LorienvArden said:
[snip description of exploitative practices]
Why is it still beeing done ? Because quarterly reports look way better if your project is not hogging human resources and instead just sports a nifty bill for contracted labor.
Shareholders in those companies lack the knowledge to realise that by forcing profitmargins to maximise their gains they effectifly gut the company and increase the risk of failed projects.
Maybe the whole problem here is quarterly and annual reports? It seems the computer game industry is not a good fit with modern accounting and financing practices, treating game development as if they were growing potatoes on a yearly cycle they HAVE to sell SOMETHING every year.
Shareholders don't know from looking at a half finished game if it is going anywhere in the right direction. They can only judge it by sales, I think even if the shareholders are gamers they tend to be a bit like Michael Pachter, they don't have the best eye to judge games anyway. They jsut measure the numbers.
Valve have to be the company that has most consistently delivered quality products, I don't think they have released a game in the past decade (and they've released a lot) that scored less than 88% metascore, even the non-PC ports! And their mantra is to take their time and release it only when its done, they pushed back HL2's release a whole year and have sat on Episode 3 for 5 years. But it's worked for them and I think they can get away with it partially because they are also a major online retailer with Steam.
But what about everyone else?
Minecraft of course sold a half finished version for half the price (with promise of upgrade to full version, eventually) but that had a rather low graphics budget, though it certainly took a lot of work over time with endless tweaks on the code and balancing side (by god, the SCALE of the game even in simple block polygons).
But that must look good for investors or if you're just trying to get a lone from the bank. Income. I remember my dad commenting that in the financial world a steady predictable and reliable income is far more valued that irregular spurts of income. I've heard it elsewhere, shareholders would rather take a strategy that would likely earn less money over all as long as it came in at a steadier rate.
That's the hing for shareholders. They cannot consider the steady sales of
Bad Dude 4: Bad Dudder to justify the expense of project
Bad Dude 5: Chronicles.
Maybe this is what Gabe Newall is talking treating games as services and not products.
See it takes so long to build a new game, it's like prospecting for oil. You search so long and then it is a massive effort to actually build a rig to drill down there. Except you can rather reliably predict that SOME oil is going to be there. And how it is often done is a small scale project and once drilled they find its a high capacity one they then invest in a larger drill rig to pump it even faster.
Maybe that approach is needed to prevent disasters like Bodycount. Otherwise it is just too hard to justify shareholders wait another 4 quarters before there is any income. The industry needs to find a way that games can make a steady stream of money and very soon after the project starts to help further investment. I think part of that is selling games for a lower price and paying more for more content like later levels and so on.