My Activision Boycott/Starcraft II Dilemma

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migo

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Jaded Scribe said:
Yeah, I remember shareware games. I also have talked to many who worked at companies that operated that way. There's a reason it doesn't exist anymore: It didn't bring in any money.
They still exist, hell, Doom was released with a full 9 (out of 27) levels as shareware, and it's one of the most popular games ever. Ambrosia SW does shareware only and they haven't gone out of business. They also make really good games. It's more likely that companies that went out of business did so because the games were poor quality. Publishing companies which push crappy games with good marketing are what make us have to deal with the flood of shitty games. Take them out of the equation and go back to a shareware model, or adopt a newer digital distribution model and only the good games will survive.


iTunes still would have happened.
No, it wouldn't. The iPod was riding on piracy, and Apple found a way to make money off both hardware and software. Had there been no piracy, the iPod wouldn't have happened, Apple wouldn't have bothered getting into the music business, nor would anyone else in the same way it exists now.

And what giving up their vice grip? Most bands that actually tour and make money doing what they love to do are signed to big record companies.
That's because until recently they had no other choice. Making it big depended on getting signed to a record company because physical distribution was the only method. It's completely different now, the artists aren't dependent on record companies, but they would like to still keep that dependence.
They also make a ton of money off concerts, for which video games don't really have a similar venue.
The reason they make money off concerts is because they don't make money from the record deals, and record companies are trying to muscle in on getting concert money. Take the record companies out and artists still make money from concerts, and they don't have to share any money with the record companies from song and album sales.

Artists that aren't signed have it very rough. They have to do grueling tours at small venues with the hope of making enough to break even. Word of mouth is slow, fickle, and often overlooks some very good product.
The reason they have it rough is because of the marketing by record companies. Take record companies out and all the artists would be on even footing. Every company that's a part of the RIAA needs to be driven out of business - that's what's good for the artists and the consumers.

I'm sorry. But I live in the real world, not a fantasy one where awesome talent gets discovered by the populace and given their fair due.
You haven't heard of Justin Bieber, have you? Whether his talent is awesome or not is debatable, but he was discovered by the people, not by a talent scout. The world is changing, and the internet is changing it. Record labels aren't needed anymore, and they're losing relevance every day.

Again, I live in the real world, not a fantasy one with rainbows and where everything works out right for the right people.
It worked out for id Software decades ago, and it's working damn well for Steam too. If you make a good game and have it well supported, it is very, very successful. Offer a good value for money, and a good trial option, the same is true. Doom was released as one third of the game for free, if you really liked it you'd pay for the other two thirds. Lots of people liked it, because the game was good. A similar model is being tried with MMORPGs, it's free to play, but you pay for extra content if you really like it. That's the way to go, because only good games will keep players around long enough to buy the extra content. You can't have crap shoved on you because you already paid the money for it.

Even without the publishers, larger game houses would still be pushing crappy games with marketing. It wouldn't change anything. There would be no equal footing. Indie companies would still struggle.
Sure there would. People would start going to places like Kickstarter, Lulu and Jamendo to find new material, just as they look at Steam and Impulse for new games. It's already happening. All the big developers are big because they make good games. id Software is big because of good games, Valve is big because of good games, Blizzard is big because of good games. If a new dev comes along and makes a great game, it has the chance to be successful in a way that wasn't possible before.

The biggest difference is there would be games would decline in quality as game houses have to foot the full cost of marketing without having a parent corporation to help foot the bill.
The problem is the marketing. Screw marketing, get word of mouth going. Have that be the model, rather than unfulfilled promises and gimicks. A really good game doesn't need advertising.

Music and writing aren't the industries we're talking about. We're talking about the gaming industry. There's a big difference. But I also know writers and musicians, all of whom would give an arm and a leg for a publisher/contract.
And that stifles creativity. They're so desperate to make money that they're willing to sell out. Take publishers out and the creativity and artistic vision stays. It's perfectly feasible to make good games without having a big house. That's what engines like Source and Unreal are for. Hell, CounterStrike was a free mod, it didn't require huge backing to release it. Neither did Red Orchestra. There's a ton of quality free Source SDK releases, they clearly don't need the big publisher backing. All they need is Valve making a good game with a good engine.

Even without publishers, indie companies would STILL have to fight titans like Blizzard, BioWare, etc etc.
CounterStrike was more popular than Half Life. The really good games would make it to the top, that's the way it should be.

Under your magical rainbow world of no publishers, they would have no hope. No chance of being picked up by a company that could help fund them while they took off.
That's not the only way of making money, there are plenty of examples to prove otherwise already.

I meant to say it hurts the game companies that you're trying to liberate. Steam and Good Old Games would still have been developed eventually. And yes, they're great, but they aren't cutting out publishers. Publishers still take their cut. They sell the right to provide the game to Steam. I really fail to see how they're going to take down the publishers any more than iTunes has stiffled the recording industry (which it hasn't).
New games can be released exclusively through the developer's website and through steam. No need to get published and put on brick and mortar store shelves. The publishers aren't needed anymore.

Welcome to Capitalism. You must be new here. They provide an important and necessary service to the artists. You may find the starving artist struggle awesome and view it with a romanticized slant. But it's not. It's hell. Getting a publisher provides the company with more customers than they could get alone, and they make more money, which allows them to make better games.
Piracy is a part of capitalism. You're the one who's new here. And removing the publisher and using something like the Ransom Model allows artists to make as much, or more money as they would with a publisher, but for projects that wouldn't get picked up by one because there isn't enough money. While companies like Arc Dream do have a publishing deal with Cubicle 7, they operate primarily with Ransoms, and publishing happens after a product has already been brought to market without one. Arc Dream also puts out some of the best quality products in tabletop RPGs, and there's no way they could do that if they had to find a publisher and compete with Hasbro/WotC. Publishers are only beneficial to the biggest names in an industry, they benefit themselves and no-one else.

