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…

Greenlight turning red!

It’s February 28th, 2017. Last day of the month, second day of GDC (the Game Developer’s Conference in San Francisco), and our Greenlight campaign for Sons of Sol (please vote here) is 15 days old, but was born prematurely. The original due date was approximately February 26th.

So this month’s blog is a bit more personal than usual as a major industry change affects RetroNeo Games directly.

What is Greenlight?

If you already know, consider skipping this section, but to sum it up quickly; Valve are the company behind Steam, an online digital storefront responsible for 90+% of all PC games sales. If you want to have a business that develops PC games, you need to be on Steam, basically.

Up until 2012, it was very hard to get on the store because each game was vetted on its way through to the platform. This takes time and so the bigger titles from bigger studios/publishers were prioritised. That’s probably an oversimplification, but it’ll do..

In August 2012, Steam Greenlight launched. It’s a process where first-time developers pay $100 to place a game on a community voting subsection of Steam, called Greenlight. They can’t sell their game from here, but instead throw up early videos, screenshots and a description of what the game will be, and the community vote on whether or not they would buy the game if it became available on the actual store.

To this day, nobody really knows what it takes to get through. A few thousand votes and waiting a few weeks is a virtual guarantee, but a few hundred can get a completely fake scam game up as well, or see real games languish in limbo.

Even Valve said that it was an imperfect system, and was basically a stop-gap, but it’s taken them nearly 5 years to move past it. The theory of crowd-sourcing some quality control and democratising access to the platform was solid enough, but in practice it allowed all sorts of scams and asset flips (where you buy a functioning game prototype or several assets, intended for learning or fast prototyping, then try to sell that as an original game on Steam with a minimum of effort to get from A to B) to flood the store and give Greenlight a bad name.

 Broforce was one early Greenlight mega-success.
Broforce was one early Greenlight mega-success.

To be sure, Greenlight is also how the real indie successes got through to Steam as well (“over 100 Greenlight titles that have made at least $1 Million each” – do the math on that!), whereas before they may never have had a platform to be noticed, but the rubbish gets through as well. Greenlight has done a lot of good, but it’s broken, with all sorts of workarounds (trading game keys for votes, for example) gumming up the gears of a well-intentioned system.

There are community groups and YouTube channels like Jim Sterling dedicated to highlighting the scams.

Red Light for Greenlight

On Friday February 10th, Valve announced that it would be shutting down Steam Greenlight forever “this Spring” and replacing it with Steam Direct, a system that does away with the community involvement in favour of a verification process “similar to setting up a bank account” and then a recoupable fee for each game submitted. Greenlight used to allow the same developer to submit additional games for free once their first had passed through.

This is intended to reduce “noise in the submission pipeline”, which most would agree is a desirable goal. The problem is how much the fee will be set at, and how exactly it can be recouped. It has to be high enough to dissuade the scam artists, but low enough that legitimate small-time studios (and especially ones based in countries with lower average incomes) can still manage to get their games on Steam.

To be blunt, there is going to be no good number here. Valve are taking feedback and mentioned that they’d been advised on fees ranging between $100 and $5,000! No matter what it is, some scams are going to get through, and some developers are going to fail to get on the store. Since profitable games are meant to be able to recoup the fee, perhaps less well off developers who believe in their game could borrow to pay the fee, but frankly, game development is already very expensive and risky. A high fee here is quite an unwelcome added expense for the little guys.

In true Valve style, they seem to be prepared to make sweeping changes and “listen to the community” (which is good, but also points out that they don’t really have a solid plan) just to see what breaks, and fix it later.. well, that’s one way to do it, and it’s their platform so what can I say?

They’re throwing the baby out with the bathwater and waiting to see what the next baby looks like, basically.. and it’s not actually the worst idea..

Re-emphasis on publishers

..for them at least. They can set this fee quite high to try and clean up their store. This just means that serious indies will have to go to people with deep pockets to get their games published. Re-enter the publisher! 

The Kickstarter revolution (also circa 2012 – for games anyway) meant that games could raise lots of capital from the public, without needing to be beholden to a publisher. But with the success rates for Kickstarter campaigns (for digital games) falling off in the last couple of years, and with a potentially high barrier to entry to the commercial storefront in this Steam Direct fee, we may see the power back in their hands.

 Kickstarter changed the way that games are made.. well, some games... a little bit... for a while..
Kickstarter changed the way that games are made.. well, some games… a little bit… for a while..

