The Value of a Game

Recently, a handful of game devs, mainly in the indie space, have started speaking out to players who question whether or not a game is worth the price being asked. It’s an interesting discussion, because it starts to expose the otherwise opaque economic workings of game development, and it brings up some issues that have been growing for a while now.

The Value of a Game

The basic gist is that a player might pick up a new indie title for $15 or $20, complete it in two hours or less, and think about a refund on Steam, or complain that the game isn’t worthwhile for the price they paid. It asks the question of how much a game is worth to players, and whether or not that’s enough to keep a game developer afloat. For a lot of indies, it doesn’t appear to be. An impassioned forum response by a Firewatch dev talks about how long it took to develop the game and how that relates to paying themselves minimum wage. A similar reply by a Brigador dev breaks down exactly why their game costs $20, with a surprising amount of transparency.

It’s a discussion that hasn’t come up previously, not between devs and players directly. There’s an expectation of sorts that game devs are imperious, detached, and separate from players. We’ve come to expect an air of mystery, a sense that the devs know things we don’t and are comfortable in their ivory towers, so much so that when a game isn’t taking the direction we want, we’re quick to siege that ivory tower, not realizing that it’s often less a tower than a shack, and less ivory that cardboard and scrap metal.

I’ve spent long enough working in games to know that content is expensive. It costs a lot to make, in time, resources, and manpower. Content creation is a joint effort between multiple different skillsets– art generating assets, tech creating the infrastructure, audio bringing in sound, design pulling it all together, and QA ironing out the bugs– and that’s a bare minimum. Generating an hour’s worth of content can take a month or more of time from start to finish. The more elaborate the content, the longer it takes.

The question becomes, is the return on investment for creating content worth it? We love content, we love consuming it, but by and large we don’t want to pay for it. Games haven’t increased in base cost in a decade– by comparison, the average movie ticket has increased in price by 30% in the last decade. Movie tickets are a decent comparison to games, because they follow a lot of the same rules– they have a brief window of relevance (2 weeks to a month), after which sales drop off immensely, they’re expensive to make, rely on having a lot of people see them, and are content-driven works. Yet, movies have gone up in price 30% on average, whereas games have stayed the same. Why aren’t games $80?

Players, in large part, aren’t willing to pay $80 for a game, regardless of how much it costs to make. Many refuse to buy at the $60 price point, and the existence of services like Steam are invaluable for extending the lifespan of a game much longer than it otherwise would have been– games only survive on store shelves for a few weeks, tops, if they even show up on shelves. The advent of DLC has filled in the gap between the current games price point and the cost of creation, but people balk at this.

Instead, we wait for Steam sales, or pre-sale deals, or Game of the Year editions, or whatever will let us get away with spending less on a game. On the consumer side, the pull is towards cheaper and cheaper games, and on the development side, margins get thinner and the ability to absorb risk drops, with many studios simply not making enough to stay afloat.

It begs the question of whether or not the ROI on content is ultimately worth it. Star Wars: Battlefront has clearly decided that it’s not– there’s no campaign mode, and regardless of the frustration from players at this lack, as of January it was exceeding sales projections. Other games have similarly stopped bothering with story modes and other poor-ROI inclusions; the modern MMO is a lot more like a series of lobbies than an open world, and more and more games are dropping singleplayer entirely, or are purely singleplayer experiences and drop multiplayer entirely.

My big fear is that it isn’t, and what we’ve been seeing with shorter and shorter games is the natural reduction of story content because it’s simply too expensive to produce. It’s not a fast process, but I feel like there’s a pretty clear map of average game length that trends downwards starting in the early-to-mid 2000s and continues trending downward now. Games with a lot of content tend to spread that content very thin, or fill it up with relatively trivial things that are very cheap to produce.

A big problem with all of this is that the inherent instability of the games industry means there isn’t a lot of institutional knowledge over long periods of time to reduce the cost of creating content. Most teams are starting fresh with every new game, and it’s very difficult to see long-term trends on the development side. The studios that manage to stick around and develop institutional knowledge tend to release excellent game after excellent game, but getting there is very rare, and often requires being in the right place at the right time, with a lucky release.

