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Community Discussion: Blog by CaimDark | AAA games threatened by free-to-play and $0,99 apps? I wish!Destructoid
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About
I am a Brazilian student in Norway. I also happen to really, really like games! I'm a huge RPG fan, especially JRPGs and party-based WRPGs, but I also enjoy nearly every genre, from Mario Kart to Limbo to Bulletstorm.

Backlog:

Elven Legacy Collection
Uncharted trilogy
Ar Tonelico trilogy
Record of Agarest War series
Devil May Cry series
ZombiU
kid Icarus
NSMB2
Ni No Kuni
Fallout
Fallout 2
Fallout Tactics
Drakensang
Drakensang 2
KOTOR 1,2 (replay)
Skyward Sword
Binary Domain
Amnesia: Dark Descent
Enchanted Arms
Hitman Series
Rayman Origins
I Am Alive
Monkey Island 2
Back to the future: The Game
Tales of Monkey Island
Amy


Plus a bunch of older DS and PS2 games that I may or may not play eventually. Perhaps I should file them in the "sort-of-but-not-exactly-backlog" category.

Currently playing: Elven Legacy, Mario games, Black Ops 2

My 3DS code: 3995-6846-8256. For some reason it doesn't appear in the player profile.

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PSN ID:CaimDark
Steam ID:CaimDark
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Not too long ago I remember feeling a slight discomfort when thinking about casual games. Not because I hate them or because they "aren't real games" or anything like it. No, it was because seemingly everybody was proclaiming (and some still are) that the rise of the $0,99 app meant certain doom for the kind of rich, complex and engrossing single-player games I love. While I never really felt the threat was real, and by any objective measure it is complete nonsense, I did feel slightly uneasy at the thought (the fact that the kinds of games I like the most have long since faded from the spotlight probably didn't help matters).

That was then. Now? Much to my surprise, I find myself wishing AAA publishers really, really felt threatened. Allow me to elaborate.

We gamers are a passionate, enthusiastic lot, willing to fork out top money and to put up with a lot of crap (perhaps too willing) to enjoy our favorite hobby. But that goodwill is being abused, and I for one have had enough.

The big problem is that AAA publishers these days are going out of their way to make our gaming experience as expensive and inconvenient as possible, while social games thrive on making the consumer's life as easy as possible. Let's use mobile phones as an example. I don't have a smartphone or a tablet and the only ithingy I have is an ipod touch that is apparently too old to run games, so correct me if I'm wrong, but as far as I know any itunes app is purchased and accessed the same way. The price is the same anywhere in the world, fierce competition drove prices to rock bottom and you can buy every app from anywhere in the world. All you have to do is log in to your itunes account, pay, download and play. That's it. Simple, easy, convenient.

Now compare that to what we put up with to play the latest and greatest core games. For starters, there is price. No, I don't think games AAA games should cost $0,99. Heck, I don't even think they are "too expensive". In fact they are cheaper than they have ever been, and if anything only $60 for something like Skyrim is a bargain. Not to mention I'd happily play $80 for Baldur's Gate 3!

What doesn't make sense is having virtually no competition on price because every retail game costs the same, much like a cartel. We are told games cost $60 dollars because they are very expensive to make and are sold to a niche audience (sorry folks, core games are still niche, albeit a big one. Even Call of Duty), and we accept that. But how come every game, irrespective of production costs, has the same price? For instance, I'm playing El Shaddai now, and I love it. It's beautiful, it's fun, it's original, it's psychedelic... and there is no way in hell I'd pay full price for it. I have no idea how much it cost to make, but the production values are clearly a fraction of those found in the likes of Mass Effect 3. That doesn't diminish the game in any way, and may even enhance it by forcing developers to think creatively in order to cope with a limited budget, but it does mean it is not $60 material. Who knows, perhaps it would have been a lot more profitable had it been released digitally for $20 or $30.