Publisher Raw Fury announced just days after Valve’s statement, that they would cover the Steam Direct fee for developers who couldn’t afford it, without obligation. They won’t own part of the game or anything. Their aim is to develop closer ties with talented developers, and to garner good will and make a bigger name for themselves, generally. That’s a great idea, since personally I hadn’t heard of them before, and now I think of them as quite a forward-thinking publisher who isn’t gunning for your back pocket. Good will earned!

How many others will do the same, or similar? That’s when I realised..

Valve’s Genius

Raw Fury will obviously be vetting the submissions that they get to try and put through the games most likely to recoup the Steam Direct fee. That means they will be doing quality control for Steam!! Think about that! Valve have just outsourced their quality control department, and Raw Fury will pay Valve for the privilege!

People were long arguing that Valve, a multi-billion dollar corporation that employs approximately only 360 people (2016 figure) should hire more staff to oversee Greenlight submissions. They could most definitely afford it. The number of new Greenlight submissions averaged just a few dozen per day normally. That’s certainly something that a small new department could handle. Valve just don’t want to say ‘no’ to anyone truly deserving, or ‘yes’ to any hate speech or copyrighted material that sneaks by a human worker. They’d prefer instead to let their automated systems take the blame for any missteps.

Again, that’s probably fair enough, though.

How this all affects RetroNeo Games

RetroNeo Games’ plan was to launch our Greenlight campaign to coincide with our new ‘vertical slice’ demo of the game that shows off our home carrier, some characters, new sound design and music, and a bit more gameplay. This same demo would be ready for GDC for any publisher or press meetings we might stir up.

But with Valve’s announcement that Greenlight would be gone during Spring (when I was in school in Ireland, I was taught that Spring was Feb – Apr, so we were already in it by my count..) and that it would be replaced with a potentially very high pay wall, the team had a quick emergency meeting over Skype on Saturday and decided to shift focus to doing a Greenlight trailer and page, sprucing up the website, and launching by Monday. The trailer would basically be the one we’d released just weeks before but with a Greenlight logo at the end. Previously the plan had been to shoot new footage from a playthrough of a newer demo and put that on the trailer.

We chose to move up our timeline because we knew that hundreds of other developers would be thinking the same way as us, and that the Greenlight servers would be absolutely flooded in a matter of days. We were only a few weeks from our intended launch anyway, so we figured we had an advantage in terms of the quality of the submission that we could make.

It’s a pity because I’ve done a lot of research in the past year (one 2016 Gamasutra blog stood out in particular) as to how to maximise your launch on Greenlight. This included having a playable demo ready, having YouTubers play said demo, try to get press to talk about it, translate the page into multiple languages, and hook up Google Analytics.

Now, just two weeks shy of accomplishing all of this, we had to go off half-cocked. Seeing the green light turning red, we basically had to rev the engine to try and make the amber, because the red might be too expensive to… eh.. this metaphor is falling apart, sorry!

So, without translations, a press mailing list, a MailChimp campaign, or a demo, we launched. About the only thing we did get from our list (because it was the quickest thing to set up) was the ability to take some preorders on the site to prove to certain legal bodies that we’re “in commerce”. They’re still available at the time of writing, heavily discounted, but limited in quantity.

How have we done so far?

Well in the first week we got about 300 votes and made it 18% of the way to the top 100. There’s no specific target to meet, but thousands of votes and being in the top 100 is certainly desirable (and normal for games getting through in the past).

The problem is that now, after a second week, we’ve gotten almost no further!

The reason we wanted all our ducks in a row was to maximise the ‘yes’ votes while Steam’s algorithms were still sending natural traffic to our site. Just by launching, you’ll get a certain number of referrals from normal Greenlight users browsing, but after that you’re on your own to generate your voting traffic. In normal circumstances, the Steam algorithms send people your way for a few days.

Our natural traffic died off in under 12 hours. That’s a measure of just how many other new Greenlight games were going up just 3 days after Valve’s announcement. At that stage we were closer to 200 votes. The next 100 votes we got during the first week were basically from friends and colleagues through Facebook and Twitter shares.

I’ve heard similar stories from many developers who are struggling with the campaign because they were forced to launch early and are just drowned out by the noise.

 Our votes after 24 hours
Our votes after 24 hours

What did we try?