Right, and they make next to nothing because no one has heard of them. I'd rather have 50% of a $1,000,000 record sale than 90% of a $100,000 record sale.
Most artists don't even get the chance to have that large of a record sale. It puts all artists on even footing. The incredibly succesful ones might not like it, but they're a small minority of the industry. Everyone else will like it much better.

And again, very few buy it because no one has heard of them. I'm far more likely to go to a bookstore and pick up a book by an author I've never heard of than dreg through the crap on the internet.
And some books still are succesful through those avenues when they've been repeatedly turned down by publishers. They wouldn't be making any money at all if they needed to rely on a publisher.

Look at Youtube. There are webshows and such on there that are excellent! But they are nearly impossible to find in the overwhelming amounts of crap put up by anyone with a camera and an internet connection.
Nonetheless, they're still there and can still be found, thanks to word of mouth, and the costs are so low that people can put them up as a hobby. They don't need the bankroll of a major company to put it out. Good writing doesn't cost money, neither does good acting, and we're at a point where even special effects don't cost money. The product can be put out first at minimal cost, and the money is recouped after the fact. Or, a group of people gets a track record putting out a few free movies and then ransom subsequent ones. The good ones survive, the bad ones don't. That's how it should be.

Yes, let's go back to a clearly failed model. That will really work out well. /sarcasm
It worked great for Doom, a game that was good enough to give away a full third of it for free and get people to pay for the remaining 2 thirds.

Yes, money will just fall out of the sky for every game developer that wants it. /sarcasm
No, just the good ones.

Clearly you don't know the first thing. Grow up and go live in the real world with the rest of us for a few years. Then maybe you'll be able to have an intelligent conversation on the subject.
This is what you resort to when you can't make an actual comeback with any content.

Piracy does nothing but hurt. It hurts the game companies. It hurts the consumers. You aren't Robin Hood, so take off your tights already.
I've seen nothing but good come out of piracy. I haven't seen a single good product killed by it, but I did see Firefly and Crusade killed off because they relied on publishers. Plenty of good TV shows have been cancelled because they needed the publishers to survive. Take the publishers out, and adopt new models, and anything that's good will survive, anything that's crappy won't.
 

Jaded Scribe

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migo said:
Jaded Scribe said:
Yeah, I remember shareware games. I also have talked to many who worked at companies that operated that way. There's a reason it doesn't exist anymore: It didn't bring in any money.
They still exist, hell, Doom was released with a full 9 (out of 27) levels as shareware, and it's one of the most popular games ever. Ambrosia SW does shareware only and they haven't gone out of business. They also make really good games. It's more likely that companies that went out of business did so because the games were poor quality. Publishing companies which push crappy games with good marketing are what make us have to deal with the flood of shitty games. Take them out of the equation and go back to a shareware model, or adopt a newer digital distribution model and only the good games will survive.
Doom was originally released back in 1993 where the internet was just coming to the main stage, and things were different. There was less content out there.

Every port they've put out in the last 10 years has been published by Activision or Valve (for Steam).

Steam, which you keep claiming is the be-all-end-all, is a publisher. Valve makes the money off it.

iTunes still would have happened.
No, it wouldn't. The iPod was riding on piracy, and Apple found a way to make money off both hardware and software. Had there been no piracy, the iPod wouldn't have happened, Apple wouldn't have bothered getting into the music business, nor would anyone else in the same way it exists now.
No, actually Apple was late to the music party due to a contract signed with the Beatles. In exchange for using the Apple name, they agreed to stay out of the music business. It wasn't until they doled out $30 million to Beatles representatives that they were able to get out of that contract and push forward with development of music-related software and hardware.

And what giving up their vice grip? Most bands that actually tour and make money doing what they love to do are signed to big record companies.
That's because until recently they had no other choice. Making it big depended on getting signed to a record company because physical distribution was the only method. It's completely different now, the artists aren't dependent on record companies, but they would like to still keep that dependence.
So the artists want to keep the big companies around? Ever think that maybe the game developers do to? Blizzard, BioWare, etc. Could do all this themselves. They don't need Activision or EA, yet they work through them.

They also make a ton of money off concerts, for which video games don't really have a similar venue.
The reason they make money off concerts is because they don't make money from the record deals, and record companies are trying to muscle in on getting concert money. Take the record companies out and artists still make money from concerts, and they don't have to share any money with the record companies from song and album sales.

Artists that aren't signed have it very rough. They have to do grueling tours at small venues with the hope of making enough to break even. Word of mouth is slow, fickle, and often overlooks some very good product.
The reason they have it rough is because of the marketing by record companies. Take record companies out and all the artists would be on even footing. Every company that's a part of the RIAA needs to be driven out of business - that's what's good for the artists and the consumers.
Seriously? Do you not understand what's happening here? Large, already well-known artists will continue to put out the massive marketing, and squash the little indie groups, no matter how good their product is.

I'm sorry. But I live in the real world, not a fantasy one where awesome talent gets discovered by the populace and given their fair due.
You haven't heard of Justin Bieber, have you? Whether his talent is awesome or not is debatable, but he was discovered by the people, not by a talent scout. The world is changing, and the internet is changing it. Record labels aren't needed anymore, and they're losing relevance every day.
Ok, so there's one example. One example does not denote a healthy pattern. I've seen many groups struggle and fail despite doing all the right things.

