don’t have a massive PR campaign planned for December to make everyone aware of this before Christmas, I fear this launch weekend may be the only time the system sells out.

They haven’t exactly made things easy for the press either. It wasn’t until less than two week’s from the WiiU’s launch that they even bothered to talk about its online features in any detail, particularly odd considering online and Nintendo usually can’t be said in the same sentence without bursting into laughter. To boot, said features weren’t available to the press until today (in a 5GB system update no less) and most of them seem to be kind of broken right now. The stories we saw on launch day were about how the firmware update took an hour for most people, how someone on NeoGAF tripped over a debug menu, how all the services were laggy and unreliable and how one member of the press seems to have been bit by DRM so obnoxious that his Nintendo ID might forever be bound to his work’s console. None of this had to happen and it’s only given Nintendo bad press among the circle of gamers that they are hoping will drive initial awareness for them.

On the flip side though, a lot of what we’re seeing today is completely typical for a console launch. A couple of good games, a bunch of crappy ones, some weird infrastructure hitches, oddities in the first run of hardware. All of it is normal and you can trace variants of these things to almost every hardware launch since the Super Nintendo, including the Wii. None of it’s a surprise but with a few exceptions, everyone in the press is acting shocked by these things and it’s made more than a few people call the WiiU dead on arrival. Has it been so long since we last had a major console launch that people have forgotten what launches are like? The 360 and PS3 both had largely lacking launch lineups, the 360 had hardware that barely worked and the PS3 was priced higher than most mortgage payments at the time. The Wii had Wii Sports and a bunch of shovelware garbage. The DS had similar software and a terrible hardware design. None of this should surprise anyone who covers games professionally, yet it seems to have very much, including places like Giant Bomb which are among the few enthusiast sites I consider trustworthy these days. I suspect many stories tomorrow will be talking about how down everyone is on it and how this is another sign Nintendo’s doomed and should just start making iOS games. I can appreciate that Nintendo treats the press differently than anyone else and often seems to regard them as a burden. That’s not good but I think it’s both cynical and disingenuous for press people to treat this console launch as if it’s anything other than well…a console launch.

For a company that went from Apple levels of successful to being in a bad way almost overnight, Nintendo can’t afford to screw this up. Whether we like it or not (and I very much do not), casual mainstream consumers are moving away from consoles to crappy mobile games. Many of the people who bought Wiis played Wii Sports and maybe Mario Kart Wii or New Super Mario Bros., then the machines became dust collectors. I think mobile games as they are now are an evolutionary step backwards for the gaming medium but home consoles and dedicated gaming machines in general are under more pressure than ever to stay relevant as tablets quickly approach them in power and fidelity. Nintendo is more capable than most to put up that fight and win it but they have to be smart with their messaging and so far, my impression is that they’ve blown it. The WiiU doesn’t have to (and I would argue never has a chance to) succeed like the Wii did but it can still be a big deal but that requires a lot of mainstream consumers to buy in. A lack of messaging that only ends up being confusing and counting on early adopters to drive it for you is playing with fire and I don’t think Nintendo lives in a world where it can afford to do that any more. On top of that, I think the press needs to take their expectations to a realistic level and understand that all new systems launch with quirks and that’s just the way it is. To expect different is to deny industry history and frankly, it’s just kind of dumb.

I want Nintendo and the WiiU to succeed and based on what I’ve seen, I have every intention to buy one as soon as it becomes available again. The thing is, I knew where to dig to find out what I needed to know to come to that decision. I’m not most consumers, I’m not even most gamers and people like me aren’t nearly enough to make this work. Nintendo needs to get their act together and the enthusiast press needs to remember what the real world is like. And they both need to do it fast.

Meet the new hotness, same as the old hotness

Remember when pretty much everyone in the games press and a good chunk of the industry said PC gaming was dead? Man, that seems like it happened so recently. That’s probably because it did. Only a year or two ago, you couldn’t look at a non-PC enthusiast site without seeing almost everyone condemning the platform as corpsified and one that would always play second fiddle to consoles in the home, saddled with half-assed ports of games that were designed for controllers and 720p first. Even with the huge rise of mobile and indie development, everyone said there just wasn’t a case for gaming on computers anymore. The usual bevy of nonsense excuses was offered: Piracy’s out of control! A computer than can run games is too expensive! PC gaming’s too complicated!

Then some time in 2011, the sentiment almost universally shifted and in the last couple of months, this seems to be the increasingly common viewpoint.

