Some thoughts on the state of PC gaming...
Wrote this on usenet for whatever it's worth:
I think the biggest problem PC games face is that PC game publishers haven't really caught up to the fact that consoles can now do a lot of the kinds of games that you used to need a PC for. That means that PC games need to bring new things to the table that give users a reason to purchase PC titles.
I can think of two big things PC games COULD have that would make them more attractive:
(1) Electronic distribution. I'd buy more games if I could just go to their
site, press a button and have it. The Rise of Nations expansion is out, when will I have time to haul my lazy butt up to Best Buy or whatever and purchase it? I'd buy it right this second if I could go and download it.
(2) After-release enhancements. Keep updating the game after release with new features that can be downloaded into the game to keep it fresh and interesting and you'll lengthen the sales cycle on the game. Even a year after release, Galactic Civilizations is selling pretty decently.
But I can tell you from first-hand experience that some of the big
publishers are not only not embracing these ideas but are against it. I had a conference call recently with a publisher who was offering a very large advance on royalties for one of our upcoming games but was skittish on on-line distribution and after-release electronic updates because they believe piracy is a big issue and being wary of frequent updates due to a lack of publisher control of the game's direction.
But tell me, which is easier to pirate? A CD-ROM or something that's
streamed over something like Stardock Central or Steam? I'd say the CD-ROM - crack the copy protection and make an image with a serial number and voila.
And which is likely to sell better? A game that stays the same after release or one that gets minor enhancements based on player feedback?
I am convinced that the primary reason Galactic Civilizations
(www.galciv.com) ended selling so well is because of the post-release
updates that added new features. Each time you release something meaningful, it gets more coverage in the game mags and webzines which increase sales. But that required that we put an after-release budget.
I really do think the biggest thing game publishers need to get into is the electronic distribution of titles. Frankly,we won't sign a deal with a
publisher that prevents us from electronically distributing our games at
least via Drengin.net (www.drengin.net).
Now, regarding the second issue which is the death of Indie American
developers..
If American developers are going to have a hope of competing economically with eastern European develoeprs then they have to be allowed to sell the game directly -- electronically. Stardock made far FAR more revenue on Galactic Civilizations from direct sales than it did retail sales despite direct sales only representing <10% of the total sales. If it weren't for direct sales, we wouldn't be working on Galactic Civilizations II.
The Strategy Firsts and other similar publishers of the world can only
deliver 20k to 50k units at retail domestically (that's essentially their
distribution reach -- though in GalCiv's case, it got a huge spike thanks to MOO 3 and strong foreign distribution as well). If the developer is only making $6 to $7 per unit, that's not going to pay for a real game. But couple that with say 10,000 direct sales at $40 apiece and now you can pay for that development.
But if PC publishers stick to only thinking about traditional means of
selling and supporting games, then what's going to happen is that only the biggest PC games will be viable to develop. The cost of developing games, even smaller ones, continues to rise because the production values rise. And because of the low barrier of entry to consoles ($150 and you've got one, no messing with the latest Detonator drivers and DirectX) consoles will continue to take on a bigger market share as long as the PC publishers are going head to head with console games on the same ground.