This is what’s currently swirling around in my head from a “future of gaming” standpoint. There aren’t that many examples of content creation to draw from as a direction for games to go to stabilize and become less luck-driven, and the trend for consumers continues to be to pay less and less for content. Now, this trend is squeezing games that don’t have the margins to absorb it, and don’t have the resources to recoup the costs elsewhere (via DLC or otherwise). I’m interested to see where it goes, because I’m not sure how it resolves.

Rockets and Striders

Love Rocket Is A Lie

Rockets and Striders

Last night I did little productive.  I think I am still dealing with the after effects of not sleeping terribly well on Monday night, because I ended up going to bed insanely early.  I did however get Witcher 3 installed on the new laptop, and it runs amazingly well.  The strange thing is…. it almost runs better on the laptop on a mobile video card than it does upstairs on my desktop and a full fledged gtx 960.  That has been the oddest revelation is just how little difference there has been in performance, and in some cases it seems to perform better.  I am guessing that might be due to the difference of the laptop being a 4th gen i7 and my desktop being an FX-6300…. which if that is the case I guess I will be paying the Intel tax on all future systems.  The bulk of my actual game time was switching between my six level 100 characters in World of Warcraft and trying to get the “Love Rocket” mount to drop.  Now granted I have done this for several years at this point without luck, and quite honestly I am not sure why.  Now the Headless Horseman mount is badass… and I can absolutely see why I chase that every single year I am actively playing during the Halloween event.  I would absolutely use the hell out of a flying spectral horse, because it looks amazing.

The Love Rocket on the other hand…. I am largely just chasing because it exists and I don’t have it yet.  Now I have had the Blue and Red rockets from the card game for years, and never end up using either of them…. largely because I don’t like the slight wobble while flying.  So I cannot see how having a giant pink rocket is going to make that effect any better.  That said…  the thrill is in the hunt and even though I have gotten like a dozen pets…  I am still going after the mount every single day.  The best and worst part of the entire experience is when you go to click your Heart-Shaped Box… because for a moment you get a surge of hope… only to have it dashed quickly when you find nothing interesting inside.  I think the worst part of the event are the Love Tokens, because seriously…. could they have just not made these BOA?  There are some really cool things you can purchase with them like heirloom upgrades but by running the dungeon each day during the even you won’t get anywhere near enough to do something with them.  Sure there are a bunch of quests that you can also do…  but they are freaking annoying.  I have my magenta drake from doing the holiday events, and I made a little promise to myself never to touch them again…  well apart from the dungeon encounters.

Water Strider

The other big frustration for the player base right now seems to be the fact that the Water Strider is changing functionality in the latest Legion Alpha build notes.  Original its restrictions were simply limited to “non-battleground areas” but it seems like they are greatly reducing its usefulness by limiting it to only Draenor and Pandaria.  I absolutely get the frustration that players are feeling over this, because Blizzard honestly makes a bunch of bizarre calls.  What I don’t get is why this seems to be the breaking point for some folks, and other even more confusing changes weren’t.  What I have to somehow believe is that this is an additive effect of all of the fiddling that Legion seems to be doing… and that for some they are choosing to draw a line in the sand here.  To those players…  I promise that I understand your frustration.  I am losing an entire spec…  Gladiator will not exist in Legion and I have gone through the whole “seven stages of grief” thing over that.  Being able to be a viable dps with a sword and a shield has always been my ultimate “player fantasy”.  There is just something awesome about smashing mobs in the face with my shield, and a huge part of what kept me glued to Warlords as long as I was… was the ability to live out those dreams.  The side effect of that however is that it was a horribly fiddly spec, that was difficult to itemize for…. and because of that I can absolutely understand why it is going the way of the Dodo.