As a life-long PC gamer first and someone who also supports computers for a living, I’ve always thought similarly to Jim Sterling. I’ve owned every console since the PS2 and have a huge library of console games. I don’t dislike consoles at all, far from it. However, especially in recent years, the continued excuses I hear about why PC gaming can never be mainstream I always believed to be crap. Piracy is a huge problem on every platform from Xbox 360 to iOS, it’s just whined about more on PC. Virtually any computer you buy now can run games to some degree and even something as low as $500 can run AAA stuff decently if you don’t care about having all the settings maxed. Most reasonably equipped PCs can easily be plugged into a TV if you want to game on the couch and almost every new game has native controller support. And with the lessening frequency of driver updates and well as drivers, games and operating systems that keep themselves current automatically, it’s never been easier to be a PC gamer. I could sit my girlfriend or my Mom down with a new PC with Steam on it, say “Buy, install and play something.” and neither of them would have any harder a time doing that than they would putting a game into a console. Sterling also touches on how digital distribution means the actual games are almost always cheaper now as well. The standby excuses no longer apply and are just that, excuses.

Meanwhile, consoles have paid online services that are free on PC. Patching also became possible this generation which has given rise to the “release now, patch later” mentality that the absence of used to be their greatest strength. This is backed up with manufacturer “certification processes” that are supposed to ensure you get quality in the box. However, especially of late, we’ve heard many developers (especially smaller indies) complaining about how bureaucratic and slow they are and how more and more are finding the process not worth it. Even with this, we still get numerous games like say, every Bethesda release that are often barely playable at launch or the strange and continuing problem of most Xbox Live Arcade titles shipping broken online play. When you combine this with both Microsoft and Sony making games more and more secondary and trying to turn their machines into all-in-one living room devices, I think Sterling’s bang on when he says that consoles are simply becoming closed, less powerful and increasingly less friendly PCs.

Most indie developers have said that they both endured fewer headaches and made more money by releasing to Steam on PC or even the App Store than on any console service. Services like that allow you to create and release a game entirely on your own whereas Xbox Live Arcade requires that you have a publisher who cuts into your profits. Then there’s retail games where self-publishing hasn’t been a realistic option for over a decade. You can patch and update your game with ease and as often as you want on PC without penalty and contrary to the console certification philosophy, PC games that are broken at launch are no more or less common. In other words, PC not only has by far the largest number of potential players in the world, it’s the easiest platform to develop and maintain your game for.

Here’s the thing though: That’s been the case on PC for the better part of a decade now and it was the case throughout most of this time when people declared PC gaming dead. What amazes me is not only that the pendulum has swung back but that it’s done so with such speed that the pendulum’s practically warped by the G-force. The PC always does get a bit of a resurgence as a console cycle ends and given that this cycle has gone on way too long, a certain amount of that is expected. This time seems different though, with many developers big and small now speaking out against how frustrating the consoles are to work with and how many who have previously released on them aren’t going to bother anymore. Many say that between PC and mobile platforms, consoles are increasingly becoming irrelevant and that the next generation may be the last of them, at least in their current form. I don’t know if that’s true but I do know that PC and mobile are raising the bar of value expectations both from developers and consumers and if the consoles want to continue to have the great success they’ve attained, the large companies in charge of them need to stop slogging through the mud and learn to be agile and less controlling.

What I’ve really learned throughout watching this huge and sudden paradigm shift is just how increasingly irrelevant and frankly useless the enthusiast press is becoming. The same people who were declaring the PC dead with certainty only a couple of years ago are now cheering it as the killer of consoles. These are the same people who said the DS and Wii were gimmicky and would never take off and that people would never want to play games on a mobile phone and that PC gaming was always going to be a niche for wealthy nerds. PC gaming never went anywhere and was never close to dead but people believed it because the enthusiast press said so. I’ve come to realise in recent months that the segment is really just an inter-feeding echo chamber based on opinions people pull out of thin air without any real empirical evidence. Time and time again, the enthusiast press proves itself to be pretty useless at understanding trends and what consumers actually want, only at taking wild guesses and stating them as fact. It frustrates me to see their word so often taken as law among gamers, even when it constantly flip-flops and is proven wrong by others who remain ignored. I don’t know how one goes about fixing this problem but I’ve been granularly moving further and further away from this segment of game coverage in the last couple of years and I think if they aren’t careful, a lot of other people are going to as well. If when the next Xbox and PlayStation come out, we start seeing coverage once again swinging back to the PC being irrelevant, I think perhaps it’s their own relevance they should check.