Again, I live in the real world, not a fantasy one with rainbows and where everything works out right for the right people.
It worked out for id Software decades ago, and it's working damn well for Steam too. If you make a good game and have it well supported, it is very, very successful. Offer a good value for money, and a good trial option, the same is true. Doom was released as one third of the game for free, if you really liked it you'd pay for the other two thirds. Lots of people liked it, because the game was good. A similar model is being tried with MMORPGs, it's free to play, but you pay for extra content if you really like it. That's the way to go, because only good games will keep players around long enough to buy the extra content. You can't have crap shoved on you because you already paid the money for it.
Again, Doom is an old example, when the markets were far different than what they are today. Steam has nothing to do with publishers, pro or con. They are distribution. They work with, and make money, for a lot of big publishers. They act as a publisher for smaller games, taking their cut just like any other publisher.

Even without the publishers, larger game houses would still be pushing crappy games with marketing. It wouldn't change anything. There would be no equal footing. Indie companies would still struggle.
Sure there would. People would start going to places like Kickstarter, Lulu and Jamendo to find new material, just as they look at Steam and Impulse for new games. It's already happening. All the big developers are big because they make good games. id Software is big because of good games, Valve is big because of good games, Blizzard is big because of good games. If a new dev comes along and makes a great game, it has the chance to be successful in a way that wasn't possible before.
But they have a greater opportunity with a big publisher. Why do you think even mega-houses use publishers? They provide a great deal of help. I'm a hardcore gamer, but I'm more likely to buy a game with a publisher label on it than dig through the internet to find better games.

The biggest difference is there would be games would decline in quality as game houses have to foot the full cost of marketing without having a parent corporation to help foot the bill.
The problem is the marketing. Screw marketing, get word of mouth going. Have that be the model, rather than unfulfilled promises and gimicks. A really good game doesn't need advertising.
You really think word of mouth works in our society? Marketing is everywhere, for everything. Without it, you will NOT get noticed. You may grab a little word of mouth, but it's a one in a million shot, and even if your product is awesome, you have no guarantees.

Advertising is how companies, of any product, reach their customers and let them know what's coming out.

Music and writing aren't the industries we're talking about. We're talking about the gaming industry. There's a big difference. But I also know writers and musicians, all of whom would give an arm and a leg for a publisher/contract.
And that stifles creativity. They're so desperate to make money that they're willing to sell out. Take publishers out and the creativity and artistic vision stays. It's perfectly feasible to make good games without having a big house. That's what engines like Source and Unreal are for. Hell, CounterStrike was a free mod, it didn't require huge backing to release it. Neither did Red Orchestra. There's a ton of quality free Source SDK releases, they clearly don't need the big publisher backing. All they need is Valve making a good game with a good engine.
I love the term "sell-out". Because they shouldn't care about the money, right? This isn't like, their career or anything. This isn't how they are putting food on the tables for their families, right?

Again, you clearly don't have any clue how owning a business actually works. Yes, it's feasible to make good games without a big house. I'm not disputing that. The problem is that without a publisher, no matter how good your product is, you've reduced your profit margins by huge amounts. Some select few have enjoyed major success, but they are exceptions.

This is a business. The people that do this may be doing something they love, something creative, something that's important to them. But that doesn't mean that they shouldn't be able to live a certain quality of life.

Publishers provide stability. Publishers provide funding to put together better products. Publishers provide distribution. They generate the word of mouth. Without it, the best a company could hope for is to be an underground success, which won't net them the necessary funds to support a life for a family.

In your world, a lot of good games would fail. It wouldn't just be the bad games. A lot of quality games would fall through the cracks. Probably even more that do now.

You really need to take off the rose-colored glasses that gives you this crazy notion that your world will work out to the idyllic paradise for game developers that you think it will turn out into.

Even without publishers, indie companies would STILL have to fight titans like Blizzard, BioWare, etc etc.
CounterStrike was more popular than Half Life. The really good games would make it to the top, that's the way it should be.
Again, you can offer one example, that's an outlier. How many good games haven't enjoyed that kind of success? How many in your rainbow paradise would continue to be unnoticed? Without publishers helping them advertise, probably more.

Under your magical rainbow world of no publishers, they would have no hope. No chance of being picked up by a company that could help fund them while they took off.
That's not the only way of making money, there are plenty of examples to prove otherwise already.
You've provided very few examples. And you don't seem to understand that these involved a great deal of luck. If it was a stable method of making money, it would already be in place.

I meant to say it hurts the game companies that you're trying to liberate. Steam and Good Old Games would still have been developed eventually. And yes, they're great, but they aren't cutting out publishers. Publishers still take their cut. They sell the right to provide the game to Steam. I really fail to see how they're going to take down the publishers any more than iTunes has stiffled the recording industry (which it hasn't).
New games can be released exclusively through the developer's website and through steam. No need to get published and put on brick and mortar store shelves. The publishers aren't needed anymore.
But, you're still going to be missing out on a ton of sales. More sales = more money = more and better games. Publishers get you that money.

