They say “Jump”. I say “I was right!”

Jump is a brand new monthly subscription service for playing a curated selection of indie games. “Think of it like Netflix” says company chief Anthony Palma. It will support PC, Mac, and Linux games, as well as Oculus Rift and HTC Vive VR titles.

In March I wrote about this very topic. So I get to say “I was right”. It wasn’t a radical guess or anything, but my fridge is all out of humble pie so I’m going to take that prediction as a win.

Well, is it a win though? Wasn’t I arguing that this would bring on the end times… or something? Well, sort of. I invite you to read that article, and its follow-up in April on potential Alternate Payment Models of the future. To summarise, change is inevitable, so fighting the tide is ultimately fruitless, but the direction we appear to be heading is to devalue games to the point where they’re not worth making any more, and only the most generic, risk-free games will be invested in and made in future. That is worth resisting.

Tell us about Jump

Okay so there are a few things I like about Jump.

1. Its price and revenue share

Your one monthly payment of $10 gets you access to everything on the platform. It’s a little more expensive than Netflix, and I like this. Games are pricier than movies and TV shows already. However, games are constantly going on sale and approaching worthlessness. Jump itself might make games worth even less, true, but that’s happening anyway and at least they’re not racing Netflix to the bottom. $10 is a respectable fee. I’d pay it.

One of my key complaints about Spotify in that blog was that artists apparently get a terrible share of revenue. I might be wrong, but I think it’s a predatory percentage share of the revenue that Spotify take, and if I am wrong, it’s still a worthless payout that most artists actually get.

Jump are taking a 30% cut and leaving 70% to the developers. I like this. Either they’re nervous about how they’ll be perceived and accepted, and by extension their success, or more likely they’re just happy to maintain the status quo. Steam take 30% of the cut on all game sales on the platform; why should Jump go lower? Good that they’re not going higher either. 

So 70% of all membership fees go to the developers, according to how muchtime players have spent on their game. This means that if players just try out your short game and (if it were on Steam) would have just refunded it, you still get paid.

2. It’s a meritocracy

Just to drag that last point out, if your game is better and gets played more, you get paid more. The hidden danger with this is that it might encourage developers to make the game artificially longer, by having excess grinding or backtracking, just to run up the minutes spent, and thus the pay-out. In the same way that Free-To-Play models negatively affect game design, so too might this. However, it’s counterbalanced by two things. Firstly, people said the same about games needing to be particularly engaging and polished in the first two hours after Steam brought in refunds, and I haven’t really noticed much change being reported on there. Secondly…

3. It’s curated

Jump will launch with 60-100 games and add 10-12 more each month. It is not going to be an open platform. Apparently, only games of a certain quality and popularity will be allowed on. This solves Steam’s major problem of discoverability and quality, but only for a select few.

You can be sure that the platform will be inundated with requests for access from developers. Maybe we’ve come full-circle, back to before Steam launched Greenlight and opened the flood gates. This is good for developers who get on the platform, but bad for those who can’t. It is pretty good for consumers though, which will be essential to the adoption of this platform.

You also don’t disappear just because your game is a few months old. In their algorithm, older games get jumped back up to the top of the discoverability queue periodically.

How do they pick the games that make it on the platform? Apparently they’re looking at 3 things. Critical response, peer response, and market response. Basically, are there good reviews, any awards, or good sales? Apparently having one of these things is enough for consideration, with two or three being better. I would guess that the vast majority of games will have either none, or all three. Good reviews lead to good sales and awards often follow (or precede, like getting Best In Show at EGX or PAX).

4. It’s just for indies

On Jump, a user is there to play indie games. They pay for that, so you can be sure they’re there for you, and maybe less interested in what EA are doing over on their subscription service. It’s great that a user here isn’t choosing between the newest AAA launch and your indie darling, as they would be doing over on Steam. It really is somewhere that indie games have a chance to shine, and this is one of the big fears that I brought up in the March blog, originally.

5. It’s not exclusive

Being on Jump doesn’t mean you can’t also sell elsewhere, which is great for fans who want to have their own copy of a game, and great for devs who’d still like the option of trying to win big on Steam. It’s been stated that a developer can launch on Steam and then come to Jump after six months if they wish, when they’re starting to see sales really die off. Good for devs. I like.