Since the launch I’ve been working every day for at least 12 hours, but not so much on the Greenlight campaign. Getting the demo ready for GDC to wow press and publishers was still a better priority – after all, nobody knows how many Greenlight votes you really need anyway, nobody knows when Greenlight is actually shutting down, and we had a request from a publisher to see a new build of the game. So, after launch and until yesterday, a new demo was priority number one!

I suspect that once Valve stops taking new submissions for Greenlight, they’ll probably let through a lot of what remains in the following weeks, though they have kept their options open by declaring that anyone who has paid the $100 Greenlight fee and who doesn’t get through will be reimbursed. So, who knows?..

That doesn’t mean that I’ve ignored Greenlight either, though. Not at all. Over the coming days I ran a tentative €5 Facebook and €5 Twitter ad campaign (well targeted, with video) to see what happened. We got about a dozen clicks total and about 2 new votes. So, probably not worth investing too heavily there, then. One issue is that you have to log in to Steam (if you even have an account) and often have to be emailed a security code for a ‘new device’ (so sick of doing that!), so anyone clicking a mobile or browser link would not likely be logged into Steam, and probably wouldn’t bother doing so.

I got the Greenlight page translated into Russian, Portuguese, Brazilian Portuguese and German. Even though the algorithms had stopped sending us traffic, I hoped that a new language detected might send us users from those territories. It didn’t. Absolutely nothing! So I decided not to proceed with French, Spanish and Italian.

I also contacted about two dozen Greenlight community user groups who exist to highlight legitimate Greenlight games. I especially targeted groups interested in space games. We did get included in four collections, but I saw no corresponding increase in traffic to us, unfortunately.

What now? 

Well, with the GDC demo complete, I now get to turn my attention to contacting proper press outlets and YouTubers. I’m a big fan of grassroots marketing and using your own networks, but having tapped the social circles and developers that I know already we seem to have reached the limits of what that can offer us – namely, 320 votes.

Contacting press and YouTubers is a very low probability game, but one good bit of coverage can do wonders, and there are some existing relationships that I can leverage. That’s now the stage that we’re at to try and get more votes. 

I have confidence in our game, our trailer, our demo, and our team, but we’re fighting in an oversaturated market. 

To Conclude

This has felt like a bit of a weird blog to write. I often write about the industry somewhat abstractly, but I’m right in the middle of this one, and it’s an incomplete story. Greenlight isn’t gone yet, we haven’t yet been accepted for or refused press coverage, and nobody, including Valve, knows much about Steam Direct yet.

I do hope I can do a positive follow-up to this blog in the near future. Until then, I can just thank you for reading, ask that you vote for us if you haven’t yet, and consider sharing our Greenlight campaign with your friends.

Thank you! If you’d like to hear the end of this story, sign up to our mailing list below to be notified when new blogs go live.

I’ll leave you with our Greenlight trailer. And don’t forget to try our free demo. Download it from the Sons of Sol page.

Until next time..

The Paid Mods Question

This post concerns a lot of hot topics from about this time last year (April – May 2015) but the reason I’m speaking about it now is that it came to mind recently and is bound to come into the public spotlight again sooner or later.

  XCOM 2 'S FIRST MOD - tHE cORGIE gUN. mODDERS SO PREOCCUPIED WITH WHETHER OR NOT THEY COULD THAT THEY DIDN'T STOP TO THINK IF THEY SHOULD.
XCOM 2 ‘S FIRST MOD – tHE cORGIE gUN. mODDERS SO PREOCCUPIED WITH WHETHER OR NOT THEY COULD THAT THEY DIDN’T STOP TO THINK IF THEY SHOULD.

So, recently, a mod was released for Aliens: Colonial Marines (2013) called TemplarGFX’s ACM Overhaul. The original game was a hotly anticipated Aliens game (based upon the second Alien movie, directed by James Cameron) that turned out to be a steaming pile of rubbish that had been grossly misrepresented in pre-release footage at E3 and elsewhere. It was even up in court in a class action suit over this.

According to the mod’s description on ModDB it “reworks, reprograms and rebalances xenomorph [the alien] AI, human AI, weapon mechanics, ballistics, animations, shaders, particles, decals, lighting, and engine features to get the best out of the game possible. This is truly the ultimate Aliens gaming experience!” By all accounts, this description doesn’t exaggerate. It makes the game actually worth playing, according to many of the original’s toughest critics. It’s now a scary Aliens shooter that visually looks a lot closer to the misleadingly touched-up pre-release footage we were shown, and plays a lot more like what Alien fans wanted.

