Gunner 51 said:
I read all of your post and found it quite fascinating.
I commend you on your patience. I had not intended to type that mountain of babel, but there it is.
A good game worth it's money will keep a gamer happy for a while and out of the hands of another buyer. The trouble with gaming, it's a three sided affair.
Firstly, you get developers who see their games as art and will want to treat it as such.
Secondly, you get publishers who see the games as products and will screw anyone over for a quick profit and like you said, control over the market.
Thirdly, you get us fickle, fickle gamers who are slave to our emotions.
That's a fair summary of it; ignoring some potential ambiguity in developers who think more like the publisher, and only see their work as the means to a paycheck.
Personally, I think the publishers have FAR too much power over the development teams. They are also incredibly greedy, their line of thinking is - "can we cut that part out and sell it back later at a premium?" More often than not, the answer is sadly yes.
In practice, that is ultimately what the publishers have become: Greedy Monopolists who have way too much control and influence over a creative medium; they're every bit as bad as Hollywood.
On paper, Publishers were a go-between entity that managed distribution, the finances and kept pressure on the developers to actually follow through with finishing their products (and with good reason, as history has shown *cough*Daikatana/DukeNukemForever*cough*).
But they've gone from being an essential service to the developers, to taskmaster and virtual owner of said developers. Most of the developers don't even control the Intellectual Property of the projects they're working on.
Call of Duty 4 changed developers due to the Infinity Ward debacle,
and virtually nothing changed between iterations. That is how little control the developer has in this business. Small wonder there's so much stagnation: when someone completely different can butt-in and still set record sales just by copying and pasting your marketable formula.
This game of consolidation and stagnation cannot last forever; markets crash.
Cookie cutter games are sadly becoming par for the course and this troubles me as a gamer who remembers imagination being the primary driving force in games. Personally, I think games are art and to treat them like a product is disrepectful to the artists who made the game in first place.
And you lead into the next point.
...However, the publishers have augmented their methods not for the sake of making profits as a result of distributing good games, but selling "economic" mass-production games that exploit market control. The merits of the game pale in comparison to the merits of marketing.
Hence, my previous distinction between a "satisfied customer" and an "addict".
"Don't change the drug if they're already hooked. Just up the dosage."
Cloud gaming is coming, and the publishers will soon have their power taken from them by the developers they have royally shafted. Gaming will be hurt in the short term as a result of it, but when the developers get money directly from the gamers - the boot will be on the other foot.
This could come to pass, but there exists a very serious threat of publishers taking control of Cloud Gaming for themselves before the developers can regain control of it themselves.
They have the market clout to accomplish this, and like as not could force developers who do "self-publish" under such a distribution system out of the market through a number of strong-arm tactics.
To these publishers, they have the most to lose. They've already grown the market's boundaries to what it can feasibly sustain, so any new gains made by an individual publisher must come at the expense of someone else.
To make a long story short [sub](too late)[/sub]: The Publishers will force stagnation onto the market, and fight to keep their control tooth and nail.
It's already starting with the implementation of hard-line DRM systems (Origin, Battlenet 2.0), where the DRM isn't just meant to keep people from pirating/sharing the game, but to establish a monopoly on their players' behavior as well.
If you're on their system, they know you aren't on their competitors', and if they have to violate your privacy or force you into legal and/or economic entrapment, they will do so without a second thought.
The catch (for them) lies in two points:
1) Convincing their customers that it's "good" for them,
2) Recouping the massive investment of capital it takes to establish these systems in a timely manner.
If customers do not buy into these systems in their infancy, then publisher will have no choice but to cave to their customer's demands (due to investors pulling out) instead of the other way around.
But, as I've seen, they've convinced quite a number of people to gleefully throw away their rights, legal protection, and voice as a consumer for short-term "gain". And then they wonder why they have to jump through more and more hoops just to play a frigging video game.
Well, thanks for the reply. Hope this mess made sense.