Editorial: How AAA Gaming Ruined Gaming

Little does Junior know that Sister has the blackmail material if he uses the Blue Shell.

How do game?

With gaming still in a relatively young state, there is much it can do and much more growing it can do. However, before hopefully coming to a state of maturity, it will no doubt experience growing pains. One of which is attempting to shed and break some unsavory habits that it picked up while in its rather rebellious teenage years.

Yet, one would think that companies growing larger would be anything but rebellious. The misunderstanding lies in that the companies are rebelling against the consumers, the very force that keeps them alive and gives them profits the likes of which boggle the mind. Back in the old days, if there was ever anything that came with the game and drove the price up, it was often worth the additional money in the first place. Yes, that includes a Ghaleon rock’em, sock’em hand puppet that came with Lunar: The Silver Star Story.

In the earlier days, it was thankfully limited to things that had actual use outside of the game, such as a soundtrack and if the soundtrack of the game was especially good, then all the better. The Killer Kuts disc that came with Killer Instinct for the Super Nintendo was more than worth it, as this was during an era when Rare was coming into its own and had amazing composers for the games it made. The same could be said for the Arc the Lad games that, while mediocre, was enough to warrant a purchase.

An appropriately hideous picture of John Riccitiello could not be found.

MUST! EAT! MORE!

It is all about the perceived value for the customer and the kind of audience that the developer should be striving for. Unfortunately, the larger companies and publishers reached a threshold that has rendered them beholden to shareholders who probably do not even know what video games are in the first place. It turns the companies into a black hole swallowing up smaller studios like a Pac-Man based analogy, only funnier and less depressing, so they can fulfill the need to make more money. While the pursuit of capital for the sake of keeping a company alive and kicking is a laudable one, their methods have started many trends which seem to show that the publishers who pull the strings of the nigh on lifeless corpses of video game studios do not seem to care how they get the monies in the first place.

Remember the infamous Horse Armor from The Elder Scrolls: Oblivionback in 2006? Some could consider that the first sign of developers and publishers beginning to lose their way. Fast forward a few years and the mind eventually comes to the dearth of MMOs trying, and failing, to emulate the seemingly limitless success of Blizzard’s World of Warcraft. Then, there is the consistent and repeated whining of publishers blaming used games as a source of lost revenues, which resulted in EA and Ubisoft attempting to combat both Steam and used games, er, piracy as they called it, with their half-baked, half-hearted, and half-completed storefronts whose functions were dubious at best and downright insulting at worst. Add in the online requirement for games to activate paid-DLC and it comes crashing down even more.

PhoenixJoe's Bizarre Legal Adventure.

Not even Phoenix’s legal expertise can help Capcom out of this one.

Then, Capcom’s feeble attempt at trying to hide all the DLC on disc of their ill-fated Street Fighter vs Tekken, which has been all but forgotten and the companion game made by Namco shelved and swept under the rug in hopes that people will forget they wanted to do such a thing in the first place. Then, there was the Diablo III announcement that in order to play this single player game, a persistent online connection would be required. Add in the now defunct Real Money Auction House, which went over like a lead balloon, the less than satisfying excuses for it, and playing the game with the expansion pack shows just how different, and how far, Blizzard had to backtrack in order to make the game even playable. It is still jarring that they have yet to create a satisfying offline mode.

The general consensus is that among the larger publishers and developers, they seemed to have developed an attitude that short-changing the customers that have been buying their games for years is the way to earn more money than they did in the past. Instead of creating just a single good and complete game, they feel the need to break it apart, piece meal, and sell it as DLC when it should have been in the game proper. See: Mass Effect 3. Instead of keeping to a formula that a game was originally known for, i.e. Horror, they turn it into an action game to appeal to a wider demographic instead of trying to make a better horror game. See: the Dead Space series. Name a single contributor to the AAA Games Industry and it will inevitably lead to some sort of kerfuffle that showed complete disregard, if not outright arrogance, towards the people they wanted to peddle their wares to.