To the players who are frustrated over this mount…  I hear you… I really do.  There have been many times in the past of this blog where I have railed on Blizzard for their failures.  On March 25th of 2011 I wrote an article chronicling all of the things I saw as failures in the game in my “Is WoW the WoW-Killer?” post.  I read through it yesterday… and it was a lot less ranty than I originally thought it was.  The thing is…  I’ve learned that it is absolutely okay to play other games.  In fact I would say it is pretty damned healthy to shift back and forth between games on a regular basis.  That sort of distance has allowed me to see the parts of the game that really are being done well, and learn to ignore some of the things that just out and out piss me off.  Sure it means that I often disappear from World of Warcraft, and venture into other lands for awhile…  but that distance allows me to blow off the steam and remember when I come back why I liked the game in the first place.  I am not meaning this to be trite or offensive….  but if the Water Strider is your line in the sand…  then really it might be time for you to go explore other games as well.  I am not saying “leave” the game… just go play something else for a bit. The World of Warcraft is a great game, but during these long content doldrums it can also be an extremely frustrating game to be a fan of.  Right now I am actively playing WoW, FFXIV, Destiny, ESO….  and planning on picking up The Division when it comes out… and hoping to return and play some more SWTOR at some point as well.  Playing all of those games has in truth allowed me to more greatly appreciate the quirks and things that each of them do the best…. and to some extent ignore the faults.  The only true statement is that there is no WoW Killer coming…. but instead a bunch of interesting games to explore that have their own rich communities.

Snagging Playstation Plus Games

Playstation Network Trick

This is a trick that my good friend Ashgar showed me some time ago, and I have talked a bit on the blog… but given several comments from my twitter feed I thought it was probably time to create a dedicated blog post about it.  One of the awesome things about Playstation Plus is the way that it synergizes between all of the available Sony platforms.  For the longest time I had only a Playstation 3, but had even intent of some day picking up both a Vita and a PS4.  At one point I think I was lamenting having to go upstairs and log in my PS3 because I had forgotten to grab that months free games.  It was then that Ash shared with me that you could in fact log in through the Playstation Network website and not only grab games for the systems you owned but also for everything that was currently available.  What was great about this is that for several months ahead of picking up my Vita and PS4 I was able to start stockpiling a library of games to play on it, so when I finally purchased them I had more than enough content to keep me interested.

Snagging Playstation Plus Games

Having done this now for a couple of years… I have to say the Sony Network site is less than easy to navigate.  Since their site is somewhat resistant to deep linking, I sorted out the best path to get to where I needed to go in a matter of clicks.  As a way of demonstrating the path, I threw together a quick image.  Once logged into the website, from the site header click the “Games” tab in the menu bar.  On the next screen that loads click “Playstation Plus” which is confusing because there is also a Playstation Plus Specials option that doesn’t really lead where you want to go.  Finally on the next page click “Free Games” which will then get you to the area of that months games.  Now something I have noticed is that it sometimes takes a few days for the PS+ titles of the month to show up in this section.  From here it is simply a matter of adding all of the games to your cart and checking out.  The games will all have a $0 price on them, but you still have to formally check out with them to get them added to your account.  If you encounter games saying that you are “not eligible” generally speaking that means the game supports cross buy and you only need to have one copy of the game for it to work on all platforms.  The store however will be showing a separate copy of the game for each platform it is available on.  Go ahead and check out with what is available, and if you refresh the page all of the games should then show up as “Purchased” like the below screenshot.

Snagging Playstation Plus Games

Game With Gold As Well

The other thing I have realized is that this sort of trick works with Games with Gold from Microsoft as well.  Their system of releases is a little bit more fiddly as they seem to like to stagger them throughout the month, and when the next batch is released you generally lose access to the previous batch.  I have however been successfully adding Xbox One games to my account, without actually owning an Xbox One.  I figure at some point I will pick one up, and it will be nice to have a huge batch of games to play on it when I do.  The quirk with Games With Gold is that you have to check out with them individually, and often it still shows a price tag associated with the game… until you get to the final step of the checkout process.  Hopefully this post helps some folks out, because it is nice knowing that you can quickly snag your months worth of games without booting up the individual consoles.

VR’s Killer App

As more and more excited, breathless news comes out of this iteration of the virtual reality push, it’s hard for me not to feel like this all isn’t really familiar. It seems like I’ve heard the same promises, the same giddy excitement, and the same “this is going to change everything” sentiments that existed the last (few) time(s) this circle has come around. Back then, Virtual Reality was a great big helmet you wore with screens for your eyes, and you looked around and waved your arms to interact with an immersive 3D… wait.