However, if you got lukewarm reviews and didn’t sell, you may not have the option to get on Jump anyway.

6. It’s an online service

I’m actually not sure if I like or dislike this, but I’ll leave it in this group, anyway. There is no download and install of the games. That’s a big plus if you’ve a slow connection, and great if you want to try out a game immediately. But it’s not a streaming service either (where the game runs on a server somewhere else and you get sent the results to your device) which can also have latency issues, especially with slow or unreliable connections.

Instead, it pulls enough of  the game down from the servers within about 20 seconds, that you can start running it locally, but without storing it locally or constantly checking in with the server. It’s not a Unity-exclusive platform, but if you’re familiar with Unity’s Web GL builds – that.

 That's an impressive looking group of advisors
That’s an impressive looking group of advisors

But there is one thing I really don’t like.

Unity WebGL

WebGL is the future, but speaking as a developer I’ve still found it to only suck hard! I did a blog (now partly outdated) about migrating older Unity projects into WebGL-friendly formats and getting around certain inexplicable bugs people were having.

Many improvements have been made since, but even still, the last time I tried to put Sons of Sol into a WebGL build (last week), it wouldn’t even build, let alone run. I do believe that it’s due to having XInputDotNet stuff in there, which I use to make the controllers vibrate, but how can it be that this futuristic platform doesn’t support vibration?

Actually, Unity doesn’t support vibration in controllers normally, anyway. Sort it out, already, please!

In addition, all the old Unity Web Player (since deprecated in all major browsers) games that I’d updated to WebGL and replaced on this website have since broken. I discovered this yesterday. I don’t know how long they were out for. I monitor game news and Unity blogs for updates on this sort of thing. It’s possible I missed it, but I was unaware of any newer Chrome, Firefox, or Unity updates that should have broken these once-painstakingly-fixed game builds. I’ve had to remove them or provide only PC builds for download on the site. It’s very frustrating to try and keep up with.

I’ve just found WebGL to be a nightmare so far, though I know it works for some people with no problems, so your mileage may vary. A developer will have to get their game working in this format, with a reportedly simple Jump plugin, to get on the platform. I’ve actually no idea if Sons of Sol will ever get on the problem. At one stage I made myself a WebGL expert and still couldn’t get that game to work on it, though there is a lot more going on in Sons of Sol’s code than there is in the other game jam games that I fixed.

My message to any devs is this: “If you think you’d like to get on Jump, test today if your game actually works on WebGL. If it does, keeping testing it regularly. If not, good luck to you”.

Other Thoughts

This will be a very interesting one to watch. I would like to see everything remain as it was a few years ago, with people paying for games they wanted, and games holding value enough for serious, dedicated developers to actually approach game development as a business. But the only constant is change, as they say, and this is the way the winds are blowing. Given that, I think Jump is looking like a fairly benevolent new force in the marketplace.

I’m actually unsure if a drop in your wifi would boot you out of your game. I don’t think WebGL would, but maybe Jump’s proprietary software might. I don’t think so because they seem to be fairly measured in a lot of their decisions so far, and an always-on connection would be a deal breaker for a lot of people. Having to log into the site at the start of your game session each time isn’t much better though.

How frustrating is it those times when your router goes down and you realise that you’ve suddenly nothing to watch, listen to, or play, because you can’t get onto the servers to start a movie, album, or game? I do like to own copies of the things I want to use.

Or what if you lose a job and all of a sudden you’ve all the time you want to play and watch everything you couldn’t before, only to realise that you’ve to cancel all your subscriptions and you don’t own hard copies of anything any more because it’s [current year argument].

I would like to see the option to download locally and play without internet access during the month of your membership. I just don’t know how that’s going to turn out.

It’s telling, however, that I currently feel like I would probably subscribe to the service, and that I would want my own game on it. As a consumer and a developer, I’m cautiously optimistic about Jump.

Let’s see how it goes. What do you guys think about it? Do please let me know in the comments.

Jump is currently in Beta and launches in “late Summer 2017”.

So, until next time…

Spotify, Netflix, and Games

Before I start, I just want to thank everyone who read last month’s blog and voted for Sons of Sol on Greenlight. We got through on March 16th and are very appreciative of the support.

