Baresark said:
Ragsnstitches said:
Athinira said:
TL/DR:
GAMES ARE NOT THE SAME INDUSTRY AS MUSIC AND FILM. THEY ARE A COMPLETELY DIFFERENT BEAST THAT ARE AS DIFFERENT AS NIGHT AND DAY!.
While they are not exactly the same, what you say is not explicitly true. The pricing structure may not be the same, it is still a luxury entertainment industry. The only other things the other two mentioned industries have over videogames is that they have elements that are considered art. Same thing goes for books.
The costs of production are amorphis in nature. There is no definitive amount of money that must go in any project. It just so happens that the average AAA title cost $18-$28 Million to make. But there are plenty of stories of small developers becoming overnight success stories by selling a product that very little has gone into.
It's misleading to define the videogame industry as vastly different than other entertainment industries. It's simply untrue. You are making an excuse for developers that do not turn out a product that can at least get back what they put into it. And it's not the consumers responsibility to see a company prosper, it's the companies responsibility to produce a product that people want. Likewise, it's also not the consumers responsibility to refrain from buying the product for a better rate if they can get it at a better rate.
Unfortunately, the game industry, while it's not exactly the same as other industries, should not be exempt from the same consumer end sales as other industries. You can't name another industry that has the same problem with resales. And it's not because it's so different, it's simply because car companies, record producers, book publishers, and the movie industry (to name a few) have dealt with it the only way it can be dealt with. They constantly try to turn out a product that people want. The videogame industry is different in one very important way though. Some companies seem to want to turn out crap and make huge profits. But they don't. Why? Because they put out a product that isn't worth the asking price. So, anyone selling it for cheaper is going to get the sale. And if someone buys a product they are unhappy with, they are entitled to try and make the best of it, even if that means selling the product to a neighbor or selling to Gamestop so they can get credit to buy another game they may want.
Yeah, okay what I said was more for dramatic effect then literally what I meant. Games are affected by supply and demand as much as film, music, cars etc.
However I will not agree with you that the game industry is somehow lacklustre in output compared to other industries. That is baloney. There are crap cars, crap songs, crap films and crap books (that sell really well). What each of these industries have is a unique conduit to make a profit (or at least break even).
*Music, as I said, has Radio (local/national) and Tours that rake in money. The former is public and would be taking massive risks in illegally reselling their music, the latter is a unique experience that is demanded by many, scalped tickets not even denting the honest festival/concert goer spending (don't forget all the branding and product placement that occurs here, Coca Cola and such has to pay to get their product in). In this case, outside of CD sales or Digital Downloads, Music still earns cash.
*Film has Theatre/Cinema, a singular experience that cannot be matched at home (unless you have a cinema at home). You constantly hear about films being "smash hits" or "breaking the box office". A good chunk of earnings from Theatrical releases go right back to the film industry. Films are also purchased by T.V stations and few other public services which also send money back to the film industry. There is also a notable degradation in quality for most pirated films (especially camcorder piracy during theatrical releases)
*Cars are not the same as games/film/music at all. Yes there are used car sales, but did you stop to note how rare it is to find a used 2011 car in 2011 (the first year, or months even, is where the future is decided for that specific product line/brand)? Or what people think when they see a used 2011 car in 2011? People buy cars usually with expectations of long term use. The Car industry also DOES NOT SUFFER FROM PIRACY. They may suffer from shoddy knockoffs coming from china/eastern europe, but they are not easily purchased.
ALSO, second hand sales of cars can still send money back to the manufacturers. How? Because sometimes people still need to get spare parts, or need some other service offered by the manufacturer of your used car. Also, Used cars can also be sold at the Named Retailers of the manufacturers (Toyota show rooms may have Toyota used cars.) They also sell cars (used and new) at incredibly high markups over the cost of manufacturing.
-Also as far as I know, cars are not made in surplus (like games), usually only a couple thousand units being built initially and future sales been decided based on how that stock sells globally.
*Books are the only other industry I can think of that share a similar Retail/Consumer/Producer relationship as games. But the cost of production is tiny in comparison and is pioneered by authors and not teams of people, so the mark up is more enticing for consumers (10-20 bucks for 10-20+ hours of reading is acceptable, unlike 50+ bucks for 5-20 hours of gaming as standard).
Where do games get the moolah? From single hardcopy/digital purchase by individuals in retail or online stores. There is no other method of note to earn their keep beyond DLC and other less favoured methods. Pirated copies are as good as the new products and sometimes even better with the removal of security features, there is no public outlet that offers a unique experience over home use and online stores like Steam and Origin (impulse and some others too) are the only outlets that are entirely run by the game industry, unlike Gamestop and Game who are a separate industry, though symbiotic (parasitic if you're feeling cynical) in nature with the industry.
Athinira said:
Ragsnstitches said:
The game industry is much more expensive then the music industry, so can't live off of a few thousand new sales, but needs 10's of thousands of copies to break even and more to make profit.
The game industry does NOT have the luxury of an isolated experience that excels over home use such as film. I'm talking about Theatre/Cinema. DvD sales are usually the icing on the cake in terms of earnings (or a desperate bid to break even) as the majority of earnings come from the box office.
By "other industries", did you honestly think i only meant within the entertainment industry?
I'm talking practically everything. Cars, furniture, electronic devices. You name it. The game industry might need more than the music industry to break even, but there are industries out there that are in an even worse state than the game industry in that regard and who can barely manage, and they still have to deal with it.
