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What do you see as the future landscape of games? Five years ago, it was pretty straightforward -- you had publishers funding things, then those games came out on consoles or PC, and that was pretty much the way you did it. But that top-down model doesn't work so well anymore, and it's much more bottom-up but with a threshold. Because we have all these great technologies, but if Apple takes a chunk, Unity takes a chunk, your other middleware all take a little piece, that limits your success in a different way. So with that in mind, what do you see kind of like the development map of the next five to ten years to be?
BC: I think, and the other cost that you missed there -- which is vital and is invisible to people that don't realize it -- is acquisition cost, where you have to pay companies for users, right? And the majority of the games that do well on Facebook, on mobile, have had their users acquired by on a cash basis, where that installation costs you X amount of dollars.
I think that we will, if I think about how the industry was structured in the '90s and early 2000s I think we'll have something similar, where there will be lots of independent developers and of a medium size of like 20 to 30 people. And their route to the consumer is basically curated by some platform companies, medium-sized platform companies, and these will be companies like Facebook, like GREE, like DeNA, like Valve, right?
And then sitting on top of that you're going to have these big, kind of powerful, conglomerated companies like Apple and Google and Tencent. In recent years the console business became very much about exclusivity, first-party games in a kind of vertically integrated business, right? Where you make the software, it runs on the hardware and it goes all the way up to the top and it's all complete in the end by Microsoft or Sony, so that's like Naughty Dog or Bungie or whatever. And then things will spread out again, and they'll probably end up being vertical again at some point in the future.
But I think the next five to ten years will be these Mojangs and Halfbricks, these companies will expand to be 20, 30, 40 people. And they will do deals around distribution with social networks or digital distribution organizations, and then they'll be running their hardware on these high-end devices.
So it's much more like you'd have a Lionhead and then you would have an EA, you know, you'd have a small developer and then you'd have an EA-style publisher, and then you'd have Microsoft as a hardware manufacturer, kind of '90s, 2000s model. That's kind of how I see things. That was kind of a fun time to be working on games, I think, and there was a lot more freedom of experimentation, and less autocratic rule from the top down than there is nowadays in the console business.
 Scattered Entertainment's The Drowning
It has been interesting watching these older companies trying to turn around. And EA has tried really, really hard by buying up these companies and doing these things to try to get into the digital space, but they've had to spend a lot of money to do it, and it's not yet very profitable for them.
How long do you think that kind of publisher is going to exist in the world? Personally, I feel that their relevance is decreasing rapidly, as their value add is really being boiled down just to money now. If console goes away, their value add of quality assurance and doing all the TRC stuff is going to be diminished, and it's really just going to come down to money and marketing. What do you make of all that?
BC: When I was at EA, the public view -- and it was also used internally -- was that they would transform EA from a packaged goods business into a digital business, and they would always talk about higher margins on digital. And for me that was never really going to be viable, I don't think, just because of that cost of transformation. For me, the best case for a company like EA is just to survive it, at the moment. And you look at how the traditional revenues are declining and digital is increasing, but the top-line revenue is basically staying static.
I mean that's not a profit growth, right? The digital side of the business has outpaced the packaged goods decline in order for them to get growth out of it. I think EA are in the best place of all the traditional publishers to survive, but we're not talking about big players. I don't think that any of the indie publishers at the moment will be big players in 10 years' time; I think there will be either companies that have just emerged or whom haven't been founded yet. Ubisoft, I think are in a really dangerous position, and Take-Two are in a dangerous position, THQ obviously aren't going to be around for much longer I don't think. [Ed. Note: this interview was conducted immediately prior to the ultimate shutdown of THQ.]
Sega also.
BC: Yep.
Well, most of the traditional Japanese game publishing business has decreased.
BC: Yeah. I mean, what we see are the smart Japanese companies like Square Enix are actually generating most of their growth from partnerships with companies like GREE and DeNA, actually, in the mobile space where they take their IP; Final Fantasy Brigade would be a good example of a game from Square Enix which has been successful.
But again, it's that transformation. The first order of business is to maintain your revenues, and then after that you can start to think about growth. But you know, the cost, just getting EA to whatever it is now -- 20, 30 percent digital revenues -- is sort of a cost in that growth; it's extremely expensive.
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And I bring BFH up because Ben Cousins was a lead designer on that.
That's exactly what I say to our team all the time.
"Sure, there's that precision potentially, but with touch you necessarily have to block what you're doing -- you have to get in your own way."
Like in all console FPS and TPS titles that obscure half the 60 fov screen with ADS or the character's backs.
Really? This is the future of monetization this F2P visionary sees as the way forward?
It doesn't come through in the text of the interview, but I sort of get the impression there was an awkward silence after Brandon's comment there :)
Honestly this whole frustration based Free 2 Play thing irks me. I can't really articulate why exactly, but something about it just seems wrong and a bit scummy.
Sup Rob. Because without that inconvenience of a grind you have a boring game. If you can get everything you want there is no tension, no struggle, no fun, no game. Its like being full and showered with candy. So you need to stagger the game and pace out the candy rewards... the unlocks, the attaboys, the new features. As soon as you add F2P to it, this appears arbitrary deliberate design decision to enhance profit. If you make it premium it appears a genius design decision to enhance the flow.