So with doing Greenlight recently, setting up our preorders, applying for competitions, funds, chatting with publishers, and doing some general reading of material from entrepreneurs like Daniel Priestly, Mike Dillard, and Richard Branson, something that’s been on my mind a lot is exactly how we’ll sell our game. How can we stand out in such an oversaturated marketplace and is there any way we can think laterally to avoid simply joining the race to the bottom that games are currently suffering price-wise.

When a market is over-saturated you need to innovate to stand out, after all, yet we don’t see an awful lot of that, and I can’t think of any particularly encouraging examples.

That said, we’ve nevertheless been assuming a traditional approach with Sons of Sol so far. I priced our preorders on this site at €5 marked down from an estimated final price of €15 or €20 (and showed this info). Anyone I’ve spoken to is pretty much of the opinion (and so am I) that we need to be on Steam and selling for €15-20. 

However, as I wrote about in December’s blog ‘AAA-pocalypse?‘ I’m very conscious of the nosedive that the industry is taking regarding the value of games, and I’ve been doing a lot of thinking on the problem. After all, I don’t want to come to a place where I can toil away for years making a quality product that can’t pay me a decent wage for the time I put in. Indeed, that’s where a lot of indie devs and even AAA studios find themselves more and more, but there is still money to be made if you do everything right and have a little luck (getting into games isn’t the most sound business decision you could ever make, but you can make the best of it).

Squeezing out variety and fostering homogeneity

While there is still money to be made from games, I worry about the direction it’s taking. As we see with Netflix for TV/movies and Spotify for music, people are all too willing to forego ownership of a relatively expensive copy of some entertainment product in favour of unlimited access to far more titles as long as they keep paying a small fee.

I think this has been disastrous for the music industry. While digital distribution and the rise of piracy hit the music industry hard, it’s virtually impossible to make any money as a new artist since Spotify came along, no matter your talent. I can’t think of a single music venue in Dublin that actually pays a band to play nowadays (excluding traditional Irish music). Instead, you now have to pay the venue to play. 
If you want to be a big music success, you almost have to go through some trite reality TV contest where a couple of moguls take all the money and tell you what to sing.

At the risk of sounding old and cranky; music (on radio and TV at least) all sounds ‘the same’ to me now. The only interesting stuff seems to come from acts that established themselves 10 or more years ago and are still going. Record labels won’t take a risk on the unknown and so they’ve distilled pop music down to a succinct money making formula. At the moment, the only new music I’m really interested in is games music, and I come from strong music background before I got into games.

 Click to listen to the EP 'Conversations' by Ódú. Consider buying :)
Click to listen to the EP ‘Conversations’ by Ódú. Consider buying 🙂

A quick aside: While you’re reading, have a listen to my incredibly talented friend Ódú, who doesn’t gig very often and doesn’t get radio play because she can’t afford to! Talent doesn’t get paid any more. It pays. We’re living in the upside down. 🙁

Almost all new bands you hear are hobbyists, because nobody will pay them to actually hone their craft. Therefore they’re not as polished and practised as they could be, and can’t get their music out there because the radio only plays the same few identical chart toppers.

The same for games?

We can see the games industry beginning to turn perilously towards a Spotify-style model with EA Access, Humble Monthly, and Xbox and Playstation’s online services also giving you a collection of free games each month in return for a flat fee.
It seems like they’re trying the Netflix/Spotify model on for size.

Thankfully, the games industry is enough of an oligopoly (a small number of large companies, rather than one big monopoly) that while EA, Ubisoft, Sony, Microsoft, etc are all pulling in different directions we won’t likely see one service like Spotify scooping up all of the games. If that were to happen some day you can be sure that we’d lose the amazing variety of games that we have nowadays. 

Imagine the amount of talented indie developers already who learn so much by making one game, but it flops, and they can’t afford to bring their experience to bear on a second title so they go get “a real job”. We might have one good game out there because they made it on their savings with the hopes of turning a profit, but we’ll never have another, better game. The talent has moved on to some office cubicle somewhere, never to emerge again.