VR’s Killer App

Frankly, I have yet to hear what’s different this time. What’s the magic sauce that’s going to get millions of customers to buy a giant headset for a lot of money when they weren’t willing to do it the last time? I keep hearing the promises— movies rendered in glorious 360-degree panorama, games so immersive you’ll swear you aren’t in your living room with a big helmet on, life-changing experiences that you could never have in reality, but in VR it’s like you’re there. I don’t doubt that any of these things could happen, but they’re the amazing things you get on a mature platform. The best games of a console generation are rarely the release titles– it takes a while for developers to get comfortable with the hardware and really spend time investing in it.

To get those really awesome, mature-interface applications, you need a product with a userbase worth investing in. You need a spark that drives people to absolutely need that VR helmet. I feel like game consoles are a good analogue– consoles watch for exclusives because they all want that one killer app that makes everyone absolutely need to buy it. Even late in a console’s lifecycle, those apps are sought out, because they’ll sell consoles and grow that ever-critical userbase. Almost every major console release has a significant uptick corresponding to a massive, blockbuster release, that game everyone just has to have that drives not just game sales, but console sales as well.

There’s likely a business/marketing term for this kind of product that I don’t know; I know the term as “killer app”, because that’s what I’ve seen on the consumer side. These killer apps have a lot of things in common– they’re big, with very wide appeal, and very sticky. For consoles, they’re games that people play for hundreds of hours, sometimes they’re the only game people own on their console and STILL play it every night. They’re that experience you just can’t get anywhere else.

Why did smartphones take off when 3D TVs didn’t? 3D TVs are/were the new hotness in living room entertainment– buy this fancy TV and wear goggles while you watch to have an unparalleled moviegoing experience. Problem is, you can have an experience about as good without the need for (multiple pairs of) goggles that you have to wear in your own home every time you want to watch a movie. The addition of 3D is not compelling enough to sell millions of TVs, despite the marketing push. Smartphones, however, gave us something we didn’t realize we wanted but quickly couldn’t live without: easy Internet at our fingertips at all times. The killer app for smartphones wasn’t programmable alarms, or fancy touchscreens, or the camera, or the built-in camera or notepad apps. Those things are nice, but being able to easily check e-mail and browse the web and get GPS directions got us hooked. The more elaborate apps came later, once smartphones became ubiquitous. Arguably, these things weren’t even new, they were just presented in a user-friendly way when before they were obtuse, expensive, and unfun to use.

So. What is it that VR is bringing to the table, at launch, that’s going to move millions of units and build up a userbase big enough to make investing in cool 3D movies, immersive VR games, and promising virtual classrooms all worth it? I still don’t know. The latest thing I’ve seen touted as “the reason to get VR” is an astronaut sim– float around in space and be an astronaut. It’s got the same problems as all of the other launch VR apps; it’s a cool experience for about ten or twenty minutes and then you’re done, telling your friend who showed you the app that it was really immersive and thanks for showing that to me, that was awesome and then you go home, and, importantly, DON’T instantly go out to your local electronics store to buy one for yourself.

As an aside, I think Augmented Reality (AR) is much more likely to catch on, because the instant applications are much more obvious. Get a decent HUD on a pair of glasses, get a set of haptic-feedback gloves (or even just fingertip sensors), and plug both into your laptop. Now you have a computing space that doesn’t require a massive desk and multiple monitors, yet gives you more (virtualized) screen real estate than even the most elaborate monitor setup. You can get as much work done on the bus as you can in your office, and you don’t need a huge, bulky PC or even a table to set down your laptop. It doesn’t require terribly much in the way of technological breakthroughs, and you don’t need a screaming fast laptop to get the full benefit. That’s the hook, and once you get enough users sold by that (relatively-easy-to-deliver) promise, then you can start looking at the really exciting AR apps.

In the meantime, however, I still don’t know what problem VR is solving, or what app is going to suddenly make masses of people decide that this time, they do in fact want to wear a big headset. It’s a massive hurdle for VR to get over– we’ve proven time and again that people just don’t want to wear a massive thing on their heads for casual entertainment. Even 3D glasses for the TV was too much. I’d love to see VR become a thing, it’s been the promise of the future since I was a kid, but I still can’t tell you what would get me to plunk down a few hundred for an Oculus Rift or similar, and I like that hardware.

I’d like to be proven wrong, but I’m still waiting to see how it might happen.