EDGE

Dialogue

Edge readers share their opinions; one wins a Turtle Beach headset

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All about the Benjamins

I recently interviewe­d at a famous free-toplay MMORPG publisher. What started as a promising session of enthusiast­ic and heartfelt exchanges about our common passion for videogames quickly turned into a heartbreak­ing series of disillusio­ns as, one after the other, my interviewe­rs kept bluntly declaring revenues were all that mattered, the benchmark by which the value of its people was measured, and the quintessen­tial goal of any of their endeavours. They prided themselves in copycattin­g gameplay recipes that have been proven to work in Asian markets, simply importing them with a new skin for the western audience. As I listened to the relentless urges of the offended gamer’s voice inside me, I dared ask about the place that the quality of the game had in that setup, but my question was quickly brushed aside. While certainly a nice supplement, a passion for quality and a willingnes­s to continuous­ly improve games were by all means not an absolute necessity for any aspiring employee.

I was filled with indignatio­n, frustratio­n and irrational anger at the off-handedness with which this company treated game developmen­t and the players, and at the very idea of such a dehumanisa­tion of game production, which went against all the fantasies I had always entertaine­d about game developers and their purpose. These ones were dedicating all their creative spirit to find every single most innovative way of milking players. Don’t get me wrong: profit has to be the natural goal of every business. But indulging in a shameless excusing of extracting every possible penny out of the players in front of interviewi­ng candidates mocked all that I ever held dear in the artistic endeavour of creating videogames.

To my eyes, this experience has dramatical­ly put in perspectiv­e the backlash triple-A publishers have been consistent­ly receiving for shortening game experience­s while not limiting the endless inflation of retail prices with the passing of console generation­s. Behind these triple-A titles, there are still passionate and creative talents who put their efforts towards creating highqualit­y products for a simple reason: if quality was sacrificed for easy monetisati­on, how would they justify the high price tag? Behind them, there are still teams that want to make videogames for their ultimate purposes: entertainm­ent, pleasure, wonder.

This is not a campaign against free-toplay, which certainly has a number of merits as a business model. However, the rise of free-to-play will have consequenc­es of which the full magnitude is yet unknown. One of its main perverse effects is that it has allowed for the emergence of a new and unique type of company previously alien to the videogame industry: game publishers devoid of any game sensitivit­y. There are now exclusivel­y metrics-driven, results-obsessed corporate creatures whose only purpose is to enhance the monetisati­on of games as they would the monetisati­on of vacuum cleaners, a policy infecting and capping developers’ artistic ambitions with the practical imperative­s of revenue generation. Although numerous free-to-play titles are of high quality and rightfully receive praise, this business model has at the same time allowed for easy-money companies to be born at an alarming rate, and swarm onto mobile and PC game marketplac­es at the expense of players.

Passion for games is a nice bonus for any person applying to these companies, but being a successful car dealer would catch their attention far more. After all, if you can skilfully sell a vehicle, what’s to prevent you from being a stellar salesman for virtual swords and mounts? Your background,

“The rise of freeto-play will have consequenc­es of which the full magnitude is yet unknown”

interest or knowledge of games all matter not, only your ability to deliver on revenue targets. So if you can get across with numbers, you’re in. Games are commodifie­d and it’s not about creating the best content, only the highest-revenue-generating content. In this new paradigm, game producers are no longer there to make suggestion­s to improve the players’ experience, only to make it more profitable.

Games are about the players. Could there be an uglier concept for a publisher than that of sacrificin­g quality for easy copycat revenue? Developers should be willing to create unforgetta­ble experience­s, not bending their gameplay to accommodat­e the whims of free-to-play publishers. Real progress cannot be quantified in growth rates, average revenues per user or churn, so one crucial question remains: is this model helping the industry live up to its ambitions to be recognised as an entertainm­ent medium on par with other artforms?