Welcome to Capitalism. You must be new here. They provide an important and necessary service to the artists. You may find the starving artist struggle awesome and view it with a romanticized slant. But it's not. It's hell. Getting a publisher provides the company with more customers than they could get alone, and they make more money, which allows them to make better games.
Piracy is a part of capitalism. You're the one who's new here. And removing the publisher and using something like the Ransom Model allows artists to make as much, or more money as they would with a publisher, but for projects that wouldn't get picked up by one because there isn't enough money. While companies like Arc Dream do have a publishing deal with Cubicle 7, they operate primarily with Ransoms, and publishing happens after a product has already been brought to market without one. Arc Dream also puts out some of the best quality products in tabletop RPGs, and there's no way they could do that if they had to find a publisher and compete with Hasbro/WotC. Publishers are only beneficial to the biggest names in an industry, they benefit themselves and no-one else.
No, piracy is not a part of any system. It's theft. It's someone believing they are entitled to a product without paying for it. It's wrong.

The Ransom Model is incredibly risky, and is unlikely to provide a small team with enough money to be able to quit their dayjobs. I certainly wouldn't bet my family's livelihood on it.

They also contract work through small houses. While some, like Activision, are douches and will try to steal your product. But others get the finances they need to continue with these contracts.

Right, and they make next to nothing because no one has heard of them. I'd rather have 50% of a $1,000,000 record sale than 90% of a $100,000 record sale.
Most artists don't even get the chance to have that large of a record sale. It puts all artists on even footing. The incredibly succesful ones might not like it, but they're a small minority of the industry. Everyone else will like it much better.
Again, this just boggles me. You would rather struggle and fail, despite your excellent product, and fail because your buzz lost momentum, despite being amazing.

Sorry, I prefer the more reliable method of advertising.

And again, very few buy it because no one has heard of them. I'm far more likely to go to a bookstore and pick up a book by an author I've never heard of than dreg through the crap on the internet.
And some books still are succesful through those avenues when they've been repeatedly turned down by publishers. They wouldn't be making any money at all if they needed to rely on a publisher.
That's awesome for them, it really is. But it doesn't prove your point by a long shot. For every one of those success stories, how many more died in obscurity? Publishers give them a chance.

There is no such thing as equal footing. It will never, ever, exist.

Look at Youtube. There are webshows and such on there that are excellent! But they are nearly impossible to find in the overwhelming amounts of crap put up by anyone with a camera and an internet connection.
Nonetheless, they're still there and can still be found, thanks to word of mouth, and the costs are so low that people can put them up as a hobby. They don't need the bankroll of a major company to put it out. Good writing doesn't cost money, neither does good acting, and we're at a point where even special effects don't cost money. The product can be put out first at minimal cost, and the money is recouped after the fact. Or, a group of people gets a track record putting out a few free movies and then ransom subsequent ones. The good ones survive, the bad ones don't. That's how it should be.
How many videos have gone viral just because of how bad they are? Remember William Hung? How many good videos will never get found?

Your happy rainbow world where every good product will receive it's due credit will never exist.

Yes, let's go back to a clearly failed model. That will really work out well. /sarcasm
It worked great for Doom, a game that was good enough to give away a full third of it for free and get people to pay for the remaining 2 thirds.
And is now underwritten by Activision. Clearly they were able to continue that model...

Yes, money will just fall out of the sky for every game developer that wants it. /sarcasm
No, just the good ones.
And how many good ones, who could have had the chance to be picked up by a publisher, will lose? And how many bad games will go viral anyways? Your paradise won't change anything.

Clearly you don't know the first thing. Grow up and go live in the real world with the rest of us for a few years. Then maybe you'll be able to have an intelligent conversation on the subject.
This is what you resort to when you can't make an actual comeback with any content.
I have provided a great deal of content. You have offered outlying or outdated examples of failed systems, or systems that work only on a small scale.

All just to disguise the fact that you think you deserve to enjoy products without paying for them.

Piracy does nothing but hurt. It hurts the game companies. It hurts the consumers. You aren't Robin Hood, so take off your tights already.
I've seen nothing but good come out of piracy. I haven't seen a single good product killed by it, but I did see Firefly and Crusade killed off because they relied on publishers. Plenty of good TV shows have been cancelled because they needed the publishers to survive. Take the publishers out, and adopt new models, and anything that's good will survive, anything that's crappy won't.
And what does Firefly and Crusade have to do with piracy?


The bottom line, despite the tangent you dragged me on, is that piracy takes money away from everyone. Not just the publishers. Game companies get less money, and they lose talent for more lucrative jobs.

You're against publishers? Fine. I really don't care. Go buy only games that aren't attached to a publisher.

But piracy hurts the little guys first. The big guys will continue to take their cuts before anything else, so you aren't hurting the publishers.

You're hurting the employees that busted their asses to make you that game, and now, thanks to your greedy, childish attitude that piracy is okay, isn't getting their bonus since sales marks didn't hit the right numbers.

Good job. /golfclap.
 

migo

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Jaded Scribe said:
Doom was originally released back in 1993 where the internet was just coming to the main stage, and things were different. There was less content out there.
It's not the lack of content. There were plenty of old games out then, you just don't remember them because they weren't any good.

Steam, which you keep claiming is the be-all-end-all, is a publisher. Valve makes the money off it.
I used them as an example, I never said they were the be all end all, so you can stop with the straw man argument. They're not a traditional publisher, they're a content delivery service.

No, actually Apple was late to the music party due to a contract signed with the Beatles. In exchange for using the Apple name, they agreed to stay out of the music business. It wasn't until they doled out $30 million to Beatles representatives that they were able to get out of that contract and push forward with development of music-related software and hardware.
That's irrelevant, as the iPod still required piracy to be able to survive. There's no way someone could legitimately own enough music to fill up the hard drives in them, and there still isn't unless you start adding in videos. Piracy was necessary for the iPod to become popular, and from there Apple found another way to monetize it so they could make money from hardware sales and music sales.