Even worse, consider the latest game to get a 1/10 from Destructoid, Spirit Camera: The Cursed Memoir. Look at those screenshots, then look at some Infinity Blade screens. Of course graphics are only part of a game's costs, but it's a big one. I could be wrong, but I have no doubt in my mind that Epic spent more to make Infinity Blade than Tecmo did on Spirit Camera. How much is Epic charging for Infinity Blade? $7. Worldwide. So far that has translated into a cool $30 million in revenue, enough to make even many core console games profitable). How about Spirit Camera? That's $40 in the U.S and a lot more in Europe, Australia and Brazil (if it is released in those regions). Why? Because we are stup, er, I mean, because that's the "standard price" for traditional handheld games.

But that's okay. After all, things are really hard for the publishers, right? I mean, merely manufacturing a game and getting it to stores is a 6-digit expense. Then those evil platform holders take a significant chunk in royalties. Worst of all, wicked, disloyal gamers buy used and deprive publishers of significant revenue. Surely if the poor publishers didn't have to contend with manufacturing and shipping costs, royalties or cannibalization from the used market they would pass on those savings to us. Right? Right?

And then there are all the unnecessary inconveniences and outright lies we are sadly familiar with. Region-locked devices? Check. Region-specific digital stores (seriously, it doesn't get any more absurd than that)? Check. Online passes that don't work? Check. Publishers lying to our faces? Check. Draconian DRM schemes that punishes paying customers and reward pirates? Check. Content chopped from the main game and sold as DLC? Check.

Core AAA games these days are selling far more than they ever did before Facebook and smartphones existed, so the market is definitely there, even if other markets are potentially bigger, so I don't worry about core games disappearing. But more and more, rather than fear for the future, I find myself wishing for the day when free-to-play, mobile games and the industry's own short-sighted practices will drive the likes of EA, Ubisoft and Activision into a hole so deep they will have no choice but to adapt or die, much like the music industry did. Alas, I don't see that happening anytime soon.



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Very nice rant... but you've got it all wrong.

First of all, the app store is different in each country. I can't access or use American apps (I'm Canadian) unless the dev puts it in the Canadian store. There are also rights issues regarding streaming video content in that TV show rights are often owned by different companies here in Canada - so I can't use the ABC app for example.

Almost every app, every song, every TV show, every movie... they're all region-locked if you have an non-jailbroken iOS unit. Instead of online passes, iOS games have something worse... ingame purchases. Most of the "free" games have the option to buy new levels or content. Anyone using the device (often children) can go ahead and buy this content. Your iOS password is used to download both free and paid content and there is no warning or distinction between the two of them. The evil platform holder (Apple) actually takes 30% of ANY MONEY going through the app or iTunes store. Apple takes it's cut on books, inapp purchases, app purchases, music, movies, TV shows... EVERYTHING. They're just as evil as Valve or Sony or Microsoft. DRM schemes... yup! Got it too! If I download a TV show from iTunes I can only watch it on Apple devices or stream it through iTunes. Most of the apps will only work with iOS and are tied to your account... I can't share them with my Mom (who also has an iPad) unless I give her access to my password, and even then it gets very problematic. The DRM is very similar to Xbox/PS3 type DRM.

The DLC thing is the worst though. Most of the "free" game apps that you buy work entirely on DLC through microtransactions. Pay $5.00 for these new levels... then $5.00 more, and more and more. Buy this game, but now we have a Angry Birds in Space and you have to buy a new game to get those levels. The entire iOS gaming arena is based on DLC or ingame transactions. It's based on not getting the "whole" game, but instead buying it in bits and pieces that seem painless (only a dollar here, a dollar there) but they all add up.

In terms of EA, Ubi and Activision.. most of the big publishers have iOS games - often based on their console games. There is Assassin's Creed, Mirror's Edge and other iOS games based on the bigger console games. These publishers have entire divisions devoted to churning out iOS games... often at $9.99 each (and they are barely worth that).

Just to return to console games for a moment... you seem to have an issue with the $60.00 price - but I remember back when I had a Dreamcast and games were still anywhere from $50 to $80 dollars back then. The price of console games hasn't gone up. What has happened is the advent of digital only purchases in the XBL and PSN stores has allowed new lower priced game offerings. I can buy a shorter Ratchet and Clank game (Quest for Booty) for less than half the cost of a normal retail version. I can buy new retro-inspired games or experimental games (like Flower) for under $20.00. There is MUCH more choice in terms of price nowadays on consoles than there ever was in the past.

