Blorx wrote:I suggest they actually listen to customers. Here's a list of things I'd do:
- Drop DRMs into the deepest pits of hell, where they will subsequently be raped by imps, have their heads cut off and be fed to mongrels.
- Actually sign on developers that can make games that aren't broken and/or washed up pieces of crap (I'm looking at you, Realtime Worlds. You failed me with APB's beta. I actually had the illusion that things were getting better).
- Stop charging extra for DLC. For god's sake, not even P2P MMOs charge DLC. Hardly any (coughWoWcough) even charge for expansions these days. Fluff items (costumes, etc [LittleBigPlanet gets it]) are O.K. in my book. Anything else is complete bullshit. I don't want to pay $10 extra for a one hour quest when my original $60 (or less, depending) purchase got me over 40 hours of play. A change from a 10/1 ratio to a 60/40 (3/2) ratio is huge.
- Stop spending so much goddamn money on making games photo realistic. Spend some more money hiring a designer that actually knows what he's doing. If I wanted a game to look like real life, I'd go outside. I don't want a world that looks just like my own. I want something unique.
That's just a short list. We all know (or should) that out of that $50 mil budget, over half goes into graphics design and a good portion goes to marketing.
Prototype $1,000,000
Development - consoles $20,000,000
Marketing $6,000,000
COGS/platform royalty - consoles $9,000,000
COGS - PC $375,000
COGS/platform royalty - handheld $4,500,000
Total Cost $59,600,000
I skipped some stuff, but according to these numbers out of the $50 mil budget less than half goes into the actual development and only $6mil into marketing. COGS is "cost of goods sold", which I assume is what it costs to have the physical DVDs and packages and manuals and such made.
Source is still
Where the Money Goes, so they're from or before 2005.
1) No DRM
How will this improve their profits. Citations, please, and examples.
I know of Stardock and of the Gamers' Bill of Rights they established. I also know of Good Old Games.
Did you know that Stardock's Impulse is still selling titles, from both Ubisoft and EA, that require an online connection to play? As one commentor on their forums said, "if Stardock turned their beliefs into a religion, I'd be out of here. I have better things to do than support companies who play favorites. When people do it, it's understandable. When sellers do it, I leave."
2) Better developers
Er, the guys I know who've played APB didn't think it was broken or a piece of crap. Granted, it was a while ago.
Any way, which developers would you most like to see laid off? Say, the makers of Demigod and Supreme Commander 2, because those games didn't sell well? That'd be Gas Powered Games, lead by the guy behind Total Annihilation and Supreme Commander, who worked with Stardock to release a DRM-free game and advocate open game design. Who should you hire in their stead? The guys behind the most selling games of the current generation, perhaps? The list is here:
http://gamrconnect.vgchartz.com/thread.php?id=87629 , dated in 9/2009. That means it's not listing some surprises released after that, such as the Avatar movie game, or Just Dance.
First, most of the big names are all casual. Guitar Hero, Mario games, Nintendogs, Brain Age, Lego games, Wii fit/play/sports and so on. Is that you want? They're not photorealistic, and are all made by designers who know what they're doing. However, what those designers are doing might not be what you wanted.
Now, the non-casual list is closer to what you might want:
Call of Duty 4: Modern Warfare, Grand Theft Auto IV, Call of Duty: World at War, Halo 3, Call of Duty: Modern Warfare 2, Assassin's Creed, FIFA 09, FIFA08, STAR WARS The Force Unleashed, Madden NFL 09, Gears of War 1 and 2, Legend of Zelda: Twilight Princess, Kung Fu Panda, Grand Theft Auto: Liberty City Stories.
However, there's a trend there. ALL of these are parts of a series, except Kung Fu Panda, which is a movie game. A developer that manages to score a hit, makes sequels.
So which kind of non-broken games you'd like, the casual ones or the sequels?
3) Free DLCs
Did you ever wonder why "P2P", or "
PAY to play", games offer players free incentives for them to
keep playing? That's right - because to keep playing, the players will pay them any way!
DLC that only gets you one hour of play for $10 is clearly not something you'd want to pay for. I suggest that you don't buy those. If no one buys them, developers won't make them. They won't stop making them just because you're poor, though, if there are other people who do buy them.
4) spend less on realistic graphics
Are you against realism, or against graphics in general? The designer that knows what he's doing, should he design the art or the gameplay?