So the artists want to keep the big companies around? Ever think that maybe the game developers do to? Blizzard, BioWare, etc. Could do all this themselves. They don't need Activision or EA, yet they work through them.
Because it's the current business model and publishers are muscling alternatives out, not because it's the best option for developers. That's why the Gathering of Developers existed a decade ago.

Seriously? Do you not understand what's happening here? Large, already well-known artists will continue to put out the massive marketing, and squash the little indie groups, no matter how good their product is.
That won't last forever. The moment people start seeing an alternative to large stores like HMV, and artists that are put out by major publishers and marketed on MTV, they'll look there instead, and the marketing will have very little effect. People are already starting to look for new projects on Kickstarter, it's only a matter of time before it gains more momentum.


Ok, so there's one example. One example does not denote a healthy pattern. I've seen many groups struggle and fail despite doing all the right things.
It's a start of a trend, and it happened despite music labels using their old model. The sooner publishers are driven out the sooner this starts happening more often.

Again, Doom is an old example,
That's beside the point. It's a good example, as in it was a good game. It was successful because it was good. Crappy games fail under the shareware model, which is how it should be.

when the markets were far different than what they are today. Steam has nothing to do with publishers, pro or con. They are distribution. They work with, and make money, for a lot of big publishers. They act as a publisher for smaller games, taking their cut just like any other publisher.
The traditional publisher model is paying the developer a lump sum for development, and earning all the profit. Taking a cut is a different model. The good games will earn more money for the developers while the bad ones will earn less.

But they have a greater opportunity with a big publisher.
Only because the publishers created a market in which developers are dependent on them.

Why do you think even mega-houses use publishers? They provide a great deal of help. I'm a hardcore gamer, but I'm more likely to buy a game with a publisher label on it than dig through the internet to find better games.
One more reason publishers need to be driven out of business, as that should never be a standard by which someone buys a game.


You really think word of mouth works in our society?
It's not just something I think. It's a fact of life. Word of mouth is the best marketing, it's well known by every business, and they resort to other means of marketing if they can't get good word of mouth. Winning makes the best boxing gear, period. All the top boxers spar with it, and buy it. None of them get it for free, it's that good that they pay top dollar for it. Winning doesn't have any ads, anywhere. They don't have a flashy website, in fact, they're a pretty small operation, but everyone who ever buys their products will tell you that they flat out are the best - if you can afford their price. Next up after that is Shevlin, that makes custom gloves for you, at a fair price, they're not top quality like Winning, but they're close. They don't have any advertising either, relying entirely on word of mouth and they do very well. That's good word of mouth marketing. Companies like Everlast have to sponsor fighters because their products don't stand by themselves. They're lower quality, or even crap quality, and all the money goes into the marketing to sell them. Now naturally big companies can put money into advertising anyway, but if the consumer model is to look for products with good word of mouth and ignore advertising, as is happening in a number of sectors, then the advertising will have little effect. I already ignore it in music, and find my new music through word of mouth or services like Pandora. Old methods are dead to me, and a lot of others, and it's much better this way. The sooner more people catch on the better, and the sooner publishers are driven out of existence the sooner people will catch on.

Marketing is everywhere, for everything. Without it, you will NOT get noticed. You may grab a little word of mouth, but it's a one in a million shot, and even if your product is awesome, you have no guarantees.
If your product is awesome, you do have a guarantee that you will always have business.

Advertising is how companies, of any product, reach their customers and let them know what's coming out.
It's how they used to do it. The internet has changed that. People used to get information from newspapers and TV, it was info that was pushed to them. Now a lot of people don't use it at all, and seek out information that they want, even from very small sources. The internet is changing so many things, and is making publishers obsolete. The quicker they can be made to realise it and disappear, the better.

I love the term "sell-out". Because they shouldn't care about the money, right? This isn't like, their career or anything. This isn't how they are putting food on the tables for their families, right?
Yes, and far more often than not they're unable to put food on the table because a publisher doesn't take them up. I have first hand experience with not having food on the table. Using a modern model, it's actually possible for musicians, and authors to make some money even if they have a niche product that isn't popular enough for the publishers to take up, because there's no money being taken by the middle man. It's already happening, small products with niche markets are thriving thanks to the new business models that don't rely on publishers, and they never would have been able to do it before.

Again, you clearly don't have any clue how owning a business actually works. Yes, it's feasible to make good games without a big house. I'm not disputing that. The problem is that without a publisher, no matter how good your product is, you've reduced your profit margins by huge amounts. Some select few have enjoyed major success, but they are exceptions.
The publisher takes the profit margin. The profit for the actual developer won't decrease, if anything it'll go up. Consumers pay less, developers make more, publishers go fuck themselves. That's what will happen. You're confusing the millions publishers are making with the thousands developers are making.

This is a business. The people that do this may be doing something they love, something creative, something that's important to them. But that doesn't mean that they shouldn't be able to live a certain quality of life.
Publishers prevent that quality of life far more often than they facilitate it.

Publishers provide stability.
No, they don't, Firefly and Crusade getting cancelled are perfect examples of the lack of stability.

Publishers provide funding to put together better products.
They used to. Things have changed now with costs for almost everything going way down. Some of the best products are very low budget. Just look at Jenova Chen - he releases flOw for free, then an updated version for PSN, and then puts out Flower. The thing is, it's just as feasible to do it through Kickstarter rather than requiring publisher backing, and that's exactly what's happening right now with Kickstarter. It's not happening with games (yet), but it is happening with other media.

Publishers provide distribution.
They used to, they're not needed anymore.

They generate the word of mouth.
No they don't, good products and the people using them generate word of mouth.