This is what I struggle with in the case of Ridiculous Fishing, for all intents its the perfect free to play game design. It even borrows what appears to be freemium consumables such as the 'head start' but puts it in the context of a premium game. To me that game could retain all of its game design decisions but equally exist as a F2P game. However I think the perception of the games deliberate grinding aspects would suddenly appear a bit more nefarious. You could make this 'grind' easier if you could pay money to unlock the infinite fishing line straight away, and thus the game is deliberately slowing your progress with a paywall.
I think you're confusing grind with challenge. All games should have some level of challenge, but it's only considered to be 'grind' when you're being asked to repeat the same tasks over and over before the game will allow you to 'continue', whatever that means in the context of your game. In a typical JRPG for example, most of the combat is roughly the same task, being repeated over the course of 20+ hours. This is not considered grinding by itself though. When people consider it to be a grind is either when too many similar battles are strung together in a row without advancing the plot, or when a really tough boss is thrown at you, forcing you to seek out random battles just to 'level up'. Grind is not just repeating gameplay, grind is repeating gameplay to the point where people feel like the only reason they're doing it is to make the game last longer.
I've been playing Ridiculous Fishing too, and one of the things I like about it (other than just that the core elements are fun) is that you always seem to be one or two games away from unlocking something new. Sure you could have made this freemium, but if people can always get something new with one or two more games (and there are no consumables that I can see), then why would anyone spend money on it? This is essentially what happened to Punch Quest. They released a good game into the world, with an ingame store, but balanced in such a way that you were unlocking content at a rate that nobody found annoying. So they never had a reason to buy coins. The same thing would happen if Ridiculous Fishing were freemium too, unless, like Mr Cousin's suggests, they were to balance it differently in order to be able to monetise speeding it up. And by different, I obviously mean worse. Less enjoyable.
My point is largely that developers have control over the rate of progress and its required to slow this rate down. If its freemium this rate tends to be viewed cynically as a way to force a sale, if it's premium then its accepted 'as the game'.
Punch Quest is a great example that's almost self consciously free. Its rate of unlock was at the point it didn't give me a chance to fully master or understand each new ability before being given another one. That's a problem that exists regardless of monetization. To label that as 'the reason' it didn't sell well is probably ignoring a few other factors.
A counter example is JPJR, designed as premium and switched to freemium without altering the game unlock structure to force more sales (as far as i know?), and still sits in the top 200 grossing of most territories. There are not many success stories like that, but to say you need to shove a spanner in a game to make freemium work is not correct.
I'm really confused about this one. Why exactly are premium game developers required to slow the rate of progress down? The only time I can imagine this being true is if they didn't have the content required to fill the duration of time they wanted people to play their game, but even then it's a choice, and not one that many players would thank them for. Perhaps I'm wrong, but I don't recall ever reading a review where the writer said "I'm glad that game really dragged on so that it lasted 12 hours instead of 8".
There may have been other factors in Punch Quest's story, but I'm basing my comments on their own words:
http://penny-arcade.com/report/article/when-a-huge-audience-isnt-e nough-how-punc
h-quest-tweaked-an-economy-into-pr
Everything in there suggests that the real solution to their monetisation problems was to drastically increase the price of the early items, making for more repetition without new content, and hence more of a grind.
Jetpack Joyride is an interesting case. I don't know if they changed the economy, but they did add many new expensive items, in addition to having a 90 metacritic score, a million paid downloads and tens of millions of free downloads. I'm also pretty sure the amount of time you'd have to play it to unlock everything would be far greater than Ridiculous Fishing, based on what I've seen thus far, so the comparison isn't a great one. If you're trying to claim that the kind of game that can get great reviews and a million paid downloads doesn't have to be as much of a grind as one that can't, then I'm not going to argue.
I don't think it is viewed more negatively if it is free. Probably the opposite actually.
Who wants to pay a lot for a game that is padded with lots of grinding? You can forgive it if the game is free.
Plenty of folks complained that WoW was too much of a grind, for example.
So you are not enveloped by every level, ability, weapon, puzzle, and piece of content at once.
But then your comment makes no concession to the idea of good or bad pacing, the idea that new content can be delivered at different rates, and the reality that if you're selling the ability to speed up this delivery rate, then by definition you have an incentive to make it slower than you otherwise would.
I don't think it's being all that cynical to recognise that incentive, especially when so many of the most successful social/freemium games are explicitly based on real-world waiting periods.
If you think about it, the spring-loaded joystick is more realistic than point and shoot. In real life, you would have to drag your sights across the field to focus on your target. Your wouldn't just shoot on point from where your eyes are looking. You have to physically drag your weapon so that your arms meet your gaze, and then you shoot. Also, if you were to slow your head and eyes down, you would see that they drag from Point A to Point B, and not jump from Point A to Point B, i.e. touching the screen and your character suddenly focuses on that point, without taking the road from Point A (where the camera was looking) to point B (where the camera is now looking).
So is Cousins correct about his point of precision? Absolutely, but the reality factor kicks in, which is a major factor in getting gamers to relate to their character and immerse themselves into the game.
Ultimately, I think in-game adverts will prevail and it's probably the best solution. I don't mean a pop up mid game, I mean within a game, a billboard that's running an advert - or in a racing game, the bridge has an advert on etc etc etc - advert space assigned in game and dynamically loaded according to who's paid for a slot. It needs to be done right still, I mean a billboard advertising washing up powder as you walk into Orgrimmar might impact the immersion somewhat :)