I’d be one of those fans; one who boycotted the game originally as I wouldn’t support the dishonest practices of the game’s developers. So because of the mod I was tempted to now buy the game. Terrible sales figures have seen numerous price drops and the retail price is now just €15 instead of the original €60.

But then I realised: TemplarGFX (James – the guy who made the mod) won’t see a penny from the sale. Gearbox and Sega will. The offenders. The guy who stepped in to finish their jobs for them is working for nothing and the offenders benefit. Now, you can donate to James separately if you like, but as far as buying the original game is concerned I believe that you vote with your money and I don’t want any of my money to support shady business practices that diminish the gaming industry. I also wouldn’t condone pirating the core game (for the exact same reason). 

Maybe they’ve learned their lesson. Maybe a few extra sales 3 years on at 75% mark-down won’t encourage a repeat performance of misrepresentation. In fact, maybe if sales roll in now in light of the mod it would encourage developers to make sure they finish their games. You decide for yourself. This post isn’t actually about that. It’s about paid mods.

Do Modders Deserve To Be Paid?

That’s the big question. I’d argue ‘no’. At least not formally. Hear me out. Will I donate to TemplarGFX if I start playing his mod? Yes. He definitely deserves to be rewarded for services rendered to the community. But he has no legal right to charge or expect payment. He doesn’t own the Intellectual Property and wasn’t involved in any of the legal agreements that brought about the game’s development.

Mods can be anything from audio tweaks to new graphics or even entire game conversions. The eSports phenomenon Counterstrike: Global Offensive (CS:GO) started off as a Half-Life mod. Mods have traditionally been free and done by the community for the community out of a common love of a given product. The fact that money didn’t change hands made the complicated legal situation easy to overlook and many developers encourage modding of their games.

To change this opens a Pandora’s Box of complications. Valve opened such a box in April 2015 (then promptly threw themselves bodily on the lid screaming “undo, undo”).

Paid Skyrim Mods

Via Steam Workshop, a community mod outlet for the Steam platform, Valve started allowing modders to charge for their work on the game Skyrim, with the agreement of Bethesda, Skyrim’s developer. According to my research today (and it’s in line with what I remember hearing) a modder would get 25% of the revenue for a sale of their mod (let’s say it’s a set of armour), Steam would get 30%, and Bethesda got 45%.

As far as big games companies go, I consider Bethesda to be one of the good guys, and I don’t think they try to cheat their customers, but this made me sick. Mods for a game require that core game to play. By their very existence they contribute to boosting sales of the core game, which benefits Bethesda. They then take almost double the cut from the modder’s work as the modder gets when that work is already benefiting Bethesda and costing them nothing. And that’s not even the big problem. Not even close.

Incentivising Incomplete Work

The Skyrim paid mods debacle received a huge backlash and was shut down in just a month, but it will come back again in some way or form, mark my words. If there’s a way to make money from other people’s work, big companies will figure it out. This will be bad for us. I think the only reason the system was removed and not replaced yet is because they realised how many legal issues could arise. 

The worst result from paid mods that I can see is that games will deliberately release in even buggier and less finished states than they do now. You might argue that this would never happen as it would destroy consumer confidence and trust. Sadly, you’d be wrong. The success of pre-order culture despite the broken launches of an increasing number of games in recent years proves my point. People still seem happy to pay in advance for games despite there being no guarantees that they will work as promised. And there’s an even bigger reason that you’d be wrong. Paid mods incentivise developers not to finish their games. If you financially incentivise something, businesses will make it happen.

Let me paint you a picture. Late last year Bethesda released Fallout 4. It won Game Of The Year from a few outlets (though The Witcher 3 often beat it) but it launched with a tonne of minor bugs and glitches. Some modders were quick to fix some of these and Bethesda later patched many of them. But imagine if the paid mods system of just 6 months prior were still in place? Modders fix the broken game in different ways, maybe they charge for their work (as they’d deserve to) and then Bethesda get 45% of the money. This is instead of them paying their own staff or paying for an extra month of development to get the job done themselves. They’ve saved money by releasing earlier and got paid to do so.

Skyrim was already 3 and a half years old when they tried paid mods with it. It was in good shape. Can you imagine if paid mods had been around when Aliens: Colonial Marines came out? Or what if Skyrim came out without the dragons, but they’d dropped enough hints during development to make you want them (“you could mod anything into this game, even dragons! How cool would that be?!”). Instead of paying staff to develop them, they can sit back and get paid to let the community finish their game.

