Death to the Games Industry, Long live Games


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100% true. Back when I started learning computer programming, I dreamed of making videogames. At some point during my university years, it became quite clear that it wouldn't have been a good idea.

You can get hired by a big company, work twice the hours of your traditional IT job, get paid half as much, and have to develop Warcraft IV. Or work independantly, be unable to match (or even come close to) modern graphics, sell the game online because you can't get shelf space, and either win big (0.01% chance) or starve (99.99% chance). That's not a choice, that's a threat!

But check out the article that follows the one linked. It looks like there is some hope. Still far too risky, but interesting nonetheless.
 

I'm no expert in computer games (far from it) but it sounds like the computer games industry is suffering from the same ailment that's afflicting much of our consumer culture: glitz over substance.

It's true in the apparel industry and in food. Instead of learning what quality is for themselves, consumers are increasingly accepting what marketers tell them - and paying for it. The marketing guys, in turn, are taking the boosted margins to fund increasing levels of misinformation, perpetuation the cycle.

Sadly, the situation isn't likely to change anytime soon.
 

without getting into a political discussion - glitz over substance is one extension of a mass production society, i.e. mass production requires mass consumption so it follows that raising the bar in games (creating mass production) will require a mass of consumers to follow on and buy everything they can (creating mass consumption) for an example look at the EA Madden football games. You could say the d20 was a move toward this kind of mass production system, but with some resurgences in third party systems (Ars Magica, WHFRPG) and even crippleware OGL games it did not acheive this in the hobby RPG industry.

Very interesting article, thanks for posting the link...
 

Part of the problem in this industry compared with other entertainment industries is the technologic issues. Books obviously don't need technology to use them. Movies and music have standard formats. Make a CD, it works on anybody's CD player whether they bought it 10 years ago or yesterday.

Game platforms, on the other hand, do not have a standard format. PlayStation games won't play on XBox or GameCube, a PC or a Mac and vice versa. Developers have to either limit which system they develop the game for, or license and write code for each individual system. For small developers, multi-platform licensing and development costs are likely prohibitive, but limiting themselves to one platform obviously limits the audience. And then there is the issue of technology improvements that the article addresses.

As for glitz over substance, only the consumer can put a stop to it. As long as people continue to purchase the trash that is out there, companies will continue to make it and market it so that the people don't realize it is in fact trash.
 

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