Without it, the best a company could hope for is to be an underground success, which won't net them the necessary funds to support a life for a family.
Tell that to Greg Stolze, who as an author is making just as much as he did before with publishers, but is now working with a direct to consumer model that's far better for everyone involved (except the publishers, who now get nothing).

In your world, a lot of good games would fail. It wouldn't just be the bad games. A lot of quality games would fall through the cracks. Probably even more that do now.
The reason quality games fail now is because they're overshadowed by bad ones with good marketing. Without marketing, games would stand on their own merits. I couldn't tell you exactly why World of Warcraft is succesful, but I know it's because it's good, because they had much less marketing than Everquest, and despite the head start and all the money SOE has, Everquest couldn't overpower it. World of Warcraft isn't successful because it has a big publisher with lots of money put into marketing, it's successful because it's a good product that gamers get their friends to play.

You really need to take off the rose-colored glasses that gives you this crazy notion that your world will work out to the idyllic paradise for game developers that you think it will turn out into.
I don't have rose coloured glasses. I know it works because I've seen it working other media where people used to make the exact same claims you make now about gaming.

Again, you can offer one example, that's an outlier. How many good games haven't enjoyed that kind of success? How many in your rainbow paradise would continue to be unnoticed? Without publishers helping them advertise, probably more.
There's also Team Fortress. A second example. Hell, Half Life was a third since they came out of nowhere and became massive. There aren't many examples though because of publishers, they muscle out the indie devs. Without publishers they'd do much, much, better.

You've provided very few examples.
Actually, I provided a ton, several times. You just aren't smart enough to check out the resources I provided.

And you don't seem to understand that these involved a great deal of luck. If it was a stable method of making money, it would already be in place.
It didn't involve luck, it involved skill. Good games succeeded. And it already is in place and working, you just don't know about it.


But, you're still going to be missing out on a ton of sales. More sales = more money = more and better games. Publishers get you that money.
More sales is more money for the publishers, not the developers.

No, piracy is not a part of any system. It's theft. It's someone believing they are entitled to a product without paying for it. It's wrong.
Piracy is under the category of "Adventure Capitalism". Learn.

The Ransom Model is incredibly risky, and is unlikely to provide a small team with enough money to be able to quit their dayjobs. I certainly wouldn't bet my family's livelihood on it.
It's incredibly successful, and it actually works where a publisher never would.


Again, this just boggles me. You would rather struggle and fail, despite your excellent product, and fail because your buzz lost momentum, despite being amazing.

Sorry, I prefer the more reliable method of advertising.
As a consumer, I don't. I prefer poor products to never get the chance.

That's awesome for them, it really is. But it doesn't prove your point by a long shot. For every one of those success stories, how many more died in obscurity? Publishers give them a chance.
It absolutely does prove my point. Publishers aren't good for the artists. They're good for publishers. That's it. Not even for consumers.

There is no such thing as equal footing. It will never, ever, exist.
It will once publishers are driven out of existence.

How many videos have gone viral just because of how bad they are? Remember William Hung? How many good videos will never get found?

Your happy rainbow world where every good product will receive it's due credit will never exist.
Once advertising is taken out of the equation, and consumers start looking for products based on actual quality, it will.

And is now underwritten by Activision. Clearly they were able to continue that model...
Everybody who wanted Doom has already bought it.

And how many good ones, who could have had the chance to be picked up by a publisher, will lose? And how many bad games will go viral anyways? Your paradise won't change anything.
No bad games will go viral. Bad videos go viral because they take 2 minutes of your life. Nobody will recommend a bad game. None of the good games will lose, because for one, for developers to make the same money they make now under publishers, consumers will have to pay far, far less, so consumers can afford far more games than they do now and more developers will have a chance. Publishers take most of the money. If the money went directly from consumers to developers, devs from any successful game now could retire after one game.

I have provided a great deal of content. You have offered outlying or outdated examples of failed systems, or systems that work only on a small scale.
No, I've provided very current ones, you just don't know anything about them and haven't done the research on them to even know a little bit, so you just ignore it and focus on the few examples you do know even a tiny bit about.

All just to disguise the fact that you think you deserve to enjoy products without paying for them.
I pay for products that are actually good, or when the money goes to the developer. If the developer has already been paid their lump sum by the publisher, I don't care if the publisher gets paid. If the publisher tanks thanks to piracy, the developer will still be able to ransom a subsequent product.

And what does Firefly and Crusade have to do with piracy?
They died, and it wasn't piracy that killed them, it was publishers. There's no stability, no guarantee of livelihood when you depend on publishers. Publishers aren't good for developers. It's luck for a developer to make money through a publisher, not luck for a developer to make money through a more modern method.

The bottom line, despite the tangent you dragged me on, is that piracy takes money away from everyone. Not just the publishers. Game companies get less money, and they lose talent for more lucrative jobs.
No, it only takes away from the publishers. The consumer isn't hurt because there's always a market for good games, and they'll get put out. The developer isn't hurt because if they make good games consumers will pay them directly. If they didn't make good games, obviously they don't get paid, but if you're not good at your job, find a different one.

If a Kickstarter project is put up for Mirror's Edge 2 or Descent 4, it would get plenty of funding.

You're against publishers? Fine. I really don't care. Go buy only games that aren't attached to a publisher.
Publishers are far too pervasive for that to be viable. They need to be driven out before that becomes an option.

But piracy hurts the little guys first. The big guys will continue to take their cuts before anything else, so you aren't hurting the publishers.
Publishers don't take a cut. They pay the devs a lump sum before the game is released, then the publishers make all the money. Once a game is released on the shelves, the developers already made their money.

