What's in a flop?
Does it take something like a "Daikatana" moment, where everything goes wrong at once? (And it's entirely the developer's fault)
Is it an Assassins Creed 3 situation, where sequelitis has set in to a once awesome series, turning it into a collection of minigames without the appeal of Mario Party? (This one is on the publisher)
Is it more "SimCity"-esque, where something goes wrong at the launch, then later on, people realise that the game mechanics are broken (and EA keep releasing advertising-based DLC for it)? - Oddly enough, this happened to Diablo 3, another always online sequel to a popular series. (This time the developer was wholly owned by the publisher)
Is it something on the scale of the PS Vita? A horrendously overpriced paperweight (don't get annoyed, Vita owners, I have the exact same feelings about the 3DS sitting on my desk) seriously, if anyone?s got a recommendation for it, that'd be much appreciated.
My thoughts are that we're not discerning enough in what we give publishers money for, which has had far-reaching implications. I'll use the shooter genre as an example of what I mean, because we're all familiar with the tropes involved. The way we've been spending money recently has led to the rise and rise of the "Modern Military Shooter" genre (or "Spunkgargleweewee" if you watch Zero Punctuation.)
Here's how it's a problem. Developers see the profitability of previous 'realistic' military shooters, and go for the same market that buys Call of Duty. (Unfortunately as a lot of developers have learnt, people don't want to play a CoD clone, they want to play CoD).
This leads to a massive subset of the industry designing games that are like Call of Duty. Games that employ the same design techniques and mechanics. And whilst I hesitate to use these words in relation to CoD, the pacing and storytelling aspects have been lifted as well.
So what does that mean for gamers? Well we 1) 'get' to play a lot of shooters, and 2) get to see games that have no business being run and gun action games suddenly develop Gears of War pretentions. Seriously, all of Mass Effect 3's combat sections was basically Gears with different shaped aliens. More stupid set pieces (looking at you, Assassins Creed 2.2), more rectangular men shooting rectangular weapons at distant foes behind rectangular pieces of cover.
And the game that rips the MMS genre a new arsehole, Spec Ops: The Line, doesn't do well financially (or at any rate, not nearly as good as the games it's calling terrible). Why? Because gamers of a particular demographic like a certain sort of game, and expect their games to follow a certain formula. 'What the hell do you mean that I was the bad guy', etc.
When a game doesn't follow it, regardless of the storytelling/themes/pacing, it's derided. Again, sticking to First and Third person shooters here as examples. I can imagine the developers of Homefront right after their game didn't do well going "we made CoD: America, what the hell do you people WANT?". It's got an invasion from a hostile force, it's got set pieces, White Phosphorus, remote controlled tanks, stealth sections and just general lunacy, and yet it was criticised for linear game play and shit storytelling, despite the fact that any MMS has the same design idea.
As such, the games industry has learnt that for most of the time, it can shovel any old thing out and expect it to do well, and when perplexingly it doesn't, they can call it a flop and say the market wasn't ready for it yet. - This was seen with Medal of Honor the latest iteration in a long running series which did so badly that the IP has now been ?rested? by EA.
What really gets to me however, is that we keep giving ridiculous ideas tons of money, and wonder why they continue. I point to Peter Molyneux' latest "social experiment/slot-machine" 'Curiosity', as my star witness. As such, this gives other developers 'ideas'. Mark my words, if Curiosity is a financial success by any degree, other "games" of it's ilk will follow. This cascade of shittiness has already been seen in the F2P MMO market. Some succeed, and then a glut of them shows up. Will a few survive? Sure. Will all of them? No, however, the market will get saturated and the amount of money each will make will shrink.
A recent Jimquisition highlighted precisely how a publisher thinks. Even with sales in the millions, three SquEnix games were regarded as failures by Square. Entirely because they didn't sell nearly as many as they think they should have. Once again, poor habits from consumers (buying anything that comes out), have led publishers astray. "How could Square be this stupid?", we asked. Surely selling millions of units for games should be seen as a success? No, as it turns out, publishers have become used to seeing larger and larger numbers next to their sales counter, and as such, game budgets are larger and larger. These days, a publisher defined flop is very different to a consumer defined flop.
So how do we stop the rot? It's very simple. We stop buying games that are bad.
First of all, we stop preordering titles without knowing anything about them other than the title. If you preordered Colonial Marines, I have 0 sympathy for you. You had no idea what the game would be like, and you forked out cash to the developers before the game was off embargo.
The same goes for people who preordered SimCity and Diablo 3. What?s even worse about the SC and D3 example is that people who are aware of online DRM, buy the game anyway, and then complain when it's the one thing impeding their game enjoyment act like people didn?t warn them sufficiently.
A knock on effect from this will be that the number of games that are bad will go down. Sharply. No longer will shooter clones be seen (only) as a tremendous waste of money from the consumer?s end. They?ll be seen the same way by publishers too.
The second thing we have to do? Stop buying crap. Read reviews, if it's likely to be another plod-athon through corridors filled with bullets, are you seriously enriching anything about yourself by experiencing it?
And the day we have fewer, excellent games coming out rather than many, many mediocre games, is a day I'll be happy to see.
So thanks for reading this far. Now I ask you, what's in a flop, and who's fault is it when a game or game console flops?
