Showing posts with label game publishers. Show all posts
Showing posts with label game publishers. Show all posts

Sunday, January 25, 2015

The P Diagram (or how to kill a franchise)

There is a relatively common trend that has been getting stronger and sweeping gaming as we know it. It is often an unexplained phenomenon, but at least we can quantify it so I came with a visual way of seen this aberration and that is the P diagram. Today we are going to see the how this kind of thing is happening based on this simple image:

This is the P diagram and it is how many game companies are treating their games. This is the process in which many great franchises are just buried as if they never had any success. The P diagram is not a complex thing to visualize as a whole, but let's start from the very beginning which is the sweetest spot on this cycle.




BIRTH


Birth is the step in the cycle that all game fans love. It is the moment a game releases and becomes a staple of your life as a gamer. At times we don't expect the game to be so good and we just take a leap of faith that is greatly rewarded once we start playing. This step is the part where the community, gaming media and others start praising the game for it's great content and presentation up to a point that it creates believers out of skeptic and although it may not be a perfect piece of software, it was good enough to spawn it's own strong fan base. After this initial success, the company may release a sequel or spin off just to keep the ball rolling, so this is where it all becomes hectic (in a good way) just before it all calms down.




HYPE


Gaming companies should avoid saturating their franchises or else their quality will be affected (like those silly 1 game per year releases), so after the initial positive reaction goes cold, there is a set amount of time where there are no news about the franchise, but the fan base remains strong. It is the same as a blacksmith letting a red hot blade he just took out of the furnace to cool off in order for it to get solid. It is at this point of the cycle where brand loyalty (same as the blacksmith's sword) will solidify and become even stronger, causing a lot of hype and expectations. As this happens, fan fiction, speculations and rumors begin to flourish as well as a lot of fan service coming from the fans themselves. Now after some time passes, fans start running out fuel and will ask for new material and this doesn't mean more fan based stuff, but the real thing.

In a perfect world, companies would use this hype to boost public interest in their next production to unprecedented levels before releasing a new entry in the franchise that would shower them with money. Sadly the reality is that most of the time the spike in hype is just used to keep gamers interested in the company and not the game itself, so in a scum bag type of way they are using the franchise as a cheerleader rather than an official company product.



MURDER



At this point hype is still very high, so the gaming media prepares itself to shoot some direct questions and sadly, company employees and higher ups get prepared to block or dodge them. This is the part where we find out that they have no intention of actually releasing the game or that they are just dragging their feet hoping that we just forget about it. This not only applies to making a new entries on a franchise, but it also to other forms of publishing like localizing a game from one region to another (because if a game stays out of your region it is basically as if the game didn't exist and it becomes nothing more than an annoying tease).

It is the murder part of the cycle where company officials come with the most ambiguous or plain dumb excuses. Sometimes they say things like "it isn't in our plans to release it" or they just go with "yeah, we are developing the game, but it is not a priority" or even with "we are waiting until we make another game that surpasses it". These are just some of the "great comebacks" that corporate fellow come up with, but if we throw some logic to those replies we would say that publishers are:

A) Oblivious to the fan base they have created.
B) Making the game one line of code per day.
C) Shoving unwanted stuff to us just because (like saying "Oh you want pizza? Well, here you have some plain crackers. Maybe if you eat enough crackers, we will get you a slice")
D) All of the above

Also at this point companies start making illogical "surveys" by releasing an HD version of an old game and using that as a barometer to see "if people have enough interest". Going back to the pizza/crackers example, this is like they are giving us a left over pizza slice from two months ago and expecting us to savor it as if it were freshly out of the oven, just to see if we still like pizza or not.



DENIAL



This is where the fans lose hope and brand/franchise loyalty takes a hit. Publishers can say whatever they want, but at this point nobody believes them other than those with the biggest sense of blind faith. At this final part of the cycle we finally figure out that we've been fooled. They talked a lot about it, showed us a glimpse of what probably was just some work that was left undone or some previously canned concept just to stir the hive and make us look towards them in order for them to show us their "new" stuff. At this point, fans of the game leave the bandwagon like fans of a losing baseball team in the bottom of the 9th inning and it is at this very moment that it becomes very typical to hear somebody come with the dumbest of remarks. A remark that would be like:

"Hey, I told you guys that people didn't wanted that franchise anymore"

So there we go, we get out empty handed while the publisher loops directly to the hype point again and the fan base gets thinner and thinner until there is really no more interest for what would had probably been one of those franchises that stood the test of time.