And where does that go? Where does it end? Certainly nowhere good!

  Fallout 4  bug. We could have been in a situation where Bethesda were actually paid to let someone else fix this. Less scrupulous companies would certainly think that's okay.
Fallout 4 bug. We could have been in a situation where Bethesda were actually paid to let someone else fix this. Less scrupulous companies would certainly think that’s okay.

If paid mods are ever going to work, and I don’t think they will, it has to be a situation where the original developer gets nothing! Zero! No money! They must acknowledge that an active modding community increases the value (and sales) of their game and be content with that. The potential for abuse is just too high for this to work any other way.

The Legals, and Consumer Protection

There are other reasons it won’t work. Who are you dealing with when you buy a mod? You can be sure you’ll never meet them, and almost as sure that Steam and Bethesda will never have met them or dealt with them either. If you pay for a service and it stops working, most countries have consumer protection laws to cover you. It’s one thing to try and enforce them when dealing with one or two big companies, but how do you police a myriad hobbyists? Many of their mods may break when the next official patch for the main game is released. Or one set of missions might be incompatible with another and so one paid mod breaks another, unexpectedly. If you have an open platform of paid mods, some building on top of each other, and others mutually exclusive, there’s no way to feasibly test for compatibility. It would be the Wild West!

 Mods have always been silly
Mods have always been silly

One of the earliest mods that I’m personally aware of is for id Software’s Wolfenstein 3D (1992), where Barney the Dinosaur was modded into the game as an enemy. The music from the show was also used. If this were a paid mods situation, the modder is using copyright material without permission to make money for themselves. That’s illegal in most countries in the world.

And what if somebody took recordings of a lot of local small-time metal bands and put them into the new Doom? (okay I’m really using too many Bethesda examples today, but they started it!) The bands may never know that their music was used without permission until months or years later. Then Bethesda and Valve have taken money for illegally-used material. Now what? 

I think there are some ways around this by having a closed platform and vetting the modders (Steam’s Early Access doesn’t inspire confidence in this area though) but it’s still a mess. Because there wasn’t originally money to be made in mods, people made them for fun. Putting Barney in Wolfenstein was just funny. Mods have a history and culture of copyright infringement. How do you separate that?

Apart from all of that, what the hell is the value of a mod? Is a sword worth €2? What’s a new level worth then? €10? €20? What about a total conversion? And some mods are definitely worthless, or even repugnant.

Mods can proliferate a lot faster than games can. Economically I could argue that this increased supply should drive price way down to where they’re not much worth pursuing anyway, rendering the whole argument moot, but that seems like a lazy way out. I also don’t feel it’s true enough to get us out of the situation. Valve didn’t, after all.

 What's this worth to you?
What’s this worth to you?

How should/could developers get paid?

A moment ago I asked what would a total conversion mod be worth? Let’s explore that.

Take the game Squad. It’s a 50 v 50 multiplayer shooter that champions realism and is available on Steam Early Access currently for $40. It’s based on a mod for Battlefield 2 called Project Reality. The mod changed virtually everything about BF2. It was just loosely similar gameplay and built on the same engine, but it was a fan community project. You could donate towards its development but the money was peanuts!

These talented developers then decided to make their own game. There’s no shortage of game engines out there. They already had a working prototype and knew they could work together, and they had the skills required. So they created their own original IP and sold that

Modders are people with the skills necessary to make games choosing to apply those skills to someone else’s product. When they make mods, there’s no money in it. They usually just do it after their day jobs for the love of the project. I know the Operation Flashpoint, Command & Conquer and Xcom tweaks I made were just for fun, and I never expected to be paid.

If modders want to be paid (not all do. Many were against the Steam/Bethesda move) they should try to apply their skills to making their own IP or getting jobs in the game development industry. Many have used their mods as portfolio pieces to get a foot in the door before. 

In Summary

Let’s be clear about me. I have done a little modding in the past. I’m also a guitarist, a writer, an events producer, a game developer and I’ve a lot of photographer and performer friends. I hate the term “for the exposure”. Do people deserve to be paid for their work? Yes! But should we formalise a system for paid mods where the developers get a cut? Absolutely not! It’s just a terrible idea for all the reasons I’ve mentioned above, though it pains me to say it.