Anyway, nice rant. I have a PS3 and an Xbox... but I also have a newer iPod Touch and an iPad which I also use for gaming. Apple is just as restrictive as the consoles... and all in all, consoles are much better nowadays than they were in the past because they offer such a broad range of games at varying prices.
Ouch, I had no idea the app store was region-locked! I've never bought games or TV shows, but I bought dictionary apps on literally three different continents and they were all priced the same and the store seemed the same, so I assumed it was the same for everything else.

Regardless, I still think my original point stands. I never meant to say that IOS devices have no DRM, or that apple doesn't take their cut or that games are "too cheap" (in fact, I don't trust "free" games for the very reason you mentioned. If memory serves, I remember reading somewhere that the average paying Zynga customer spends $150 over the course of their "relationship" with Zynga. So much for "free"!), only that the experience is a lot more consumer friendly, perhaps a little too much. You said it yourself: you just type your password and you're game, whether or not you realize you're actually paying for it. I only talked about mobile games for the sake of simplicity, but the same could be said about Facebook games. I might be wrong again, as I've never played one, but as far as I know you just log in to your Facebook and start playing (and paying!) with minimal hassle.

Just to clarify, I don't have an issue with the $60 price point (although I do have an issue with the $130 price point in Brazil, but that's for another time), quite the opposite. In fact, games are cheaper than ever today and I intended to write a future blog post about that very same subject. People often complain that games are "too expensive", but lose sight of the fact that, in the U.S for example, NES games were $50 in 1985. According to the Inflation Calculator that's $100 in 2012 dollars. For a NES game!

My issue is with the $60 price point across the board AND the wild difference in each region. For example, Australia pays twice as much as the U.S, and Brazil pays twice as much as Russia for Steam games. It's just crazy! Last I heard the average Australian and the average Brazilian didn't make twice as much money as the average American and Russian. We have downloadable and indie games, but AAA retail titles are nearly always full price, and I think that is bad for consumers and bad for the industry. It's no wonder that new IPs have a hard time succeeding when shooters or platformers we've never heard of want to charge as much as Call of Duty and Mario.

Nor do I think $60 should be the absolute maximum a game should be allowed to charge. 1UP mentions that small niche developers in Japan make money by selling to a small but devoted fan base for $80-plus a piece. I know I'd happily pay $80-plus for Baldur's Gate 3!
Ouch! Yeah I forgot about game prices in some countries like Australia and Brazil! You're also right that games should be more varied in price. I know I've skipped lots of new games figuring I'd wait till the price come down because I didn't think they were worth the "new" price. If they had been allowed to be priced $10 cheaper I might have made a more immediate purchase!
Don't mean to sound patronizing but...

Games are actually cheaper now than they where back in the NES days, 70 bucks a pop for a game that might last you an hour was not uncommon back in those days, I do agree about the DLC getting out of hand.

My personal gripe is not with cost, its with quality control, I ranted at length about Operation Raccoon City but its a good example, a 60 dollar game that is buggy and broken beyond belief and Capcom just remains quiet about it, they don't care. Mass Effect 3 is another big release that is very buggy and has quite a lot of multiplayer bugs that have gone un-fixed, the biggest one right now being the Krogan Vanguard melee buffs, they don't work for him, for a class that's all about smashing into the enemy, that's not good at all.
@Kyosuke

"Games are actually cheaper now than they where back in the NES days"

They are, and I said so. Twice, in fact. One in the post and again the comments.
No, they aren't threatened, but they are informed by them. Microtransactions and an all digital future is the new normal.
This is to say nothing of replay value.

Modern single-player games tend to focus on narrative, instead of mechanics, so there's little reason to go back after you've finished it.
One only has to look at PC gaming to see where the wind is blowing (with regards to online multiplayer atleast).

Too many games and not enough gamers to populate them. So you have your CODs, Diablo3 and WoWs that everyone plays because thats what everybody else plays. The other games have under populated servers so devs have to make them free 2 play to attact players.

Just take a look at the current wave of mech games been made for PC all are F2P.

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