I’ve always been a PC gamer first and will continue to be, even though I will likely be all three new consoles when they arrive. I do wonder what the future is going to hold in this regard but the important thing to remember is that throughout the entire history of gaming (including one major crash), playing games on computers has always endured and grown, no matter what has happened to every other segment. I think consoles are important for growing the gaming audience but if the future is in fact one where open, expandable, decentralised platforms can once again be dominant, I think that’s ultimately good for everyone. Regardless of where you choose to do your gaming, make sure you make your choice because it’s where you prefer to be, not because it’s where the increasingly irrelevant press tells you to be.

Some doubt OUYA but I’m staying in for now

The OUYA Kickstarter I blogged about yesterday has been a runaway success and has now crossed over $4,000,000. I expressed some concerns in that post about how they’ve confused their message but since then, a larger group of critics have come out with counterpoints. The best written and most comprehensive of these so far is this report that Ben Kuchera did over at Penny Arcade Report. I think he makes a few points that are worth considering if you’re still on the fence about whether this is worth chipping into or not. However, I don’t agree with everything he’s written and I do think his position as a pretty unabashed Apple nut is colouring his statements a bit.

First, let’s talk about where he’s very much right. One of the negatives I addressed in my last post was on how they’ve done a poor job creating a message for this and on that, he appears to agree. They quote several well known indie developers as supporting the system but none of them have yet to announce any projects for the OUYA, including some of those in the pitch video like Brian Fargo. He has said that right now, they have no plans to bring their own Kickstarted project Wasteland 2 to OUYA. Though to be fair, they have never announced support for anything but the PC yet. They also misuse the term “free-to-play” by including things like demos under that moniker which I think we’d all agree is misleading at best. These things need clarification and fast.

He’s also correct in his statement that Android developers aren’t going to put extra time and money into making versions of their games that work with a controller unless this thing gets a good install base. However, being a new product and a new idea, this is always going to be the case. Android never would have become a thing at all if everyone assumed it would fail because it had no developer support out of the gate. This is a new concept and it’s the job of OUYA’s creators to sell it and create that install base. Maybe they’ll succeed, maybe they won’t but trying something new to see if it catches on is the whole point of entrepreneurship. Focusing on only guaranteed ideas is why the AAA industry is such a mess right now.

Where he makes what I believe are unfair leaps are in his criticisms that because this is an Android powered platform where hacking is being encouraged, that it will somehow automatically become a bastion for piracy and will scare developers away. Sure, piracy is a problem on Android. Guess what? It’s a problem everywhere else too. If you jailbreak an iPhone, you can put pirated content on it. Apple and their fanbase don’t like to talk about it but lots of people do that. All the current home consoles have easy piracy vectors available to them as well. The most current dedicated handhelds don’t but that’s probably only because neither has been a sales blockbuster yet. And obviously, there has always been rampant PC piracy. You make any platform that’s popular and scumbag thieves will find a way to break it open and give themselves free stuff they don’t deserve. By making OUYA hackable, its creators are acknowledging this and embracing it, even encouraging people to do new and interesting things with their box. They know that they will have to find a way to keep people out of their “official” ecosystem if they hack the box and I’m sure that’s in the works. Nearly every mobile app and game release now is coming out on both iOS and Android simultaneously so developers don’t seem to be scared away by the platform’s apparently rampant piracy problem. Why will they suddenly be scared by it on OUYA which is arguably just another Android entry point, one that also doesn’t tie people to a single point of purchase like Apple?

He also quotes indie developer Robert Boyd of Zeboyd Games who says one of the big problems with open platforms like Android is that the market quickly becomes flooded with ripoffs and garbage that diminish chances for indie success. This is another thing that’s as big if not a bigger problem on the supposedly curated Apple App Store but somehow that doesn’t count I guess? It’s also something that hasn’t stopped a huge flood of new indie titles on the PC side of things, a platform that was considered the “wild west” for years and on which many indies (including himself) have met with huge success. What makes Android somehow different then all these other platforms?

What I really don’t like about his report is how it purports that this is selling a dream instead of a reality and the ridiculous comparisons he also makes to the Phantom console, a device that I will say again, was a scam run by a known scammer instead of having people behind it who have shipped real things. If you are developing something and already have it at a shippable state, then you were already able to fund it and Kickstarter isn’t necessary. The way Kickstarter works (and they’re very clear about this) is that pitching in to projects is no guarantee that anything will end up being made. Of course you’re buying into a dream and not reality because Kickstarting it is how you make it a reality! Last I checked, the Pebble watch, Wasteland 2 and Double Fine Adventure aren’t any kind of reality either. I mean, does this really need to be clarified at this point? I don’t know if Kuchera fully understands the purpose of Kickstarter when he makes statements like that, especially given how many other projects he’s promoted.