So now that all the explaining is done, let's end this by seen a list of 20 games that are currently stuck in the P loop, just to prove that this is indeed real and not something that was just made up:

  • Half-Life 3 (a lot of teasing, but nothing so far, it has become a joke).
  • The Last Guardian (not a priority, says Sony).
  • New Mother / Earthbound (Nintendo seems to be scared of their own game).
  • Final Fantasy 7 remake (remember the massive trolling at the Sony conference?).
  • Legend of the Dragoon 2 (Yoshida said that project started in 2001, but was left unfinished).
  • Mega Man Legends 3 (project probably canned just to spite Inafune for leaving).
  • Mega Man Universe (suffered the same fate as Legends 3).
  • Zone of the Enders 3 (project canned because the HD collection did not sold well).
  • Crash Bandicoot (Sony teases with the mascot, but doesn't get it back).
  • F-Zero (Mr. Miyamoto says that he doesn't "know" how to make another one that works).
  • Wild Arms (studio says they would like to make a new one, but nothing so far).
  • Suikoden (Suikoden 2 sells really well on PSN, yet Konami says nothing).
  • Metroid (it seems that Nintendo will use the old prime series as a barometer).
  • Contra (MercurySteam said would make it then fell silent).
  • Super Mario RPG 2 (in 2006 Square Enix said that if Nintendo wanted, it could happen).
  • Any Mistwalker JRPG (they say they have interest, but nothing else happens).
  • Phantasy Star Online 2 on the west (Sega says that it is not on their future plans).
  • Shenmue 3 (Sony and Microsoft flirt with the idea, but neither of them confirm anything).
  • Legacy of Kain / Soul Reaver (talked about it, then came with Nosgoth instead).
  • New Fatal Frame (not even the developers know why Nintendo has kept it in Japan).




Saturday, September 6, 2014

A Videogame Generation Without Consoles, A Curious but Unlikely Scenario.

Videogame generations have always been characterized by the existence of game consoles. The PC has always been there as a gaming platform, but what really brought the games closer to the common household were and still are stand alone gaming machines. Nowadays, some analysts have predicted that consoles will cease to exist very soon, some of them stating that the current home console generation will most likely be the last. Arguments supporting their point of view include the advent of mobile gaming and increasing production costs in a fragile economy. Most gamers just take those analysis as doom and gloom nonsense, but let's make a small analysis of our own and see what would it take for a console-less generation to happen and see how feasible or unfeasible it really is.


Xbox Playstation Wii
There are lots of gaming companies, but the focus is on the big 3 of the console market.
A Matter of Competition.
First of all, for a console-less generation to sucessfully happen companies will need to beef up competition to very intense levels because they would no longer have any hardware to support them. One way to do this is to increase the rate of platform exclusive games up to a point in which we receive no less than 5-8 exclusives per year. If this is not done, then we will have different first party cloud based game services featuring the same games. Another option they have is to get creative and give their cloud platform an edge by giving the players some out of the ordinary incentives to play their games. One example of this would be to feature special points with each unlocked achievement or trophy and let the player use those points to buy more games. Another good idea would be to have monthly competitions with real prizes, encouraging games to play on their platform, polish their skills and compete, be it directly (fighting games, first person shooters) or indirectly (game records, score, speed runs, etc). 

These are just two ideas that could make an interesting first party cloud gaming market and while it sounds like tons of fun for us as consumers, it is a nightmare for gaming companies if we see it from a financial point of view. In reality, exclusive game development is getting slower while multi-platforms are thriving and getting faster. On the other hand giving real and direct incentives to the players is something that is almost non-existent as companies are looking to spend less and earn more in a market that is not custom tailored for us players anymore. 