Now imagine that at the outset, they knew their game would only net them a few hundred dollars at most, and that virtually nobody would ever own it, because it was only available on a subscription service and netted only a couple of cents per play. Would even that one game still get made? Probably not.

Steam already feels a bit like this since Greenlight opened in 2012, and I don’t think that Steam Direct will change the situation all that much, personally. But imagine if Steam were to offer you access to all games on the site for just $12 a month. Would you do it? You probably would. Personally I like to own a copy of my game that doesn’t need to be verified and that I can play in 10 years if I so choose, but it’d become a more expensive way to go, for sure. By the way, I don’t have a Spotify account and still buy music I like.. I just don’t really like any any more :P.

Games take a lot longer and cost a lot more to make than a music EP, but there are a lot of similarities between both industries. Music and games are both substitute leisure goods. Generally, if one game or artist is too expensive, you’ll just buy a cheaper one. There is a huge amount of choice, so artists have very little power, and the value placed on their work only ever goes down.

Exceptions

There are exceptions, of course. Jonathan Blow made a name for himself with Braid, so when The Witness came along in January 2016, he decided that his reputation could demand a higher price for his game, and he set it at $40 instead of a more ‘normal’ $20 for an indie game, in order to fight the downward trend in indie game pricing. In his case, it worked out. That said, just over a year later, it’s the lead game in next month’s Humble Monthly bundle, so you can get it (and several other games) for just $12, so the higher price was very short-lived.

Titans of the industry EVE online and World of Warcraft, both going for over 10 years, used to command monthly subscriptions from all players, but have since introduced Free To Play elements, up to a certain level cap. This is to help combat a dwindling player base, which makes sense in games that old, but newer subscription-based games haven’t really taken their place. They’re just “too expensive”. Or at least, they are seen to be by an entire generation of gamers that expect everything for free or close to it.

The near future

Some say that we’re heading for another games industry crash. We’re not. It’s a $100bn industry that isn’t reliant on physical distribution any more. Games can be produced and distributed cheaply, which wasn’t the case the last time the industry crashed.

However, we are going to see some major shifts and a lot of big companies (not to mention thousands of smaller ones) will likely go out of business. Monopolies aren’t good for anyone so I really hope we don’t see a single Netflix-style company taking over. We won’t any time soon because there are a lot of powerful companies in the ring who would have to go under or be bought out first, but in 10 years, who knows. Nokia was the leading name in mobile phones just a decade ago. Times change, fast!

Games have one advantage over music, at least. They demand your full attention. They’re entire other worlds that you can immerse yourself in. Players therefore are usually quite discerning about what they buy. It’s not just background music. While games are substitute goods to a degree, there are huge numbers of gamers who play one game and nothing else (League of Legends, World of Warcraft, Starcraft 2, etc), so they’ll cooperate with whatever payment model that game uses and other models won’t really affect them.

Spotify managed to seize most of the music market very quickly, and only certain gigantic artists such as Taylor Swift or Prince had the power to turn them down for their tiny commissions and continue to make a living from their existing fan bases. I can see that while EA might be happy to shift everyone over to EA Access, Blizzard won’t feel the need to do the same because their players are very loyal and tend to play their games for years or decades, rather than just a few months. 

Right now there’s too much money to be made and too many ways of making it for any one payment method to come out on top just yet, but it’s going to be a very disruptive few years to come.

Adapt, Engage, Survive

Well, at least EA are experimenting; taking their 2007 hit Crysis‘ tagline to heart. So are other big publishers, though usually by just overcharging for Season Passes and adding microtransactions. 

Regarding the EA Access approach, I just don’t happen to think that a subscription service model will be good for developers, or for consumers who want variety in their games. Not in the long run. As a gamer I’d much rather pay more and value a game, than suffer the choice paralysis and actual stress that comes from playing a game when you know you have fifty more lined up to play that month. I already have this just from Steam Summer and Winter sale purchases that I haven’t gotten to yet! I don’t need more choice, frankly. And as a dev, I’d also like to think that my efforts will be worth money to somebody when all is said and done. 

That said, times are changing. Companies big and small should reconsider just how long the $20-$60 premium pricing models (and others) will be viable in the face of never ending sales, bundles, and subscription offers.

Wrapping up

I wanted to get into some alternatives today but this preface has already turned into its own thing so I’ll leave that for a follow-up post.