You're hurting the employees that busted their asses to make you that game, and now, thanks to your greedy, childish attitude that piracy is okay, isn't getting their bonus since sales marks didn't hit the right numbers.

Good job. /golfclap.
Good games get the sales, bad ones don't. Alternatively, niche products that are good but simply don't appeal to people never make the sales. Plenty of people talk about how awesome Psychonauts is, I'm unimpressed with it, although I do see that it's creative and interesting. Under the publisher model, a sequel will never get released because it doesn't appeal to enough people. Under a publisher free model, the few people that do like it can pay the money directly to the developers, giving them enough money to justify releasing it.
 

Oldmanwillow

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crotalidian said:
OK I think it has been established that Starcraft II is a good (fantastic?) game. As such I want to play SCII.

My dilemma comes in the fact that I am currently refusing to purchase anything that Activision has a stake in as their practices are so anti-consumer.

I also refuse to pay premium game prices only to be forced to be online (or jump through asinine arbitrary hoops) in order to be able to play the content I have paid for. Obviously that is single player and mutli by definition is an online game.

I'm hoping the Escapist community can help me out with this so I can make a decision based on facts and opinions of educated gamers.

so convince me either way....NOW. I COMMAND IT!
Pirate it the game, it is the same game from 1997. its not a good rts. Play Dawn of war instead.

Campain is ok at best though.
 

The Electro Gypsy

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A boycott really isn't going to work, especially if it's only one guy. Starcraft 2 is ace. The L4D2 Boycott didn't work (well, it did if you count a couple of it's members getting to meet Valve....) but Activision isn't truly bad tbf.

Yeah, I completely agree with not being forced to be online to play Single Player (especially since Battle.net can be a bit finicky) but Starcraft 2 is worth it, and the way it's released isn't going to be £30-£40 for each game, the second two are being priced as expansion packs, so less.

Also, Activision have made some decent games in the past. Vigilante 8 4tw!
 

Jaded Scribe

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Oldmanwillow said:
crotalidian said:
OK I think it has been established that Starcraft II is a good (fantastic?) game. As such I want to play SCII.

My dilemma comes in the fact that I am currently refusing to purchase anything that Activision has a stake in as their practices are so anti-consumer.

I also refuse to pay premium game prices only to be forced to be online (or jump through asinine arbitrary hoops) in order to be able to play the content I have paid for. Obviously that is single player and mutli by definition is an online game.

I'm hoping the Escapist community can help me out with this so I can make a decision based on facts and opinions of educated gamers.

so convince me either way....NOW. I COMMAND IT!
Pirate it the game, it is the same game from 1997. its not a good rts. Play Dawn of war instead.

Campain is ok at best though.

I'm done offering arguments about why your utopian society will never happen. Clearly, you think it would cause epic awesomeness for companies and consumers alike. Sorry, but I can't provide legitimate arguments to someone living in a fantasy world. (By the way, the change in the music industry is far more that personal computing and internet usage has grown exponentially in the last many years, making it easier for people to get their own work at a higher quality without needing record companies.)

As for not legitimately owning enough music without piracy?? ROFL. My father-in-law owns a good 1000 or so CDs. Before MP3s were popular, most people I new had a few hundred. It's called knowing how to shop.

I looked up several definitions of "Adventure Capitalism". Funny how I never saw, or saw the connection, to piracy. It's used for a wealthy person who invests large amounts of money into a small project. It's used interchangeably with "Venture Capitalist".

If you want to provide a neutral source, go right ahead.

If you want the publishers to fail, don't buy their games, and buy only Indie games. It's that simple. All piracy says is "your games are really good, but I shouldn't have to pay for them." Then they just invest more and more money into DRMs that piss the rest of us off.

It even pitches extreme solutions, such as France and UK's "three strikes and you're offline" laws.

Piracy is theft. You cannot define it as anything else. I'm sorry. Yes, P2P filesharing is in a legal gray area due to the nature of personal lending.

But when you pirate, all you're saying is "I don't have to pay for a product. I'm above the law."

You aren't cool. You aren't trendy. You aren't helping anyone.
 

almostgold

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Now, I have no interest in SC2 because I thought the first one sucked, but lets continue assuming I don't hold those opinions:

Wouldn't flat out denying yourself a good game be the most anti-consumer policy of all? Even more so than making it difficult to play?


(Buy the game)
 

crotalidian

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Sep 8, 2009
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Jaded Scribe said:
migo said:
migo:
You have a verry Communism idealistic view. The fact is Ok it MAY work out well for a while and everything would be sunshine and roses...gbut eventually a big entrepreneur with a lot of spare cash will see something with a HUGE amount of promise that is struggling to get recognised and failing, he will walk into this venture and offer them $X million for 45% of their company with the promise of marketing and distribution. This will then turn this into a major new developer and he will earn many more millions, which he will sink into the next dev with promise. Hence the publishing house will be born anew.

I applaud (Some) of your ideas and they may improve things for a small period (if they ever managed to take which they wouldn't) but Jaded Scribe is right that you are looking at things far too idealistic and romantically.

Jaded Scribe:
I admire your convictions especially against Piracy as I agree that it does nothing but hurt the industry and Pirates are not crusaders just common theives (not that i havent done my share while at college etc.) And I agree that removing or trying to bring down Publishers is a bad move and also completely impossible. What we can do however (or at least try) is to get them to treat us better as valued consumers who want to purchase and play quality games and will refuse to bow to petty DRM and dick moves on their part. Gamers need to take a stand against these people so that they change their ways. HOW we do that is a very difficult concept as the community as a whole has proven that we can scream and shout but will not deny ourselves something we think will be good because of our morals.