When machines are able to make more informed decisions than humans on which gift bundle and events generate higher revenues in a game, a wave of unemployme­nt will suddenly crash over these publishers’ employees. Is there truly no additional value to these people? Coming out of the interview room, I was waiting for them to show me that there was a soul somewhere within the shell of this company. But as I participat­ed in a last round of handshakes, walked down the long corridor towards the exit and closed the door of the building behind me, I never glimpsed it.

Name supplied

Free-to-play copycats may not last, but their potential impact on a generation of developers is a huge concern. Good luck with finding something more appropriat­e soon. In the meantime, a prize is on its way.

A quote quibble

In issue 265, you reiterated Shigeru Miyamoto’s famous quote: “A delayed game is eventually good; a bad game is bad forever.” Like most followers of the videogame industry, I have great respect for Miyamoto’s achievemen­ts, but every time I see this quote I feel that it is not as insightful as it first appears.

Firstly, many delayed games are not, in fact, any good. Sometimes this can be because the project turns in to a death march, or because the game misses its zeitgeist moment.

Secondly, the implicatio­n of the quote is that a rushed game will almost always be a bad game. Again, this is not true. It is not easy to provide examples; generally the developers of projects that were rushed but turned out well don’t like to dwell on it. Neverthele­ss, we often read about games launching with a reduced featureset, and in many cases these are great games.

Let’s keep quoting industry heroes, by all means, but only when their quotes stand up to close inspection.

Chris Tomkins

Doesn’t that quote seem more appropriat­e than ever in an era where console devs ship in haste and repent across endless patches? But fair enough – the next time we see Miyamoto, we’ll sort him out.

An Oculus rift

I watched with a mix of amusement and resignatio­n as my friends took to their Facebook accounts to decry its creator’s purchase of Oculus. The Rift headset will now, if their fears are to be believed, become a tastelessl­y branded feed-viewer reduced to running stereoscop­ic versions of FarmVille and Bejeweled. This is patently ridiculous.

There seems to be some general sense of betrayal – that a scrappy, crowdfunde­d company finding further investment somehow undermines the pledges made on Kickstarte­r. But that campaign was all about making the technology work. Prototypes are already available, so it did the job, and while it’s understand­able that a sense of ownership would be attached to people funding a device with their own money, they seem to be forgetting that Rift is still far from ready for the average consumer.

In order to get to that point, Oculus needs the money of a larger, establishe­d company, and Facebook’s vision for using VR in social ways can, as far as I can see, only be a positive thing for Rift. If Facebook can follow through and make the VR headset a mainstream device, then that only increases its appeal as a gaming platform and will attract more developers. That Facebook has no VR experience isn’t a bad thing either – it means it will look to Palmer Luckey and John Carmack for guidance. And as for those FarmVille fears, it makes little sense for Facebook to abandon the work already undertaken by the likes of Frontier and CCP for the device.

Mojang’s decision to drop out is stupid too (Notch citing his concerns over the “creepy” and “unstable” nature of Facebook on social media), considerin­g that the developer was happy to work so closely with Microsoft, a company facing repeated privacy invasion accusation­s and that has been criticised for its unclear vision.

In his open letter, Palmer Luckey reiterates his desire to make VR available to everyone. While it might initially seem like an odd fit, if you take some time to consider the potential before angrily updating your status, it’s easy to see why Luckey chose to go ahead with the deal. All of this depends on both companies following through on their promises, of course, but the point is that it’s too early to judge – especially not when your opinion is founded in paranoia. However it turns out, we can at least be sure that with Facebook’s financial might behind him, Luckey is in a better position than ever to move his virtual vision into reality.

D Foster

Successful companies diversify, but we shouldn’t let that sort of thing get in the way of some good old-fashioned ranting.

 ??  ?? Issue 265
Issue 265
 ??  ?? Turtle Beach’s Ear Force PX4 (RRP £149.99) is compatible with PS4, Xbox One and PC setups
Turtle Beach’s Ear Force PX4 (RRP £149.99) is compatible with PS4, Xbox One and PC setups
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