I read all of your post and found it quite fascinating.Atmos Duality said:It's a sentiment I can agree with: Make more satisfying classic games that people would be willing to pick up and enjoy again later, and you will see more hard-sales (and less trade-ins).
This logic works, so why aren't more Publishers adopting it?
Because the Publisher suits are (primarily) concerned with two things:
1) Profits (duh)
2) Market control (Or Controlling market behavior. YOUR behavior, specifically)
Profit-margins come first, and is the focus of their short-term strategy. Business 101.
While the publishers don't want their customers trading their games in (it exposes their revenue to the effects of arbitrage), they also don't want them content just playing those games unless they're willing to pay for it. (Enter: DLC).
So, the publishers will commission their developer minions to craft relatively short and flashy games: Good enough to remember so the inevitable sequel does well, but short enough to ensure it doesn't tread on other games they publish, especially the sequels and DLC for that franchise.
Call it "economic pacing" and know that it's a form of market conditioning.
By keeping their market share stuck in this loop, they can milk them for more cash. It's smart business.
This is why we don't get very many "Instant Classics" anymore from AAA gaming; only sequels and their DLC.
Tangentially: This is also, as I've come to realize, why there are so many Bethesda fanboys (who at this point have probably jizzed themselves dry. being this close to Skyrim's launch). As much as I hated my experiences with Oblivion and Fallout 3 (for technical reasons), those games are bloody HUGE and they lend themselves towards further expansion.
It's why you hear about people playing them to this day, yet nobody is going to spare a thought to Call of Duty 4.0; I mean, why bother with that game when you have Black Ops, and Modern Wankery 3 is just around the corner? But I digress...
Thus, things have changed: From the suits' perspective, they don't want "satisfied" customers anymore; they want "addicted" customers instead, because addicts are NEVER truly satisfied. Addicts will continue to spend and spend on the same regurgitated crap, year after year, sequel after sequel.
And that makes them more money in the long-term. "Satisfying" doesn't look so popular in comparison.
ASIDE: If you treat gaming (or any creative medium) purely as a business, then this is what you get: a stagnant factory-line stamping out sequel after sequel while demanding more and more of the player's money for the same stuff.
I cannot accept the oft-repeated "Capitalism/Profit" cop-out argument, because of this: From my perspective (and many other gamers') I just want some satisfaction and believe me, I'm willing to pay for it.
...But I'm not willing to get stuck in this dirty cycle of economic entrapment and psychological conditioning.
[sub]I will be shocked if anyone has the patience to read through that mess.[/sub]
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.
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.
Games like Modern Warfare 2 or BLOPs have the greediest publishers in the entire medium (barring EA) and publish map-packs at grossly inflated prices and even increase the Recommended Retail Price simply for being a CoD game. Which is over in a flash compared to something like Oblivion. If I paid a premium price for a game, I would like to play a damned good or a decently lengthed game, or one with a ton of multiplayer maps.
As your asides has stated and indeed has come to pass, a lot of games are becoming "a stagnant factory-line stamping out sequel after sequel while demanding more and more of the player's money for the same stuff."
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.
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.