What do you think of all this? I’d love to hear your thoughts on what you like as consumers, and where you think the industry is headed. Comment below, and consider signing up for the newsletter to be emailed when the next blog is posted.

Until next time…

AAA-pocalypse?

How can one blogger adequately sum up 2016, and what even to write about?..

 Modern warfare was remastered this year, but only available with infinite warfare pre-orders. So it seems nobody owns it..
Modern warfare was remastered this year, but only available with infinite warfare pre-orders. So it seems nobody owns it..

A ‘memorable’ year

While 2016 has been a harrowing year for most (who survived), it’s actually been probably the best in recent years for gamers. We saw the long-awaited releases of Final Fantasy XV and The Last Guardian. Hideo Kojima’s new studio teased something in Death Stranding that looks as inaccessibly nonsensical and impossibly crazy as anyone could have hoped for. Overwatch has delighted millions. Battlefield 1 and Titanfall 2 were great offerings, and even the less popular COD: Infinite Warfare was, I found, trying new things in the single player. Doom blew everyone away with a spectacular 20 hour single player campaign of the kind that shooter fans had been starved for. My new favourite game, XCOM 2 (sequel to my old favourite game) was released early in the year. I lost several weeks of productive work to it, but it steeled me for the year ahead, teaching me how to deal with loss and what to do when everything turns to shit (hint: keep fighting!).

On the indie games front we’ve seen incredible successes and a more mainstream acceptance of these games as a result. Games of note include That Dragon, Cancer, SuperHot, Stardew Valley, Owlboy, Firewatch, Inside, Abzu, and dozens upon dozens of others.

I’d planned to do a game of the year article this month, but the sheer volume of quality games made this impossible. One problem was that I couldn’t play them all. Another was that, after increasing my efforts during the Holiday break and playing all the main shooters, there were then just too many to talk about! (In short, Doom is the best single player shooter, I largely liked Battlefield 1’s single player and multiplayer, Titanfall 2 does have a great campaign, and Overwatch is probably where to go if multiplayer is your only interest, though it isn’t for me). In my book it’s a good gaming year when there’s too many titles for one writer to approach even a best shooter or best indie game list.

So, what to write about then?

Well, I recall that as we entered 2016, there was still talk of the Indiepocalypse – 2015’s hot topic. It was still on everyone’s lips (either seriously or derisively) for the first half of the year. Talk of it then petered out as people accepted that game dev would always be hard, and you just have to commit, build a game worth building, plan wisely, reach your audience as best you can, and see what happens. I’m paraphrasing, of course.

 Image:  Steam Spy
Image: Steam Spy

In the closing weeks of 2016, Steam Spy released a statistic that approximately 40% of all games on Steam were released in 2016. This news hasn’t exactly run its course yet, but it’s clear from most reactions that this number is considered ‘high’. Many consider it to be a bad thing; for AAA, but for indies particularly. Consumers have said that the Steam marketplace is just flooded with crappy games and asset flips (partially true), that Steam needs better curation (ideally, yes), and many businesses have been somewhat alarmed, realising that this high an increase in competition can’t be spun positively. Optimists (it appears some have survived 2016) say ‘the more games the better’.

The interesting thing is that I, for one, haven’t really heard more about the Indiepocalypse since that statistic was released. What I have heard about in the last few weeks is talk of disasters coming to the AAA world!

The final quarter release schedule was jam-packed with huge titles, and the news from most of them was that they were under-performing. Battlefield 1 was first, and did pretty well, actually, but Titanfall 2 came out straight afterwards and has performed extremely poorly despite great reviews. This is most likely because people were already playing EA’s Battlefield 1 still and/or waiting for this year’s Call of Duty (Infinite Warfare) to release just a few days later, or Dishonored 2 a few days after that. Infinite Warfare’s reveal trailer was the 2nd most disliked YouTube video ever, signalling either (or both)  a dislike of the move to space, or complete apathy towards the 12th annual COD in a row.

Genre Fatigue

Apparently Infinite Warfare has sold only half as well as last year’s Black Ops III and a leading reason why is that many COD players are still playing BLOPS3. Activision are competing with themselves! The multiplayer in each game is extremely similar, after all, so there’s really very little reason to move on.