It certainly does not help when developers of some of these companies agitate the situation when they do not learn that what is said on the internet stays there forever. Adam Orth learned the hard way when he showed complete lack of tact when questioned about people that do not live in metropolitan cities with easily accessible broadband. Maxis learned the hard way when they tried, and failed, to spin the repeated and aggravating outages on their servers for their latest Simcity game, claiming that it was the enthusiasm of the playerbase that brought the game to a standstill, not their atrocious and short-sighted design goals. The list goes on and will, sadly, continue to go on.

The destruction of the AAA game industry would never look this good.

EA thought they had caught Nintendo unaware. How wrong they were.

It is times like this where some grumble and groan for another game industry crash to take place. The largest companies, gargantuan sloths, crushed under the weight of their own hubris and overblown expectations to break even, would be almost akin to a fresh start. It would have allowed the survivors of the catastrophe to band together and start anew. As nice as that sounds to some, it would not be possible in this day and age. In addition, the resulting fallout from other industries connected to it would no doubt suffer as well.

What can be done?

9 Comments

  1. Lusipurr
    Posted 2014.09.12 at 17:48 | Permalink

    MONEY.
    RUINS.
    EVERYTHING.

  2. Christian 'Iliya' Clark
    Posted 2014.09.12 at 18:22 | Permalink

    Hardly.

    But it’s the want of ‘all the money’ instead of ‘some of the money’ that drove some of those companies to fly past reason to follow trends they should not have instead of merely trying to play to their strengths and make good games based on those strengths. And where are they now? Dead or dying or should be dying/dead.

  3. Andrew 'Mel' Melcon
    Posted 2014.09.12 at 22:11 | Permalink

    But if YOU don’t go for all the money, someone else will and that means you’re a chump. And we all know chumps have a small penis because they didn’t go all the way!! After all, “enough” is just what losers tell themselves when they can’t get any more. /s

  4. Lusipurr
    Posted 2014.09.13 at 03:45 | Permalink

    Hardly.

    But it’s the want of ‘all the money’ instead of ‘some of the money’ that drove some of those companies to fly past reason to follow trends they should not have instead of merely trying to play to their strengths and make good games based on those strengths. And where are they now? Dead or dying or should be dying/dead.

    Uhm… why do you think these trends exist? For amusement’s sake? And how did anything in your response above counter what I said about money ruining things? You’ve given evidence for the point, not against. I wouldn’t call EA, Activision, and Ubisoft ‘dying/dead’, either. They’re fabulously successful, in case you have somehow missed that tiny fact.

    These approaches are purely an effort to increase profit, driven by expectations (after years of industry growth) that profit margins and growth must increase at an accelerating rate, without threshhold. In fact, the business plan depends upon this sort of return. It’s an unreasonable expectation in anything like the long run, which should be obvious to anyone who uses their brain.

    It’s also worth noting that these innovations came (and continue to come) not from the poorest companies which are trying to find ways to stay afloat, but from the largest companies which are finding ways to pad out their margins. If you think more than one step ahead, these things are patently obvious.

    Most development studios operate pretty well (what we might more specifically refer to as ‘consumer equity’) when they are small and their operating capital is limited. As their size increases, so too does the capital risk, and the liklihood that the company will operate publicly (with shareholders) goes up. With increased risk or shareholders, companies find ways to mitigate capital risk, which they do by increasing profit margin on the item. So, even if fewer copies sell, the improved income makes up for it. In addition, shareholders drive expectations like those mentioned above: increasing rates of growth, increasing rates of profit. These are short-term goals, not long-term, and they have nothing whatsoever to do with gamer equity (hence why the bar of acceptibility is constantly being pushed).

    It’s not hard to see how this works.

  5. Nate 'Bup' Liles
    Posted 2014.09.13 at 10:41 | Permalink

    Give me money.

  6. Lusipurr
    Posted 2014.09.13 at 10:55 | Permalink

    @Bup: Okay. How much?

  7. Ethan 'Ethos' Pipher
    Posted 2014.09.13 at 12:17 | Permalink

    I am loathe to agree with Lusipurr, but money does indeed ruin everything.

  8. Julian 'SiliconNooB' Taylor
    Posted 2014.09.13 at 14:14 | Permalink

    So much of value was lost over the course of the last generation – games have been transformed from valued works to disposable commodities… Money is power, and power corrupts.

  9. Nate 'Bup' Liles
    Posted 2014.09.14 at 09:16 | Permalink

    @Lusi $5