The power of the consumer
Friday, 27 June 2008

I've talked a little bit about this before, but I was thinking about it the other day so I thought I would write up some more of my thoughts.

Lots of people seem to complain that there are too many clones, there is too little innovation in the industry, the big publishers seem to just push out sequel after sequel, graphics keeps improving but gameplay seems to be stagnate, games used to be better, and they just wish things would change.

Well none of this is going to change until YOU do something about it.  Stop buying games that have good graphics and advertising, but crappy gameplay.  Buy more games that actually innovate even if they aren't as polished or have as good of graphics as the AAA games that you constantly hear about.

What gamers don't realize is that the games market is really controlled by the gamers.  They have all of the real power.  Not the developers.  Not the publishers.  Not the retailers.  All of the real power resides within the gamers themselves, because they control the money.  Developers, publishers, and retailers (which I will simplify to devs for the rest of this post) go wherever the money tells them to go.  Gamers can direct the industry in whatever direction they want.

Just some quick examples.  If gamers stop buying games from a particular developer or publisher, they will go out of business or if they decide to buy tons of copies of a game like Diablo, the industry will gladly make them a ton of games just like Diablo.

There are 3 main ways that gamers can use their power (ie money): they can buy a game, they can choose not to buy a game, or they can pirate a game.

Each time you buy a game you are supporting all of the devs involved, that specific game, the game's genre, the game's platform, and the game industry as a whole.  It also supports anything that the game did that was different than other games.

So why do you want to support all of this?  Well if there are enough sales the devs will create more cool games and very likely sequels or expansions to the game that you bought, other devs will notice and make other games in the same genre, and devs will continue to make games for that platform or even switch to it from another platform.  Also, any innovations, anything unique, any twists on old ideas will be noticed, copied, and used in other games.  If you like the game, this is exactly what you want.

Now what happens if not enough people actually buy the game?  The devs will struggle and possibly go out of business.  If they do manage to stay in business, they certainly aren't going to make any sequels or expansions.  Other devs definitely won't copy anything from a game that failed.  Other devs might even steer clear of the entire genre or platform if this seems to be part of a larger trend.  Now if you don't like the company or genre, then I doubt you care about any of this part and that's fine.

Here's where piracy comes in.  Some of the impact of piracy is the same as just not buying a game.  The more this happens, the more likely the devs will go out of business, the less likely other devs will make similar games, the less likely other devs will copy cool aspects of a game, and the less likely your platform will be supported.  The thing is if you go and pirate a game, you would think that means you actually enjoy that game, but you are not supporting anyone and you are loudly telling the industry that you will not buy these types of games.  Beware what you tell people, because they will listen.  Unlike the non-buyer, you are actively encouraging the industry to stop making games you actually like.

While I'm on the topic of piracy, let me tell you two things about piracy that aren't talked about very often.

You are just one person.  One pirate can't hurt anything, can it?  Well, pirating games encourages other people to pirate games.  It's like an epidemic, the attitude is contagious.  It only takes a few people to pirate something before a ton of other people think it's acceptable also. 

The other thing is devs responses to piracy.  Regardless of the full monetary impact of piracy (which is a lot), it scares devs.  It scares some devs less and some more, but in general it scares devs.  Pirates try to justify their actions by saying they wouldn't have bought the game anyways, but even if that is true you are still scaring the devs.  What's the natural human reaction to fear?  Fight or flight.  In the case of games, fight means DRM and flight means leaving the genre, platform, and/or the industry. 

People can try to justify piracy however they want, but it still damages the industry and what's worse is it specifically damages the games people pirate and thus like.  I have said this before, but piracy kills the thing you love in the long run, which is pretty dumb.

So I'll leave you with this, use your power wisely.  When you find things you really like and want more, support it and the industry will make more.

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Small industry 2
Wednesday, 18 June 2008

So after my last blog I was wondering how many companies I know people at, so I made a quick list.

Currently I believe I know people at least at EA, Epic, 3D Realms, Gearbox, Mumbo Jumbo, Terminal Reality, Possibility Space, Sony, MegaSquad, Nerve, Splash Damage, Barking Lizards, Microsoft, LucasArts, Vigil, BioWare, Ensemble, Crystal Dynamics, Rockstar, Escalation, id, Blue Fang, Ubisoft, Blazing Lizard, Raven, Volition, Hidden Path, Retro, and 38 Studios.

Twenty-nine different companies.  Not too bad.  However, I've only worked at one game company other than Soldak (Ritual) and I'm really not a very social person at all, so compared to most people in the industry my list is probably pretty small.  Compared to other people that have worked in the industry for as long as I have, it's probably tiny.

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Small industry
Saturday, 14 June 2008

It always amuses me how small the industry is.

Everyone probably knows of the 6 degrees of separation idea. If you don't, the short version is that for the most part there are only 5 contacts between you and every other person on earth. For a better explanation just go to this wikipedia entry.

However, the games industry is pretty small, so I would guess within our industry the average number is probably a good bit less than 6. This is going to be true of any relatively small group of people. The games industry isn't special in this manner or anything.

Anyways, to my actual point. Last night, a friend of mine hosted a board game and werewolf get together (which was quite fun). There were around 20 people there and at least 1/4 or so were friends or relatives outside of the industry. Yet there were people there that worked for Soldak (of course), Mumbo Jumbo, Nerve, 3D Realms, Blue Fang, and EA (contractor).

That's just the people I know, there might have been more. There also would have been 1 more company represented, if Escalation didn't have some deadline yesterday.

Well just some ramblings on a Saturday afternoon after way too little sleep.

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More Mac
Tuesday, 10 June 2008

Well the Mac version of Depths of Peril is finally done.  For some reason I forgot how exhausting it is releasing a game.  While in the final phases of testing, I tend to go back and forth between nothing to do and being bored and intense activity when I find out about a bug.  This yo yo effect is pretty tiring.  Then once I release the game, I'm all tense waiting to see if the world is going to end or in reality if any major bugs slipped through.  It's also a bit tense waiting to see whether or not a product is going to start off selling well or not. 

Luckily, most of those phases are over now. :)  The Mac version is done and seems to be selling pretty well.  It's actually doing better than the Windows version did at the beginning. There also doesn't seem to be any major outstanding bugs.

Now we are just down to attracting enough gamers to play and buy the game.

This is actually where you guys and gals can help me out.  There is already another thread where I ask about Mac demos, but I'll ask again here.  For those of you that have Macs, where do you find game demos?  Also, where do you read reviews for Mac games?  I've only had a Mac for a couple months now, so I really don't know these things.  I've gotten the demo on a couple Mac specific places and a bunch of Mac sites seem to have picked up the news of the release, but I need to spread the word better.

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Depths of Peril Mac
Wednesday, 28 May 2008

All seems to be progressing nicely with the Mac version of Depths of Peril.  Nothing major has come up so we will probably release the demo in the next couple days and then the full game not too long after that.

It should be interesting to see how well the Mac version does compared to the Windows version.  Hopefully the risk of doing the Mac version will be worth it. :)

As an aside, even the Windows Depths of Peril fans should be happy about a Mac release.  You don't get anything directly, but a Mac Depths of Peril unit sold is still 1 more DoP unit sold.  The more units sold (of any OS) makes it more likely for expansions and sequels.

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