Businessman Nightmare
A pro-player environment is something they have been running from for a long time.
Features We Love, But Nightmares They Fear. 
Let's imagine for a while that consoles have already vanished and that every first party company has its own cloud gaming service. Would they implement pro-player features that would make their networks a lot friendlier or will they go the dictator's path and keep player convenience out of the loop? If everything is cloud based we as players will need things like an offline mode, game sharing, game trading and lending between users, remote play, etc. Some of these features are to be implemented in consoles (with offline play currently existing on Steam) but if we were talking about a completely cloud based environment then companies would get nervous about what freedoms they give us. Will they go ahead and implement compulsory DRM even though everybody hates it? Will they fear people tricking the system so much that they will force countless limitations on us? Even if they go the opposite way and give us a gaming paradise, will the publishers be o.k with this?

If these feared features are something that has been very controversial on consoles, imagine how would it be if everything were to be cloud based. The probabilities of a giant backlash/fiasco are enormous, especially if you take into account what happened to Microsoft at the beginning of the current generation. Remember this?  



Shut up and take my money meme

Console-less Markets And Their Customer Friendly Ways
This one is all about game prices. Console-less markets like Steam, Origin, Humble Bundle thrive of the idea of low prices or even give whatever you want type of systems. On some occasions we see new games getting price cuts that would seem barbaric for the console market investors. Steam is a great example of this as on Valve's little gold mine, sometimes we can find gaming deals on big name games that are quite recent, especially on seasonal sales. This is because on a console-less market, the price of games is a little more tied to demand than on the traditional game selling environment. 

Many publishers would cringe on the idea of everybody getting their game for cheap so it is either this or (once again) give the players a strong incentive to buy your game at full price (something that doesn't involve X set of armor, a "special" vehicle or an extra weapon). They need to make people really want the game quick or else they will wait for a price drop and that would hurt their profits more than the Red Wedding (spoiler alert!) episode did to Game of Thrones viewers. 



Cloud gaming

Wrapping it up:

A console-less generation of games can happen and that is a truth that can't be denied, but just because something can be done it doesn't mean that it is a good idea for everybody. From the point of view of us the consumers, it can be quite nice and convenient, but from a business stand point it is a quite difficult task to do. Gamers are getting smarter in deciding how will they spend their money, so one little mistake can spell disaster and first party companies/publishers know this very well. So, to wrap things up let's say that a console-less gaming generation is NOT feasible unless we (the players) are the ones who dominate the market. If the men in business suits are good with that, then we could be having this as soon as the next generation comes, but if not, then we are not ready for this and will have to wait at least another 20 years to get it. 




Saturday, July 5, 2014

Is the real evolution of gaming sleeping in the past?


At least 10 - 15 years ago, one could easily tell that every gamer was really hopeful about what was to come in the future as the end of a great gaming era was near. It is understandable that many people (especially younger gamers) would say that games back then had bad controls, primitive attempts at 3D graphics, awkward animations and similar faults, but on its core it was a very advanced phase in gaming history ruled by game design and story writing, meaning that for 50 dollars those video game aspects brought you some deep and compelling experiences that are still legendary up to this day. The problem is that somewhere along the way, everything that had been built up to that moment was just forgotten and replaced with half-baked practices. Don't get the wrong impression, gaming on this day and age is still great, but calling it an "evolution" is a little off, considering many of the things that were left behind and here are some of them.

game designer cartoon
Sad situation that happens even to the most famous of designers.

Freedom of design

The backbone of any video game is its design, it is something similar to making the layout of a stage on paper, drawing some platforms, some power ups, enemies and there you go, you have your own stage. Of course game design in the industry is not that simple, but it is as important as it has ever been. What happens with game design nowadays is that it should had stayed as it was, free. Writers and game designers make the hell of a team when they can work their ideas on a hassle-free environment, without somebody telling them that their ideas cannot be used because of some "market issue". For the writer it becomes very hard to come up with focused material if his/her ideas get blocked by the people upstairs. As for the designer itself, the time constraints, market trends and resource limitations have diminished what once was the biggest process in the making of a game and turned it in to an over-simplified version of itself.

