- Jul 29, 2009
I already talked about this issue. In fact, that was what I was quoted on originally, but to save time, I'm just going to quote myself so you don't have to go back and look for it.DevilWithaHalo said:I think people are forgetting the monetary aspect of the business. Artistic games, or ones that cater to a specific demographic beyond the norm, are not normally successful; nor is there a way to gauge the success of a new venture before it's released. People look at the successful, and try to copy it. Who would have guessed that 'Angry Birds' would have made that much money?Conner42 said:Snip
It's a strange thing to ask the Devs to cater to our interests, but rely on them to assume the risk, whether we bless it with reward or the market deems it a failure. Besides that it's the publishers and investors that provide the opportunity to the Devs to even explore the medium in ways in which they can justify to their financial backers.
Kickstarter is an interesting step in the direction of creativity, but how many of you have actually donated? And those that did; did you get what you wanted? Did you have any criticisms of the finished product?
Even a more "historically pure" form of art, such as painting; is still subject to the whims of the market. So one painter makes millions while another barely scrapes by. Devs, sadly, come and go based on the outcomes of there first big venture. Several make the switch to FTP models because of piracy issues. And we as a community still demand better from them?
The industry is a financial mind field, filled with artistic criticisms, copy cats, pirates, IP battles, and a consumer base that always seems to find fault in it in some way while ranting on about how they could do better and ask for more for less. Indeed, let us place the blame on the Devs, it's worked so well for us.
"Make your voice heard and whenever you see something that fits your idea and you would like to see more of those kinds of games, buy it and try to get a lot of other guys to buy it. If enough people chime in and what they want, the industry might actually take a risk, but it's up to the consumers to help them be thankful that they took that risk, otherwise they'll go "Nope, it's been proven once again that nobody wants to buy these kinds of games" and then we get another mediocre online shooter because that's apparently all people ever want."
"We, as the consumers need to start demanding better games, and if we actually get the industry to take a risk and make them be thankful for taking that risk, then we can see improvements. We have the right to want better. We have the right to say that the industry needs to change. But we also have to do our part as well."
So, yes, not all of the blame can be put on the game developers and the gaming industry. We have to do our part as well. We're not trying to ignore the financial aspect of everything. While the developers and the gaming industry have the power to make big budgeted games, the people have the power to spend their money on the games we want.
This is why we're raising issues like this, so we can get people on the same page and hopefully get the gaming industry to listen