From what I’ve read of Kuchera’s work (which I generally like very much), he’s tends to be dismissive of any mobile initiatives that aren’t iOS and I think that comes through in his story. I don’t think there’s cause to be as down on the project as he is and all but outright calling it a scam at this stage with no real evidence is uncalled for. I’m nevertheless writing this and linking to it because he does make salient points and explains them better than I could have. The great thing about Kickstarter is that anyone who contributes can change or remove their contribution until the project’s funding deadline. I’m keeping my $95 buy-in for now but I do hope that OUYA’s creators will come out to clarify some of the ambiguous statements in their marketing and based on the campaign’s incredible success so far, will be able to get some known indie developers to commit to releasing on the platform. I think that will allay many of the fears and doubts currently out there. If they can’t pull that off with $4,000,000 laid down and rising, I will probably consider removing my pre-order and waiting until I see something real. I don’t blame anyone for laying out counterpoints, nor do I blame anyone who would rather hold off until seeing if OUYA actually comes to market or not. I will say that some of what I’ve read has given me pause though and I feel it’s important everyone is informed about this as it has the potential to be great but could also be a legendary bomb if not handled very carefully.

Clearly a lot of people don’t agree with the sceptics but the downside of a Kickstarter being this successful is that all eyes are now on it and OUYA’s creators will have to work extra hard to ensure questions are answered and concerns are addressed. How they handle the next month is going to be a big factor in determining if I stay in and I bet a large number of current and potential contributors also feel the same way. They’re asking for a lot of money though and I feel it’s important people know what they’re getting into. If you haven’t yet decided, I encourage you to read my initial blog post as well as Kuchera’s story and be as informed as you can be. Any Kickstarter you pitch in to is a roll of the dice but the great thing about this type of funding is that it’s democratised by people only choosing to contribute if they believe in it. Since the plan is to sell OUYA at retail, anyone who wants to can opt to not contribute and pick one up when it goes on sale. If you’re sceptical, there’s nothing wrong with that and I’d say you should hold onto your money in that case. I do think Kuchera seems rather determined to write this off as a failure before it’s even started and that some of his reasons are not solid. Now that they’re out there though, the real test for OUYA’s creators will be countering them with good answers. Get to it guys.

Why OUYA Could Be A Big Deal

Yesterday morning at work, I started getting blips on Twitter about the Kickstarter for OUYA, an Android powered home gaming console that aims to have the hardware of a high-end phone or tablet but designed to connect to a TV with a controller, be wide open and hackable by anyone, all for $99 and principally fuelled by indie games. Within 30 minutes, I’d kicked in at the $95 tier that guarantees me once at launch. Within a few hours, they’d added another tier with 5,000 more pre-order units, then 10,000, now it’s at 20,000 and only a day in, this $950,000 goal project is approaching $3,000,000 and is trending to beat the Pebble Smartwatch which was Kickstarters record project to date.

There’s seemingly crazy interest in this product and from what I’ve seen, it is being put together by people who have shipped some ambitious projects in the past, such as the $100 laptop. $950,000 isn’t nearly enough to mass produce and more critically, market something like this so my guess is that like many other Kickstarter projects, they have investment money waiting in the wings for when they can prove they have people willing to part with money for this. That’s been demonstrated more than twice over already with still a month to go.

As with any announcement that isn’t for an Apple product, there’s legions of people coming out to laugh at it, call it vapourware (I’ve seen comparisons made of this day-old product to the Phantom console which was an investment scam that was backed by a known crook) and draw weak links to other open source gaming products like the GP2X which never attained more than super niche appeal. Others have said that all this enables consumers to do is play cell phone games on their TV which is something that no one’s really asking for and which some Android phones and tablets can already do anyway. It’s a lot of the same narrow-viewed comparisons we saw made when people first started talking about the idea of playing games on an iPhone, something that was largely called a dumb idea that would never take off.

