Showing posts with label industry trends. Show all posts
Showing posts with label industry trends. Show all posts

Friday, March 7, 2014

Blips: Try Your Luck


Source: Rage Against the Machines
Author: Ian Bogost
Site: The Baffler

Listen, if you're up on your Ian Bogost, the professor's new essay in The Baffler covers relatively familiar territory. He asserts that free-to-play games follow in the tradition of coin-op arcade games, built with the specific intent of continuously extracting money from players' wallets. Not only that, many F2P games include social hooks that encourage you to spread the games' cultural capital in exchange for virtual goods. It's still a very interesting essay, even if you're already sold on the idea that many game executives in the F2P sector are basically swindlers. Bogost calls out Zynga and King specifically; both claims that are difficult to contest. If you're looking for a quick abstract of what the piece is all about, I'd suggest the second-to-last paragraph, which comes after a declaration that Silicon Valley operates as a kind of mafia.

"And in this sense, free-to-play games are a kind of classic racket. They create a surge of interest by virtue of their easy access, followed by a tidal wave of improbable revenue that the games coerce out of players on terms that weren’t disclosed at the outset. The game knows more than you could ever hope to about the stakes it presents, and it uses the logic of its own immersive environment to continue generating reasons for you to pursue its skewed stakes. The creators use your attention to build collective value that they cash in before anyone can see inside the machine that produced it. Like free digital services more broadly, the real purpose of the videogame business—and, indeed, of American business writ large—is not to provide search or social or entertainment features, but to create rapidly accelerating value as quickly as possible so as to convert that aggregated value into wealth. Bingo!"

Yep.

Monday, December 16, 2013

Blips: Boom and Bust


Source: The Glorious Lie of the Indie Bubble
Author: Ben Serviss
Site: Dashjump

The indie game bubble is a myth. The rising number of indie games being produced regularly does not reflect the marketplace that led to the crash in the 80s, and developer/writer Ben Serviss explains why that's the case in a recent post on his blog Dashjump. Problems arose in the 80s not just because of the tremendous glut of games being released, but because many of these games were low quality or were copycat designs that stirred confusion in the marketplace. There may be an expanding number of indie games being released now, but the bar for quality has also raised tremendously, which an impressive number of games are able to meet or surpass. Developers with game design degrees are pouring out of colleges and institutions like never before, which ensures that more indie devs know the basics of how to approach the practice. Game prices are down, and more people are able to get their hands on development tools than ever before.

However, the story's not all roses, as commenter Daniel Cook points out. The indie game space might not be a bubble, but that doesn't mean some of the market trends shouldn't be a bit concerning. Development costs for indie games are going up as more money is being spent on visuals to make games stand out in an increasingly crowded environment. This makes production less sustainable in the long term as it intensifies the need to have a "hit game" (not a statement of quality) simply to survive because there's less room for error. Previously underrepresented genre niches now has overflowing coffers of games for players to choose from to the point where that kind of gap-filling novelty doesn't go as far as it used to. Actually Cook's breakdown is an incredibly succinct post about the difference between development now and in the 80s and opportunities the near-future market may hold.

Either way you look at it though, it doesn't appear that video games are headed for another bust in the near future. I'm not saying it could never happen (Zynga and social games have had better years), but I think we can leave those particular alarms switch off for now. There are plenty of other issues worth concerning ourselves.

Wednesday, November 6, 2013

Blips: Share this article with your friends?


Source: With the luster of social games gone, what now?
Author: Leigh Alexander
Site: Gamasutra

I've never played a Facebook game, and I'm kind of proud of that considering the general reputation of the platform. Granted, I stopped using Facebook before there were even games to play, some 6-7 years ago, so it was as much an aversion to Facebook in general as it was the trashy games being developed for it. Leigh Alexander has written up a great recap of the social games industries rise and, well, not necessarily a fall, but a sort of leveling. The perspective on the Facebook games platform and the games made for it is pretty damning, all told. A gold rush mentality set in place standards for doing business that then hamstrung progressive design ideas in favor of innovative revenue streams. A stereotyped stay-at-home mom target demographic that pushed developers to make games that they didn't enjoy making. A constantly shifting development platform that is near impossible for a small studio to keep up with resulting in unoptimized or broken games. The result of all this is a horribly tarnished reputation for "social games," a term that, taken literally, has a whole lot of appeal.

Alexander's article is titled with a question, "what now?" which isn't so much answered as it is exemplified in the text that follows. The designers that were interviewed range from apathetic, to disappointed, to downright hateful toward the Facebook platform and flailing social games giant Zynga. It's not that people don't seem to have interesting ideas for using a social network like Facebook as the grounds for game systems, but the waters also seem so toxic these days, that it's difficult to convince small upstarts to do so. I can't even tell Facebook games apart from one another, which seems to be equal parts copycat design and purposeful market confusion (one of the worst traits to be passed on to the mobile sector). So, we return to the question, "what now?" Well, the resounding answer from developers in the article seems to be "just leave it to rot."