Modders deserve to get paid, but I don’t think they should expect to. The existing system of voluntary donations and free mods is, I think, the only healthy system of rewarding modders. Nobody gets into modding to make a living, and generally speaking no living can be made from it. This isn’t an injustice. This doesn’t need to change. Modders do what they do for love (and to keep their skills sharp) but appreciate a bit of cash if you have it. They’re like a lot of buskers in this way. We shouldn’t formalise a system where if you use a main street and there’s a guitar player busking that you have to pay them and the town council get a cut. No, you just pay the person singing because you feel they deserve it. 

And let’s remember that modding isn’t a whole trade. It’s art, sound or programming skills applied to changing somebody else’s game. By choice! Modders have valuable skills. They can seek payment for these skills in other areas within the software or gaming industries.

I didn’t start this blog expecting to give my own verdict. On this blog I usually just discuss without drawing too many conclusions. As I wrote today, however, I just couldn’t see a situation where paid mods would be a good thing, and I didn’t see anything unjust enough about the current system to warrant changing it. 

Incentivising games companies to any extent not to do their jobs is one of the worst systems we could introduce. Even if developers like Bethesda agreed to 0%, Steam would still take a cut and then they’re incentivised to flash mods for the big games up on the main store front, forcing out smaller legitimate games. We already see it with DLC for games being listed separately from the main game and collectively filling up sales charts with basically one game, forcing others off the Top 10 list (or whatever list).

So donate to your modders. Support them. They’ve done good work. But please never support a paid mods system that could damage games for us all. The next time it comes up (and it will come up again) take a look at the profit splits. Ask yourself what’s being incentivised. If it’s anything other than 100% for the modder, please oppose it, loudly!

Vote with your money. Donate to modders. Don’t buy mods.

Until next time..

Arkham Knight: The good, the Bat and the ugly

 Click for launch trailer.
Click for launch trailer.

Firstly, I won’t be apologising for that pun, so moving on..

I intended for my blog this week to be a simple review of the game, as I haven’t done a review on this blog yet and I’d had a lot of negative topics recently so that I wanted to start balancing them out. However, there’s far too much to talk about here that doing a simple review would be missing the opportunity to take this game as a case study on a whole load of issues.

I do want to separate the discussion though because basically there’s Arkham Knight as a game, a piece of art, and secondly as a product and its associated business decisions, and I definitely think that they deserve to be separated.

The Review Stuff

I wasn’t going to buy the game because of its pricing (more on that later) but found it at a hefty discount and so picked it up. I played it on PC with an nVidia GTX 970 graphics card, 16GB of RAM, an AMD 6300 3.5GHz processor and normal HDD hard drive. A good PC, but not top of the line either. I also did have the latest nVidia driver released the night before the game and tailored specifically to fixing a lot of issues with Arkham Knight. The game ran fine for me and didn’t affect my enjoyment, so I won’t discuss that aspect in the review part.

This may be controversial, but I liked the Batmobile! Let’s start with that. Many reviewers say that it’s a huge flaw, crowbarred-in as an extra selling point, that the drone combat and puzzles that get you to use it seem forced and aren’t that much fun, and that you’re faster navigating the city without it. I disagree, mostly..
Let’s be clear; the Batmobile wasn’t an afterthought and wasn’t done cheaply. It’s fully developed, has its own upgrade  tree, feels good to drive (maybe TOO good for something that weighty) and results in a lot of fun high-explosive gameplay that is the kind of thing we play games for in the first place, and Rocksteady fully committed to making it a part of the game. I can’t fault them for doing that. They could have gone half-assed but didn’t. The Batmobile plays as much a part in the game as the Predator levels or big-room fist fights do, which basically adds a fully-developed pillar to the game.
The question is; “did the game need it”?
Most are saying no, but I say yes. We’ve had Asylum, City, and Origins which have largely been the same game with new story each time (even if City opened the game into a more open-world style) and this formula was definitely getting tired by Origins. I’m glad they risked going for something new, and I’m glad it was the Batmobile. I’ve wanted to drive it ever since the first time you see it in Asylum. If they didn’t try it we’d all be slating them for going ‘Assassin’s Creed’ on the series, now wouldn’t we? For not taking risks!

 Avoid the lines to win drone fights. This turned me off the first time I saw a video, but when it comes to playing it you'll be glad that the batcomputer predicts firing lines. You'll still take a lot of hits and would be totally screwed without this and the Batmobile's other abilities.
Avoid the lines to win drone fights. This turned me off the first time I saw a video, but when it comes to playing it you’ll be glad that the batcomputer predicts firing lines. You’ll still take a lot of hits and would be totally screwed without this and the Batmobile’s other abilities.