I’ve said many times that I think vast majority of mobile games are crap, including much of the popular stuff. 95% of what’s out there is garbage and of the 5% that isn’t, most are simplistic, unoriginal, boring and increasingly, little more than microtransaction Skinner Boxes. There are exceptions but as a whole, mobile gaming to me doesn’t feel like an evolution of the medium. Yet, not only did I put $95 down to pre-order an Android console, I think it has the potential to be a pretty big deal if its makers get some real investment dollars and market it smartly. I think OUYA is a device of incredible possibilities but its creators have muddied views of this by emphasising what’s the same about it instead of what could be different. Before you go thinking that this is just an Android tablet with a controller and no screen, there are some important points to consider:

1. Android isn’t just for mobile devices. It’s really just highly modified Linux when you get down to it. It’s been primarily used for phones and tablets but it can run on anything you want if you care to modify it for that. Just because something’s on Android doesn’t mean it’s just going to play upscaled mobile titles.
2. It already has a huge number of games available. While Android isn’t just for mobile, running it and similar hardware to some of those devices means there’s already a vast software library available for OUYA out of the gate. Much like when iPhone game developers did when the iPad came out, all it would take is some slight modifications and your existing Android game is ready to be bought and played again on an HDTV, giving both past and current games creators a brand new audience to tap into.
3. It’s a single-purpose device. What often makes Android janky on mobile devices is that they’re trying to be jacks of all trades and are often masters of none.  OUYA is designed to be a games device first. There’s no web browser, no GPS, no cellular radios, minimal multitasking and no carrier bloat. It’s much easier to make a product sing when you have it only performing a single tune well instead of 15 middlingly. It has the hardware of the latest Android phones and tablets but has to do a lot less at a time, that means more power for the main attraction.
4. It’s hackable. The worst part of both gaming consoles and non-Android phones and tablets is that they’re closed systems. You’re only able to use them the way the manufacturer allows. OUYA is not only hackable, its creators are embracing that. What that means is that there are an unlimited number of possibilities for it both in gaming and non-gaming contexts. For the average consumer, this probably won’t mean much initially but once the hardcore community gets their hands on this and if they can make their hacks easy to apply, this device could have a huge lifespan doing all matter of different things.
5. It’s got a proper controller. Touch screens are great for many things but when it comes to gaming, they’re severely limiting in many ways and are the main reason why many mobile titles fail to impress me. OUYA doesn’t have its own screen, it has a proper controller with analog sticks, a d-pad and buttons. While developers may be coding on something with mobile guts, they’ll now have the freedom to make more complex games that can take advantage of the extra inputs, precision and lag-free response that a controller offers. We may even see some figure out how to make games that can work on both input types, making them cross-platform and therefore, more appealing to more people.
6. It’s dirt cheap and indie powered. So many talking heads in the gaming industry are going on about how retail pricing models are broken and that there’s no future in games that aren’t $0.99 or free. Yet they continue to ignore that when the barrier to entry involves a $500 tablet or a $200 smartphone with an $80 per month contract, that still puts gaming out of the reach of many people. I don’t know how OUYA’s creators plan to sell this thing at retail for $99 but that’s their claim. If so, this is a huge deal because it makes entry very cheap while also giving access to all the $0.99 and free games to go with it. There’s a ton of potential gamers out there who can’t take part in the supposed mobile revolution and with this, now they can. Best of all, since OUYA’s being primarily touted as a platform for indie games, it gives those creators a huge new mainstream audience to advertise to, people who didn’t even know indie games were a thing.

I think OUYA’s creators put together a slick pitch but it isn’t without problems. The name of the product is terrible and they didn’t even say what it meant in the pitch. They spent too long pointing out how similar this is to other Android devices while not focusing on what makes it different and some of their design needs refinement, especially the controller. They also didn’t really talk about what their business model is since these things can’t have much of a hardware margin with what they’re selling for and one of their main points is how most of the games will be free. Even Nintendo who traditionally makes money on their hardware ultimately needs strong software sales on top of that to make real money.

Ultimately it’s going to take a product like this getting to market to show whether the idea is viable and I think it’s a critical experiment to attempt, even if it ends up flopping. This is going to need major retailer support and a slick, expensive marketing campaign to stand out not only against existing home consoles but the very smartphones and tablets it’s design borrows from. If they don’t have many millions waiting in the wings to back up this Kickstarter, they’re not going to get the critical mass they need. Nonetheless, I think this has the potential to be a big deal and maybe shake up the home console space which many people have already written off as dead. This is far from true when you speak in reality instead of hyperbole but n0netheless, the current three party system needs a shakeup and OUYA could be the device to do it. Even if it only secures a distant fourth place in the console race, that could still be a huge win for its creators as when you don’t have a huge company to support, you don’t need to sell as much to do well. When this is done, I’m going to end up with either one of the first in a new breed of home gaming devices or a collector’s item that can go up against the Virtual Boy. Only time will tell but even as someone who doesn’t like most mobile games, I think this has great potential and I’d love to see it succeed. I can’t fault anyone for not buying in until they see something real but gamers should give this idea a chance to impress before writing it off.

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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