Every industry has different things they suffer under, but they all have to deal with resales. Some do it better than others. The music industry, for example, has to live with that many of their users don't buy the music but consider it enough to listen to it on YouTube. They actually have to offer their music almost for free these days in order to sell it.
In addition, this is something the game industry has brought upon themself. They all are willingly going for high AAA titles with million dollars budgets. When all they are giving consumers is a high supply of high-budget titles at high prices, then it's obvious the demand in some . For the second time in this thread i will have to refer to StarDock again. As Brad Wardell explained, instead of doing games with ridiculous budgets, they went for something more conservative on a low budget and still managed to create a great game series that made them a profit (Sins of a Solar Empire). Did it sell as well as other AAA titles? No, but that was planned. They worked out the budget, the expected return and saw profit, even disregarding piracy.
This is akin to the movie industry making B-movies, which happens alot. In the game industry, instead of going for cheaper games on a cheaper budget, most of the game producers themself have decided to make it a race for the AAA titles at high budgets, which they then have to put out at high prices for the consumers. And guess what: Since the consumers have a limited budget to buy games for, they can't afford all the games at the store price. So they have to buy used. The only thing they can hope for is that the games they put out is better/more popular than the competition, netting them the most sales,
but nevertheless, no matter how much they blame resales, it's a class example of the simple punishment for completely misunderstanding supply and demand in their primary market. Piracy and resales is always going to exist, so you have to take those things into account BEFORE you make your game. Not just blame them after the fact that the game didn't turn the profit you expected.
If anything, indie games has shown us that there is a market for low budget low price games. Hell, there even exists games in between that are on a medium budget and are sometimes quite quite good and sells quite quite well. But the simple problem is that game companies always wants to grow bigger, not realizing that the consumer base and their disposable income isn't growing at the same rate = Supply is outgrowing demand (at least amongst the expensive AAA titles).
So TL/DR:
THE GAME INDUSTRY IS JUST AS MANY OTHER INDUSTRIES. THEY JUST SUFFER FROM THEIR OWN GREED AND DESIRE TO GROW BIGGER, AND JUST HAVEN'T REALIZED THAT THEIR TROUBLE WITH BREAKING EVEN EXIST BECAUSE THEY ARE OUTGROWING DEMAND.
I'm sorry, but what? You are saying that people are showing a disinterest in AAA titles? Really? Explain 2nd hand sales then (of AAA titles, since indie titles can't be sold 2nd hand), explain the successes of CoD MP and it's DLC and the likes of Gears of War, Halo, Battlefield, Mass Effect, Mario, Zelda, Batman: AC, GTA, Red Dead, L.A Noir, Fallout 3/NV, The Elder Scrolls, Half Life, Starcraft, World of Warcraft, Warhammer Online, Fifa (insert number here) NBA (insert number here) NFL (number), Gran Turismo etc. etc. etc.
-Please, also explain to me why someone would buy a 2nd hand AAA game for 2 euro/5 Dollars less then the New release over the new release that actually goes back into the industry rather then the retailer. The answer is really simple, lack of knowledge. Why invest in the distributor only at the expense of the supplier... logically that makes no sense at all.
Indie games? Minecraft, Meatboy, Plants v Zombies, Bejeweled (the biggest of the bunch) Angry Birds etc. All of which have sold really well that is true... but it does not mean a shift in demand.
People still want big budget fancy textured, HD 3D surround sound audio, A list celeb voiceovered, AAA games. The fact that 2nd hand sales are doing so well is PROOF of this. if people didn't want to spend money on something THEY WOULDN'T.
As for your example that the Game industry shares the same burdens as other industries, read my response above to the other guy. But I'll break apart the things you mentioned too:
*Furniture: Aside from the average customer, where else would Furniture Manufacturers be able to market their stuff? Well, pretty much anywhere people would want to sit (go into town, look around... how many chairs do you see? Do you think they are all bought 2nd hand?). Add tables, light fixtures, desks, drawers, pressers etc. to these same areas and you can, hopefully, see where they make their earnings. That isn't to say it's a stable market, aside from the juggernauts like Ikea plenty of small manufacturers are just about breaking even and those that don't die off.
In this case, 2nd hand sales are not detrimental because there is always a need for specifically designed furniture (for themes) or modern designs (for offices, cafes etc.)... I also think furniture piracy is fairly weak in the grand scheme of things compared to film/music/games.
*Electronic Devices. When was the last time you bought a graphics card 2nd hand? Unlike games/films/music, something frivolous and forgettable more often then not and for more people then less, the devices we use them in are highly scrutinised. The 2nd hand market for digital products is extremely weak (people will not spend 80-90% of the "new" price on a 2nd hand device, 60-70% is the cut off... this is not the case for games). Honestly tell me this, aside from pawn shops and cash n' carry's (if your in the UK/Ireland) where is the equivalent to Gamestop, Game, Electronics Boutique, that offer BOTH the new items and the slightly cheaper new items. The only examples I can think of are dedicated 2nd hand retailers and are few in number and variety. When was the last time you bought a 2nd hand Sony device from a Sony Store? You didn't... ever.
2nd hand sales, again, is weak in this market. People also rarely share their devices with friends, though family exchanges (Phone hand-me-downs, unused appliances if moving etc.) aren't unheard of.
You can read what I said above from this point on... I'm too tired to continue with this.