Its a problem that we may have to suck up and deal with and those of us willing to stand by our convictions need to hold to them and try to convince others that we aren't a bunch of adolescent entitled dickwads who think that comapnies are there to serve us.
 

Veleste

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Activision is just the publisher, they don't have a hand in making the game. It'd be like refusing to buy games cause you don't like Gamestop or refusing to buy a book written by your fav author cause you don't like Penguin.
 

RowdyRodimus

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Activision aolready has their money from the copies that are out there now (unless you buy straight from them), by not getting it, the only people you are boycotting are the retailers that already have it paid for and on store shelves. An individual might influence orders of a game that sells a few copies, but not a game that is selling millions. That's the real reason boycots don't work, not because people might not do it, but because they boycot the wrong end of the supply chain.
 

Pearwood

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crotalidian said:
I want to play SCII. But boycott.
I don't think Bobby Kotick should be punished for having a business mind, Modern Warfare has pretty much reached saturation by now so you can see why he wants subscription fees even if you disagree with them. As for Starcraft 2 the publisher, developer and everything is Blizzard Entertainment not Activision Blizzard, I'm sure they benefit from it by being merged with Blizzard but it's entirely a Blizzard thing from a creative point of view. And when your boycott isn't really going to subtract from Activision's income at all then you can only pay attention to the creative point of view, in which case there is no problem.

RowdyRodimus said:
Activision aolready has their money from the copies that are out there now (unless you buy straight from them), by not getting it, the only people you are boycotting are the retailers that already have it paid for and on store shelves. An individual might influence orders of a game that sells a few copies, but not a game that is selling millions. That's the real reason boycots don't work, not because people might not do it, but because they boycot the wrong end of the supply chain.
Excellent point, can't put it any better than that.
 

migo

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crotalidian said:
Jaded Scribe said:
migo said:
migo:
You have a verry Communism idealistic view.
No, I'm just aware of things that already do work that other people are still stuck in the dark ages of thinking it can't work. Head over to kickstarter. Look at it.

The fact is Ok it MAY work out well for a while and everything would be sunshine and roses...gbut eventually a big entrepreneur with a lot of spare cash will see something with a HUGE amount of promise that is struggling to get recognised and failing, he will walk into this venture and offer them $X million for 45% of their company with the promise of marketing and distribution. This will then turn this into a major new developer and he will earn many more millions, which he will sink into the next dev with promise. Hence the publishing house will be born anew.
No, because the thing is people have niche interests. Once they know they can directly fund their special interests that wouldn't otherwise get attention, they'll never go back from it. There's no way I put up with mainstream RPGs anymore when I know I can get the type of Indie RPG I like directly from the source, and can have 100% of my money going directly to the developer supporting them rather than a whole bunch of it getting eaten up by publishers and distributors.

I applaud (Some) of your ideas and they may improve things for a small period (if they ever managed to take which they wouldn't) but Jaded Scribe is right that you are looking at things far too idealistic and romantically.
I'm looking at things realistically. They're already happening. I've pointed it out numerous times, and nobody's bothering to actually look it up, they're just arguing without having any of the facts. The fact is what I'm suggesting already does work, it just hasn't caught on in all media yet.

With smaller markets, like tabletop RPGs, it's becoming the main way of doing things, as the traditional publisher model completely fails. It's also working for niche divisions in larger markets, like movies and music, because that way the artists working on an album get as much money as they would with a record contract, but they can actually do what they want, because the money comes directly from their audience so much less money has to change hands. It's the same with movies, a good story with good direction but limited special effects can get produced with a small amount of money coming from fans of that kind of movie, rather than never seeing the light of day because it isn't commercially viable for the publisher. And if there's a mainstream movie that has a huge number of fans, it's very easy to get the funding. If you have someone who will watch anything with the name Spider-Man on it, and the production is funded directly by the audience, and everyone who'd spend $10-$15 in theatres to watch it just pledges $1 to get the project done, it will happen. This isn't being idealistic, it's just what would happen with publishers taken out of the picture.
 

migo

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crotalidian said:
migo said:
Well I apologise for trying to mediate. Guess you cant argue with blind ignorance of human nature.
Saying I've got a communist attitude without actually knowing what's being talked about isn't mediation. I've said it over, and over, and over again. Look at Kickstarter. It's exactly what I'm talking about and it's thriving, already. It's not something that I think will happen, it's something that I know will happening. I'm saying we should move to an already existing better alternative, I'm not suggesting some ideal that hasn't happened yet or has only been done by a few people.
 

lazyslothboy

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migo said:
crotalidian said:
migo said:
Well I apologise for trying to mediate. Guess you cant argue with blind ignorance of human nature.
Saying I've got a communist attitude without actually knowing what's being talked about isn't mediation. I've said it over, and over, and over again. Look at Kickstarter. It's exactly what I'm talking about and it's thriving, already. It's not something that I think will happen, it's something that I know will happening. I'm saying we should move to an already existing better alternative, I'm not suggesting some ideal that hasn't happened yet or has only been done by a few people.
I'm not sure kickstarter is the solution. I just browsed the site for a couple of minutes and didn't really see anything that got a bunch of funding. There was one project (diaspora I think) that got 200,000 dollars of funding and that was it. Everything else typically got 30,000 or less. I don't think a game like mirror's edge 2 could get millions of dollars from a system like that. It sounds to me like that this system is amazing for small projects, but the big projects still need publishers.