Should Activision give COD a break for a few years? The problem is that they have 3 studios creating a different COD game all at once, so we’ll probably see one next year and maybe one the year after even if they decided today to apply the brakes.

Ubisoft did wisely decide to give Assassin’s Creed a break this year, but in its place we had The Division and Far Cry: Primal early in the year, and then Watchdogs 2 releasing in that same crowded end of year schedule (not to mention the Assassin’s Creed movie). Watchdogs also performed way below expectations. This could be because people are tired of Ubisoft open world formulaic games, or because there were too many games to choose from at the end of the year (Final Fantasy XV and The Last Guardian also released in this same period for PS4 owners). However, it’s also quite likely that people’s disappointment over Watchdogs 1 caused them to adopt a wait-and-see approach with the sequel.

Back to back releases!

 Image: Extra Credits (who are awesome!)
Image: Extra Credits (who are awesome!)

The problem is that most gamers don’t wait and see, even if they mean to. They wait and move on to the next giant title in a few weeks, maybe picking up the forsaken game at an 80% discount 12 months later and playing a few disinterested hours.

Ubisoft alone are continuing to push Rainbow Six: Siege and The Division content, while their next big launch, For Honor, is due in just over 6 weeks, with Ghost Recon: Wildlands due later next year, and let’s not forget that Assassin’s Creed will likely make a return. They’ve also numerous smaller titles like South Park, and multiple sports/racing games like Steep or The Crew.

Most of these games, and many similar ones from other publishers, are multiplayer focused, hoping to keep players engaged long term and buying DLC and other microtransations until that company’s next big game comes out.

These current AAA strategies ignore the fact that there are a half dozen other massive publishers doing the same thing, and the market is getting carved up into smaller and smaller pieces while game budgets grow and grow.

It’s unsustainable! The games market in 2016 was most definitely over-saturated, and that’s even if you count only AAA releases and ignore the indies. Gamers didn’t have enough time or money to play everything that they wanted to. You could argue that Final Fantasy, Overwatch, The Last Guardian, Battleborn, Doom, XCOM 2, and others weren’t annualised releases and so next year won’t be as busy, but you’d only be half right. Those same publishers will have new games next year even if they’re in different IPs. And people may still be playing Black Ops III, or finally have moved onto Battlefield or Infinite Warfare. You also have to consider that many who drank the Overwatch cool aid in May haven’t played a single other game since!

So, AAA-pocalypse? Can the indies take some guilty pleasure in seeing the big guys fail for once? Well, no, not exactly. But something has got to give. CryTek, admittedly less of a content creator and more known for their CryEngine engine, just announced that they’re closing 5 studios. One of these, in Sofia, Bulgaria, then announced that they’re becoming an indie studio. So for every major studio that does suffer poor sales and has to close down, we should remember that many of the talented and experienced developers in that studio will decide “now’s the perfect time to try to make my dream game”, and suddenly where you had one big competitor, you now have a dozen smaller ones, all of whom are likely to be more talented than the vast majority of Steam’s overpopulated developer base.

What might we see?

That’s all assuming that we will have companies failing left and right. Despite disappointing performances, Infinite Warfare and many of the other games mentioned still grossed millions upon millions of dollars. After breaking even, profit is profit. Profitable studios don’t usually close. But companies who see declining profits do usually try new things.

I would think that we’ll see some shift away from the constant focus on multiplayer games and user retention. As a gamer, this year I more and more appreciated short games because they let me experience something in its entirety, and move on to the next thing. Most people who played Doom loved it and would recommend it to anybody, but nobody is talking about its multiplayer mode. It has its players, sure, but it’s not the main draw. Gamers acknowledge that there’s loads of games that they want to play, but AAA developers are still trying to keep them locked into just one or two titles for as long as possible. There’s an opportunity to listen and adapt here.

