http://www.escapistmagazine.com/issue/8/3
I just found this VERY professional online free-zine and read over this article by Greg Costikyan titled "Death to the Game Industry! Long Live Games!" It concerns the state of the gaming industry and what must happen for it change for the better. Here's just a small snippet of this article, I strongly encourage all to read the full write-up in the link above.
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"Glitz Over Gameplay"
The problem is that once something becomes technically feasible, the market demands it. Gamers themselves are partly to blame: Indie rock fans may prefer somewhat muddy sound over some lushly-orchestrated, producer-massaged score; indie film fans may prefer quirky, low-budget titles over big-budget special FX extravaganzas; but in gaming, we have no indie aesthetic, no group of people (of any size at least) who prize independent vision and creativity over production values.
But the nature of the market and distribution channel is even more to blame. When a developer goes to a publisher to pitch a title, the publisher does not greenlight it because they play it and say "what a great game!" The developer may not even have a playable demo - but what he will have is a demo reel, a non-interactive visual pitch that may work to get some sense of gameplay across, but is mainly designed to impress the marketing dweebs with the graphics. Glitz, not gameplay, is what sells the publisher.
For that matter, half of the people sitting in on that greenlight meeting are probably marketing suits who think they're in a packaged goods industry, and are a lot more concerned about branding than anything else. Sequels and licenses, good; creativity - that's too risky.
And glitz, not gameplay, is what sells the retailer. Retailers don't have the time to play every title that comes across their desk and, in many cases, they don't play games anyway. They look at a video, they look at the materials provided by the sales guy, they make a decision. And that decision is ultimately based on concerns like branding, how much money the publisher will spend on product placement and stocking fees (what the industry calls "market development funding," or MDFs) - and whether it looks pretty or not.
And finally, there's the industry's attachment to "feature list" marketing. Online play? Check. Dozens of levels? Check. HDTV support? Check. You can often tell a game has nothing new to offer just by reading the backcover text: If it's basically a list of features and numbers (five of this and a hundred of that), you know they've really got nothing to say.
In other words, graphic glitz is the first barrier you must surmount. If you don't have it, you won't get greenlit; if you don't have it, you won't get distribution. Maybe, someday, way down the road, the actual quality of the game will matter to someone - a reviewer, an actual gamer - but you don't even get a chance to get to them if you don't have the graphic right stuff. In other words, gameplay may affect ultimate sales - but it won't get you shelf space.
The reverse isn't true, though - poor gameplay and great graphics will work just fine, as far as the market is concerned. 80% of all game sales occur in the first two weeks that a game is available; all you need to do is blow through your inventory before word of mouth catches up with you. The industry is full of best-selling, lousy games. Can you say "Driver 3?" I knew you could.
In other words: Pretty + bad = financially successful; good + not pretty = fuhggedaboutit. Of course, pretty + good would be nice - but neither the publishers nor the retailers have an incentive to care."
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