The drone fights can get repetitive, yes, but so can the Predator or combat sections, especially if you’re trying for 100% completion. Most of the drone combat I did was in optional side-missions, but the main story paces all the gameplay pillars pretty well and making things go boom-crash is fun now and again!

Also, city traversal isn’t slower in the Batmobile unless you’ve to reach a bridge to cross a river, so there!  It just depends where you’re going.
The Riddler challenges are tedious, and often involve the Batmobile, but they were tedious in all 4 games if you ask me so I can’t fault the car for that. I will fault the game for including over 250 trophies to collect though. And collection them is required to put the Riddler in jail and get the ‘full’ ending. 250 is too many when not a single one of them is fun to do! They’re the biggest chore and the biggest flaw in all 4 games, but they’re optional.

My one Batmobile-gripe is that despite all efforts by the team to show the Batmobile as a non-lethal weapon (because Batman don’t kill) there were tonnes of situations where I said “there’s no way that guy survived that” and I just had to get over it and enjoy the game.

So that’s the car, the big new selling point, and I liked it.

Story-wise, I think the game’s fantastic, and through all the Arkham Games (except maybe Origins) it’s been the primary thing driving me on. This is a dramatic and well-written conclusion to Rocksteady’s Arkham trilogy (i say ‘trilogy’ because Origins wasn’t a Rocksteady game, though Knight does give it the nod several times throughout, making it is canon). I won’t give spoilers but there’s plenty of drama going on, and it’s not all driven by discovering who the Arkham Knight must be. There’s lots of nods to and borrowings from the comics alongside new content. There are several set-pieces that I enjoyed. Rather than take me out of the game they enhanced the drama and I ate them up! The story also results in a number of sections where the entire game gets one major shift in how you have to approach it for a while, before returning to normal so you can continue your normal sandbox experience. More so than any of the other Arkham titles (possible exception of the first, Asylum) this game understands pacing and variety, and again, people may not realise that the Batmobile helps out in spades with this.

 I couldn't stop playing until I learned the Arkham Knight's true identity! I had my short list, but was never sure.
I couldn’t stop playing until I learned the Arkham Knight’s true identity! I had my short list, but was never sure.

The drama leads me to talk about boss fights. They’re still present, and varied, and I played several where I thought they must be the last fight of the game, because the stakes were getting so high. When the game didn’t end it drove me straight onto the next one. I couldn’t stop! This is huge praise for a story-driven game.

I loved how the Joker’s legacy/ghost affects Batman and the world in this game, too. Spoiler here until end of paragraph: And no, he’s not the Arkham Knight. That would be stupid. So Rocksteady didn’t do it. Because Rocksteady are smarter than Splash Damage.

I do have to say that the other games had more memorable boss fights, though. Too many of these were glorified drone or Predator sections, but all the same, none were bad. Just none were as good as the Copperhead or Deathstroke fights from Origins or the famous Mr.Freeze fight from City. There are also slightly less of the supervillains in this game because the Arkham Knight and militia take up a large chunk of the missions, but this isn’t to the game’s detriment I felt.

Graphically (assuming here that you’re on console or it’s worked on your PC) this game is gorgeous with so many wind, rain, paper, rubbish, and environmental destruction effects going on. I can understand plainly why performance has suffered slightly in places for how beautiful the game is, and the trade off is well-worth it. I never suffered enough of a slowdown to affect my experience and the visuals stunned me repeatedly. Add to this the musical score, the idle conversations between and about all the various gangs and militia members, and the top class voice acting from Kevin Conroy, Mark Hamill, Jonathan Banks and John Noble, you have a game dripping with atmosphere. The complete removal of loading screens is a major help here too, and Origin’s fast-travel system has been removed, forcing you to traverse enemy-occupied streets to get where you’re going. The only downside to that is there’s no Batcave any more, but I didn’t even realise that until half way through the game as GCPD and a couple of other locations stand in for the Batcave’s functionality. The police station fills up with all the people you’ve captured or rescued too, which is a great touch!

 Gotham city is gigantic, beautiful, alive, and full of enemy aerial drones (which are fun to land on and explode) and watchtowers set up on skyscrapers.
Gotham city is gigantic, beautiful, alive, and full of enemy aerial drones (which are fun to land on and explode) and watchtowers set up on skyscrapers.