 The making of Silent Hill 2

If you watch some "making of" documentaries about some older games, you can see how much creativity the developers poured into their projects when left loose with their creation.  These creative liberties are something that should had kept going in order for a real gaming evolution, as the creative minds would had met modern technology and would had been able to make wonders. There are some occasions in today's industry where games are designed as they should be, but you will have to look around a little in order to find them as it is not longer the rule, but the exception.

quick time events
Cutscenes vs game play. Which one you prefer?

Freedom to the player

Once upon a time, seen a cutscene or CGI video was something that was seen mostly as a reward. It was that small moment you had when you saw the story line advancing along with some eye candy, all in cinematic fashion. It was the graphic artist moment to shine and we all loved it. The problem right now is that sometimes if feels like some long cutscenes should had been game play instead. At other times a "quick time event" is all that it takes to ruin the game mood and leave you feeling like you should had played through that situation instead of pressing some button combination. 

Things like these take freedom away from the player, making the game shorter and throwing away some of the thrills that would otherwise be challenging and fun. It is as if they sometimes borrow things from the "on-rails" game play style to save some time or just try too hard to make it look like a Hollywood movie. As time passes there should be more game play and not less, that is one important thing in any game that claims to be part of the gaming evolution.

world map
Censorship should not be part of our modern world.

Freedom from cultural limitations and censorship

Cultural limitations have always existed, that cannot be denied, but for some time it seemed as if the line that divide games developed in different countries was blurring. Foreign games were trending in the west as well as American games were doing good in other places in the world regardless of topic or style. This train of cultural diversity in gaming was up and picking speed until censorship got tighter and it made it grind to a crawl. Now every game that is ready to be released suffers intense scrutiny that looks into the smallest of details in order to classify them as "not appropriate" for certain cultures. 

The acceptance of fiction for what it is has become something that the censors refuse to accept and this causes problems when a game tries to get a localization process. Along with censorship, another cultural problem is profiling. Marketing people have created this "rule" that basically profiles each region of the world and embed them to certain types of games and themes. This is also something that was at the verge of dying off, but made a comeback and (sadly for us) it is stronger than ever. It is hard to understand why haven't we parted ways with those things. Many other markets in the world have adapted to globalization, so why haven't the gaming industry done so?

angry gamer
The angry super "hardcore" gamer strikes again...

Freedom from ourselves

The consumer is a great part of what drives an industry and the gaming scene (that's us) is doing a poor job at it, even if it isn't entirely our fault. There was a time when a gamer's only concern was playing games and sharing experiences. At that time social networks weren't as popular, we relied a lot on magazines and word of mouth and all the tools we had as video game fans were simple, but at the same time a gamer was just a gamer, which helped to sustain an industry that was tailor made for us as gamers. Yeah, there were fan boy wars and things like that, but the community was not divided in niches, hardcore, casuals, "gamer wannabes", "real gamers", "dude bro gamers", "geeky gamers", "frikis" (in Spanish), "hipster gamers" and other labels that just seemed to turn it all into a game of factions, which gave game companies an incentive to divide the market as well and just give more attention to the "faction" that seems stronger instead of just the simple task of making games regardless of groups.

We as the consumers, got led by the marketing people into believing that we were all separated into groups, entirely working to their advantage instead of ours. Before that, they did not had a clear view of the market so that forced them to remain at a high level of quality at all times, but now they can just lay back and do whatever they want, following the easy money because they know what is trending and what is not. It is very unlikely for this to happen, but for a real gaming evolution to occur, we need to go back to been as single unit, gamers. This way we can throw a little fog of war in to the market and recover some of the advantage we had.

video game characters
If some of these characters have stood the test of time, other things must as well.

Wrapping it up

In conclusion, the real gaming evolution is all about making the gaming industry to be pro gamer again. It is the return of different things that we used to have a long time ago. It is the freedom of the past + the technology of today which equals a leap in gaming that we haven't seen for a long while. Graphics get better, systems become more powerful, but the core of the gaming industry is what needs to take some things from the past in order to really move forward, anything less than that is just a new version of the same thing.