Does it take something like a "Daikatana" moment, where everything goes wrong at once? (And it's entirely the developer's fault)
Is it an Assassins Creed 3 situation, where sequelitis has set in to a once awesome series, turning it into a collection of minigames without the appeal of Mario Party? (This one is on the publisher)
Is it more "SimCity"-esque, where something goes wrong at the launch, then later on, people realise that the game mechanics are broken (and EA keep releasing advertising-based DLC for it)? - Oddly enough, this happened to Diablo 3, another always online sequel to a popular series. (This time the developer was wholly owned by the publisher)
Is it something on the scale of the PS Vita? A horrendously overpriced paperweight (don't get annoyed, Vita owners, I have the exact same feelings about the 3DS sitting on my desk) seriously, if anyone?s got a recommendation for it, that'd be much appreciated.
My thoughts are that we're not discerning enough in what we give publishers money for, which has had far-reaching implications. I'll use the shooter genre as an example of what I mean, because we're all familiar with the tropes involved. The way we've been spending money recently has led to the rise and rise of the "Modern Military Shooter" genre (or "Spunkgargleweewee" if you watch Zero Punctuation.)
Here's how it's a problem. Developers see the profitability of previous 'realistic' military shooters, and go for the same market that buys Call of Duty. (Unfortunately as a lot of developers have learnt, people don't want to play a CoD clone, they want to play CoD).
This leads to a massive subset of the industry designing games that are like Call of Duty. Games that employ the same design techniques and mechanics. And whilst I hesitate to use these words in relation to CoD, the pacing and storytelling aspects have been lifted as well.
So what does that mean for gamers? Well we 1) 'get' to play a lot of shooters, and 2) get to see games that have no business being run and gun action games suddenly develop Gears of War pretentions. Seriously, all of Mass Effect 3's combat sections was basically Gears with different shaped aliens. More stupid set pieces (looking at you, Assassins Creed 2.2), more rectangular men shooting rectangular weapons at distant foes behind rectangular pieces of cover.
And the game that rips the MMS genre a new arsehole, Spec Ops: The Line, doesn't do well financially (or at any rate, not nearly as good as the games it's calling terrible). Why? Because gamers of a particular demographic like a certain sort of game, and expect their games to follow a certain formula. 'What the hell do you mean that I was the bad guy', etc.
When a game doesn't follow it, regardless of the storytelling/themes/pacing, it's derided. Again, sticking to First and Third person shooters here as examples. I can imagine the developers of Homefront right after their game didn't do well going "we made CoD: America, what the hell do you people WANT?". It's got an invasion from a hostile force, it's got set pieces, White Phosphorus, remote controlled tanks, stealth sections and just general lunacy, and yet it was criticised for linear game play and shit storytelling, despite the fact that any MMS has the same design idea.
As such, the games industry has learnt that for most of the time, it can shovel any old thing out and expect it to do well, and when perplexingly it doesn't, they can call it a flop and say the market wasn't ready for it yet. - This was seen with Medal of Honor the latest iteration in a long running series which did so badly that the IP has now been ?rested? by EA.
What really gets to me however, is that we keep giving ridiculous ideas tons of money, and wonder why they continue. I point to Peter Molyneux' latest "social experiment/slot-machine" 'Curiosity', as my star witness. As such, this gives other developers 'ideas'. Mark my words, if Curiosity is a financial success by any degree, other "games" of it's ilk will follow. This cascade of shittiness has already been seen in the F2P MMO market. Some succeed, and then a glut of them shows up. Will a few survive? Sure. Will all of them? No, however, the market will get saturated and the amount of money each will make will shrink.
A recent Jimquisition highlighted precisely how a publisher thinks. Even with sales in the millions, three SquEnix games were regarded as failures by Square. Entirely because they didn't sell nearly as many as they think they should have. Once again, poor habits from consumers (buying anything that comes out), have led publishers astray. "How could Square be this stupid?", we asked. Surely selling millions of units for games should be seen as a success? No, as it turns out, publishers have become used to seeing larger and larger numbers next to their sales counter, and as such, game budgets are larger and larger. These days, a publisher defined flop is very different to a consumer defined flop.
So how do we stop the rot? It's very simple. We stop buying games that are bad.
First of all, we stop preordering titles without knowing anything about them other than the title. If you preordered Colonial Marines, I have 0 sympathy for you. You had no idea what the game would be like, and you forked out cash to the developers before the game was off embargo.
The same goes for people who preordered SimCity and Diablo 3. What?s even worse about the SC and D3 example is that people who are aware of online DRM, buy the game anyway, and then complain when it's the one thing impeding their game enjoyment act like people didn?t warn them sufficiently.
A knock on effect from this will be that the number of games that are bad will go down. Sharply. No longer will shooter clones be seen (only) as a tremendous waste of money from the consumer?s end. They?ll be seen the same way by publishers too.
The second thing we have to do? Stop buying crap. Read reviews, if it's likely to be another plod-athon through corridors filled with bullets, are you seriously enriching anything about yourself by experiencing it?
And the day we have fewer, excellent games coming out rather than many, many mediocre games, is a day I'll be happy to see.
So thanks for reading this far. Now I ask you, what's in a flop, and who's fault is it when a game or game console flops?