While single player content is expensive to produce, it can be a safer sale, with gamers knowing that this one game won’t demand all their time or hook them for the next 6 months. Single player games also don’t need to reach a critical mass of players to populate their servers, and can have a much longer sales tail because the experience will be the same whether the game is bought at release or in ten years.  iD’s Wolfenstein and Doom reboots are my two favourite shooters of recent years because they gave me a high quality experience with a fun, passable story, and then let me move on. They’re worth the money and I’d buy more of the same. I can’t play 6 different (‘different’ being a generous word) multiplayer games simultaneously. I also sadly can’t afford to pay €60 a pop for multiple games with only 5 hour campaigns. It’s just not worth it. Black Ops III did start selling their multiplayer component cheaper if you didn’t want the single player stuff. I’d love to see that in reverse!

Sales sales sales!!

One sign that the big publishers are sweating is the size of discounts on even their newest releases. I picked up Battlefield 1 and Titanfall 2 just a little over a month after their initial releases at 40% and 50% discounts respectively! Infinite Warfare was also heavily discounted and Deus Ex: Mankind Divided was a whopping 67% off on Steam!

That’s unprecedented! It’s also self-destructive as now next year there’s likely to be even less pre-orders and early adopters for the new games, as they know they can probably get huge savings if they wait until the Holiday sales. So the early COD adopters may have nobody to play with and abandon the game by the time the Holiday sales purchasers arrive, who in turn will themselves have nobody to play with. That’s short-term thinking on the publishers’ parts, and they’ll definitely have to think smarter to compete in an oversaturated (as proven by their discounts – increased competition decreases prices, after all) marketplace.

Pre-Order Culture

Pre-orders of most of the later games of 2016 were down too and I’d suspect that the massive disappointment that many felt over No Man’s Sky and Mafia 3 earlier in the year has a lot to do with it. Square Enix’s ridiculous pre-order campaign surrounding Deus Ex: Mankind Divided (adjusted after considerable backlash) wouldn’t have helped things either, and I’ve already talked about why Watchdogs 2 had low pre-orders.

It can only be a good thing if consumers are finally doing as the watchdogs (and other consumers) have been urging them to do for the longest time and not pre-order, as it perpetuates a cycle of releasing less and less finished games at release time and only maybe fixing things later.

In a crowded marketplace, this sort of thing won’t fly for much longer. So that’s one positive. Pre-orders also just don’t make sense for digital goods. The store can’t run out!

In Conclusion

Much as I couldn’t resist ending the year with a twist on how we started it (AAA vs Indie -pocalypse(s)) I don’t think we’ll see either, really. Studios large and small will continue to make games, grow and shrink, hire and fire, and just do as businesses do. Talk of a repeat of the game industry crash surrounding Atari in the 1980s is just alarmist and ignores the fact that digital distribution removes the need to shift physical cartridges from actual shelves. It also ignores that, unlike the 80s, when a games company goes out of business there are literally thousands of developers ready to take their place. Almost anyone can make and publish a game nowadays without the same skill or distribution barriers to entry. While consumer confidence is being eroded and genre fatigue is setting in, reviews, Let’s Plays, and refunds do a lot to combat that problem.

No, I think the industry will be fine, though it will see some uncomfortable shifting, for sure. Companies who listen to their fans and innovate are likely to do well, while most suit-driven ventures to make the next big MMO or eSport are likely to fall by the wayside. We may also see a lot of lower-cost, smaller AAA launches that focus solely on single or multiplayer as publishers try to protect themselves while figuring out just which way the winds are blowing. It’s an interesting time to be a gamer.

Final Thought

Unrelated, but I just want to add this. 2016 has been a harrowing year for most people in the world, for all sorts of reasons – certainly for anyone with an ounce of empathy. Games are a great way to escape to another world, to switch off, and to protect your mental energies from the whirlwind of negativity that plagues our media (social, real, and especially fake media).

Use that to protect yourself if you have to, but don’t use games to hide indefinitely. We have to be able to still cope with the real world (because that’s where the eyes, ears, and hands that we use for gaming live). Don’t neglect your health, and don’t neglect the world around you. It needs good people to stand up for what’s right. We’re more educated and have access to more information than any generation before us. We have to be able to find the right ways forward for all, and it will take your (yes, your) involvement in the real world.

If we could all act from a place of equality, reason, and conscience, the world would be a much better place to live in, and playing games might feel like a reward instead of an escape.

Now get pumped for 2017 with my favourite trailer from 2016. Fight Like Hell!

Happy New Year!

Until next time..