التحميل بعد 20 ثانية
Video Game Costs Could Crash the Industry
Today, video games are more popular than either music or film, but just 30 years ago, they nearly ceased to exist.
Rapid console releases (like the Atari 7800 only two years after the maligned Atari 5200), subpar games (like E.T.
for the Atari 2600, most copies of which wound up in a New Mexico
landfill) and the fact that most people already owned all the consoles
and games they cared to, combined to nearly wipe gaming off the map.
Now, history may be poised to repeat itself.
Consoles today are more powerful than ever, and "AAA" video games (popular, mass-market titles, like Halo or Mass Effect)
are triumphs of visual, aural and narrative ingenuity. Publishers
command massive amounts of capital, and let developers play with tens of
millions of dollars to create the best player experience possible.
Paradoxically, gaming's titanic presence in the cultural and business spheres may prove to be its undoing.
On Tuesday, Yoichi Wada, CEO of Japanese publisher Square Enix, stepped down. The Final Fantasy publisher was poised to earn about $37 million for its 2012 releases. But now, it's likely to lose $138 million instead.
Such a cataclysmic loss might be understandable if Square Enix's
games were critically panned or sold poorly. Neither supposition is
true. Open-world crime game Sleeping Dogs, stealth assassination game Hitman: Absolution and the highly anticipated Tomb Raider reboot all sold spectacularly well, and received either warm or glowing praise from critics. Sleeping Dogs moved 1.75 million copies (almost unheard of for a new franchise), while Hitman and Tomb Raider moved about 3.5 million apiece.
Even so, a corporate presentation from Square Enix asserts that none of these major releases
met sales expectations, and now both their finances and their CEO are
going down. It doesn't take a game designer to know that when a critical
darling sells 3.5 million copies at $60 a pop and becomes a "failure,"
there is something seriously wrong with the way the industry is making
and marketing games.
"Dear game publishers: adjust your budgets and STOP chasing [Call of Duty] numbers," warns God of War designer David Jaffe on Twitter. "Not every album is 'Thriller', not every movie is Titanic. It's OK." For the record, the Call of Duty numbers he cites amount to more than $1 billion earned in 16 days.
The cost to develop a game can be enormous. Analyst group M2 research
estimated that the average AAA game in 2010 cost $28 million to make,
with flagship series like Call of Duty venturing into $50 million territory. Just 10 years ago, budgets hovered closer to the $5 million to $10 million range.
This money, for the most part, is funneled into enormous development
teams. Graphics account for a large part of this cost: modern, nearly
photorealistic visuals and silky animation require a small army of
artists. Programmers, level designers and producers have to make sure
the game runs properly, while writers and musicians need to work in
teams in order to make enough content to populate a believable, coherent
game world.
If you play through any Assassin's Creed title, be sure to have an episode of The Simpsons handy during the ending credits. They take roughly the same amount of time to watch.
SEE ALSO: 7 Revolutionary Mobile Games
Another culprit behind high development costs is the growing global
market for games. Simply translating a game's text is no longer good
enough: Gamers now expect full localization, which often includes costly
menu redesigns and expensive all-star voice casts. While North America,
Western Europe and Japan used to be the only sizable game markets, now
Latin America, Eastern Europe and the rest of Southeast Asia require
equal attention.
The situation becomes even worse when publishers spend AAA budgets on
commercial and critical flops. Electronic Arts (whose CEO also left
amid recent financial pressures) spent massive amounts of money
developing the preposterously named Medal of Honor: Warfighter. Lack of interest in the title from fans and the press left EA with a $45 million loss to account for in its last fiscal year.
Ironically, the enormous costs and high risks associated with big
publishers may leave independent and mid-size publishers in a much more
stable position as the next console generation dawns. The industry may
be headed for a crash, just like in 1983. However, gamers should also
remember that 1983 paved the way for 1985, when the Nintendo
Entertainment System released and changed everything for the better. A
similar watershed moment in gaming could be on the way.