More game developers whining about used games... - by lost_soul
lost_soul on 26/5/2011 at 21:43
Doesn't really surprise me. One competitor couldn't produce consoles that would keep working without RRODs. The other competitor is single-handedly redefining the concept of ownership with mandatory firmware updates that remove features post-sale.
I think if I were in the market for a console, I would look at the Wii, but it is a shame about the hardware specs. The Dreamcast remains my favorite console.
polytourist97 on 26/5/2011 at 21:52
Quote Posted by dethtoll
Do you want a snifter of brandy with that smoking jacket?
But he does make a valid point. I noticed a similar phenomenon when working on various short film projects. There were those that worked with film stock (very expensive, 10 or so minutes to a film roll, limited takes) and those that worked with digital stock ($14 for a mini DV of 3 hours or whatever). What was the biggest difference? Attitudes towards the projects. The film stock crews HAD to be invested and focused and passionate with every take they did, because if not, they're wasting a lot of time and money. The digital crews basically treated each set as a time to hang out, and occasionally get something done, not worrying ever about quality of takes, shooting schedules, lighting, etc.
Did both groups have the capacity to make good films? Of course, but the digital crews were much more content with mediocrity, and it took them a lot longer to get things done. And ANYONE could have picked up one of the digital cameras and managed to make something passable as a film, even if they possessed none of the passion, or technical knowledge.
Now, translating this point back into the gaming culture, I think the real problem is not that there are many more possibilities for smaller developing groups to get projects off the ground (which is great), but that because there are so many more outfits and opportunities, it becomes more acceptable (as in, one can still get business) to create a mediocre product.
Not only that, it spreads out the creative output of the few truly gifted game designers (sort of like expansion in pro sports diluting the talent pool). This leads to the fact that while there are many more projects and games being released, each one is less and less likely to have a large collection of truly great minds and talent behind it. Which means there is less chance of any one particular title standing out significantly from the rest. Some could argue that as a good thing, I can see it both ways.
Just from personal experience, I have noticed as the games market has been saturated with more titles, there are less and less titles I would deem as "AWESOME!!!" and more and more titles I merely deem "good". Not to mention that of major title releases, there are an increasing number of sequels and franchise derivatives, so having more titles does not necessarily equate with having more gameplay choice.
Oh, and to tie it slightly more onto the topic, this goes hand in hand with a previous poster's sentiment that if developers focused more on making fantastic games, they shouldn't have to worry about the secondary market so much, which I agree with. Also, the concept of a "potential sale" is a completely intangible product of marketing and board room projections, and has no place being used in any legitimate argument for profitability or lack-thereof. As soon as businesses can figure that out, everyone will be a lot better off.
theBlackman on 27/5/2011 at 00:28
To digress a hair: The value of anything is only what the purchaser is willing to pay.
At current "all the suckers will pay" pricing to cover investment asses instead of realistic cost/production pricing, it's no wonder trade-in and resale is flourishing.
As for the $40.00 Gamestop argument mayhap its one of those: Paid 50, game sucked, I'll sell at a loss and buy another game that doesn't suck.
Eldron on 27/5/2011 at 00:42
Quote Posted by EvaUnit02
@Lost_soul
The past is irrelevant now. Wii is the most successful home console of the current generation. Sales have dwarfed both Xbox 360 and PS3.
It will be interesting to see if whether or not "Project Cafe" (the Wii successor) will recapture that success.
hardware sales, but not game sales.
Nintendo had great success reaching new markets, but sadly realized that the new market only bought ca. 2 games per console, while gamers usually have shelves full of games for just one console.
Yakoob on 27/5/2011 at 06:14
Thank you polytourist97 for rewording my exact feelings in a less hamfisted/arrogant way, I didn't quite know how to word my original posts without coming off as an arrogant "they're not worrthy" douchebag :D (and will probably end up coming off like that again in my below post :/)
Quote Posted by polytourist97
But he does make a valid point. I noticed a similar phenomenon when working on various short film projects. There were those that worked with film stock (very expensive, 10 or so minutes to a film roll, limited takes) and those that worked with digital stock ($14 for a mini DV of 3 hours or whatever). What was the biggest difference? Attitudes towards the projects. The film stock crews HAD to be invested and focused and passionate with every take they did, because if not, they're wasting a lot of time and money. The digital crews basically treated each set as a time to hang out, and occasionally get something done, not worrying ever about quality of takes, shooting schedules, lighting, etc.
That's very interesting you point that out (and a whole reason I don't even bother advertising my own stuff on youtube), and reminds me of my college campus. Me and a few other guys who were really into film grilled a few teachers and the IT department and, sometime after our sophomore year, we finally convinced them to get a set of minidv cameras and later hq cameras. Which was awesome, and they were, of course rentable to all students. Great!
This of course led to an increase of film output of my campus (and a first ever film class!). There were a few people I didnt even know were into film until that point who discovered their new interests, and a few who didn't really care, but ended up making some really neat stuff (and even though I admit it a bit bitterly, much better than mine).
And then, we got the "birthday video" kids. You know, it's my friends birthday so I'm gonna make a birthday video for them (which 90% of the time was a compilation of random people saying "happy birthday" with a lion king song in the background). While I have no problem with that, and it's a really nice touch, some of these people would go about how they are seriously into filmmaking even tho their concept of a film did not extend beyond a glorified slideshow. They were really excited to come work on a film project with you, until you actually tried to explain the basic concepts of framing or lighting. I remember one of my friends walking on an indoor set and simply bursting into laughter when she saw me covering up all the windows with black trash bags to block off sun...
And of course, after a year, some of the cameras' firewire ports no longer worked, the viewfinder would be cracked or lenses scratched... not something the birthday kids cared about or noticed.