DVS BSTrD said:
Mcoffey said:
DVS BSTrD said:
We don't need to go all digital, we need publishers to realize that a niche genres like horror aren't supposed to appeal to everyone! I don't really like Horor anything and trying to tack action onto a horror game isn't going to appeal to me when I've got so many full action games to chose from.
Well that's what he's saying. It's hard to do Horror properly when you have to make sure everyone buys it and everyone is having fun, or your game is labeled a failure and your team is fired.
I don't understand why it has to be online and publishers can't just have smaller budgets to release smaller games at smaler prices to earn back smaller (but more guaranteed) profits. Why do they have to bet the damn farm each time in simply to justify making the game at all?
Physical media is the problem. A game needs to be a Juggernaut to compete in the physical market for many reasons. Here is how it goes:
Physical media has a high cost for each additional unit. (This includes cost of packaging, shipping, disk printing, etc.)
In order to offset the high cost of each additional unit, the price is set high. ($60)
Because the price is high, we demand a better game for our money.
Because we demand a better game, they spend more developing the game.
Because they spent so much money developing the game, they must sell many units.
Thus, all major releases must have wide appeal.
Other major problems:
Limited shelf space (if a game is not expected to sell well or to only appeal to a small audience no one will stock it.)
Very short window to make a profit before the game is removed from shelves in order to make room for new games (usually just a few weeks.)
Must anticipate demand. Misjudging demand can result in massive lost sales or a massive inventory of worthless physical discs.
Pre release marketing is vital. (The game does not sell on how good it is as much as it sells on how good the marketing was pre release. Also, if there is no hype do not expect any physical store to shelf more than a couple copies. Also, if it does not sell well they will remove it from shelves in a couple weeks or less.)
How does digital solve this?
No additional per unit cost.
No competition for shelf space.
A far greater window in which to make a profit allowing the game to sell by word of mouth and stand on the strength of the game not the marketing.
Less emphasis on marketing, especially pre release marketing.
Anticipating demand is far less important.
Basically digital download allows niche titles to compete and it mitigates risks. It allows for creativity to be the driving force behind development instead of risk mitigation and it allows a studio to, as you put it, not bet the farm on a single title.