Boudica said:
Are you just typing random words in circles? In one comment you managed to argue
against yourself several times, setting up one straw man, knocking it down and then
setting up an entirely opposing straw man and knocking that one down, too.
AzrealMaximillion said:
You assume that if we had a Laissez-Faire market, people would make high quality clones all the time.
AzrealMaximillion said:
You may not have said anything about inferior clones
AzrealMaximillion said:
Being stagnant is view negatively. Look at what happened to Guitar Hero. 23 Spinoffs within 5 years was what killed that craze. Profit wasn't even made off of the franchise due to excessive milkage. Look at how Call of Duty is looked upon now.
AzrealMaximillion said:
My point is that if the product is a clone and not as good, it will not sell. Again, look at Guitar Hero and Call of Duty
Boudica said:
If the product is bad, people won't buy it.
See right there? How, pray tell, does that infer me saying "people would only make high quality clones all the time"? It doesn't. Because I never said that. People don't buy clones? Call of Duty is a clone? One of the highest selling franchises of all time, people don't buy? It's another example of you saying (typing) words without actually thinking about the argument you are replying to.
I think @AzrealMaximillion has a valid point, but he's not presenting it well enough. To understand it, lets make a few assumptions:
1) Humans have a natural drive to create and refine ideas. We crave novelty and enjoy fixing past mistakes.
2) It takes a significant amount of time and effort to create something novel or better than existing versions.
3) In a capitalistic economy, money provides the primary incentive to create.
Lets say you are a developer who has the resources and the knowhow to create a game. According to assumption 2, your primary incentive is to make money. In a laissez-faire market, you could quickly, easily, and with little cost, produce a copy of an existing game. The game is good, so you can't really hope to compete with it, but you can make a profit. To maximize you profits, you want to minimize your costs. To do this, you hack together the game as quickly as possible, cut corners in design, and don't test except for the most obvious of bugs (play-testing on actual people is out of the question). When the game comes out, it draws a sizable audience of mostly impulse purchases and purchases where the customer buys it by mistake. A couple months later, you can do the same with a different game, and make a profit on that.
Of course, not every developer will think along these lines, but this is the solution with the least risk and a reasonable profit, so naturally a large number of developers will take this route. Lets say that from 1 popular, original game which is published, 99 copies are made. From this maybe 80 to 90 of them are quick cash grabs as described above, and the rest are honest attempts at refining the original formula into something better than the original. So maybe one in every ten games you see which are centered around the original are any good; the rest are wastes of time. If they are all marketed in a similar fashion, then it comes down to chance whether a consumer plays a decent version of the game or not.
The audience targeted by the developers of the good versions doesn't typically take risks with the games they buy, and would rather wait for word of mouth to tell them whether the game is worth it. This is how cult classics like Psychonauts are born. They are good games, but they don't usually make enough money to warrant their existence because of assumption 2: it takes money and time to do things right. Even worse is the possibility that the studio who developed these good games might fold by the time enough copies are sold to satisfy development costs.
The market targeted by the other 80 to 90 developers, however, is one of impulse. The developers are likely to make back their initial investment plus a small profit just on these buys alone because development costs are so low. As such, they will continue making inferior copies. Overall, the market becomes saturated with cheap copies while the people who put time and effort are forced out of the business.
That's not to say a free market fails every time. Let's get rid of assumption 3, so that money is no longer an incentive to produce. Now, the only reason for people to come up with ideas is the intrinsic human drive to do so. Any developer who was focused before on creating cheap knock offs for profit can now instead work on improving existing ideas or creating novel ones. Now, instead of 100 copies of one game running around, you get maybe 10 really good versions of the same game, and 90 completely different games with widely varying ideas behind them. What's more, since the games are no longer competing directly against each other, some developers might decide to partner up to deliver a larger experience than would have otherwise been possible. This sort of thing exists in the current world: look at Free and Open Source Software (FOSS) like Linux, or big global projects like Wikipedia, or even the mountains of mods created by the community. They all show that it is possible to have a free market where unique, interesting things happen all the time.
Great things can be accomplished under this model, but it's not a cure-all solution. People still need to eat and pay bills. There aren't enough resources to go around, so we came up with the Capitalistic market. It's not perfect, but it's the best way we currently have of doing this. It's goal is to reward people who contribute to society as a whole (with the hope that they will continue to do so), and to punish people who are detrimental (in hopes they will stop). Maybe if we all had Star Trek style replicators, we could do away with it and live in a world where everything works like a free market - a global community of people creating new and interesting things every day, but it's not feasible today.
That's why I believe the laissez-faire market you suggest wouldn't work. In the short run, it might be somewhat successful, but in the long run, it'll tend to collapse on itself due to assumption 3.
Good god, that was longer than I expected it to be!