Lastly the combat. In each game Rocksteady expanded on their excellent combat system and improved it without losing the balance. With Origins, Splash Damage were so afraid to change Rocksteady’s formula, to their discredit, and the only memorable change they attempted was shock gloves, which were overpowered and unbalanced the combat.

Knight removes the shock gloves (you can find them in GCPD’s evidence room with a tongue-in-cheek explanation as to why Batman didn’t keep them) and adds a number of new enemy types, enemy actions, and a few new player skills to counter them. Also, the upgrade tree is vast, and even after finishing the game I don’t have all combat abilities and gadgets, so more so than the other games this is one where you really choose and develop your own fighting style.

The Predator sections have been touched up as well with enemies now able to learn your tactics (better than before), flush you out of vents with incendiary grenades, pair off into teams to thwart your ambushes, place mines and gun turrets, and control UAV drones which can also attack you. Don’t worry though, you have the tools the handle the new behaviours if you use your brain and “be the Batman”. This has really made the section of the game that most bored me previously into a fresh experience.

All round, I think this game is a great sequel (a rare thing), a great end to Rocksteady’s trilogy, a well-paced and very-well balanced game, and a great example of what AAA publishers can do when they set their minds to it.

 The other games may have had some snow, but the rain effects on top of everything else make it readily apparent that you're playing a next-gen game. PC owners may not appreciate that statement as they don't like sharing space with console owners but they still have to understand that there's a common performance bar that has to be aimed for when making million dollar games.
The other games may have had some snow, but the rain effects on top of everything else make it readily apparent that you’re playing a next-gen game. PC owners may not appreciate that statement as they don’t like sharing space with console owners but they still have to understand that there’s a common performance bar that has to be aimed for when making million dollar games.

I don’t really have a personal scoring system in place but Metacritic, if I average-out the PS4 and XB1 scores, comes to 85% and I think that’s fair.

I just think that a lot of people, myself included, were far too ready to hate this game for other reasons. I’ll now explore those reasons without having tarnished the game itself as a piece of art that hundreds of honest developers poured their hearts and souls into.

All the other stuff

Warner Brothers published this game, and have made a lot of enemies with their policies in the last few years. Arkham Origins (the most recent Batman release in 2013) came out the gate with a host of bugs and issues, and Warner Bros. basically said they wouldn’t be fixing them because they were working on DLC for the game. Which is ludicrous! They expect people to pay more when what they’ve already paid for isn’t working!

Then, short on good will, they are charging €40 for the Season Pass (six months of DLC content) for Arkham Knight. This is 2/3 of the price of the main game, and brings it up to €100 all-in. Granted there were discounts for getting them together at €80, but still it’s a very high price for the Batgirl mini-story and a few racetracks and skins. Further, I don’t want to be drip fed my €40 back in six monthly instalments. I’d like to play the whole game this week please, and move on. I wasn’t going to buy the game myself in protest, but I did find it (with Season Pass) for €30 on Kinguin.net and relented.

The practice of working on DLC and charging more for the content before the game is even out and/or working properly is hugely unpopular with consumers, and, paradoxically, hugely widespread with developers. It takes developer time out of making a working product, so that they can ask for more money for 1.2 or 1.5 inferior products, instead of one good one. They carve up one game’s content into the game, plus pre-order bonus content, plus later DLC content. Consumers lose nearly every time and they had no recourse.
Even with the ‘Premium Edition pre-order’ that I picked up, I somehow didn’t get the Harley Quinn pre-order story DLC bonus thing, which apparently wasn’t included in the more expensive version, only in the normal version. Just wtf?! Paying more up front in this case gets you less of a game on release than if you paid less!

 No I don't want to pay extra for this, thanks.
No I don’t want to pay extra for this, thanks.

In walks Steam’s brand new refund policy, the hero we deserved. This deserves its own blog post as there are many angles on it. I’m not praising Steam for finally giving users a basic consumer right, but I’m glad they have.

The ability for a buyer to return a product for any reason (within limits, as laid out here) means that if a game is released in a sorry state, the buyer can simply return it. This at last pushes developers to stop releasing games in a sorry state, and here Arkham Knight is hugely important.

After less than two days, the PC version of Arkham Knight was voluntarily removed from sale on Steam by Warner Brothers. Why? Because the game wasn’t fit to be released on PC in the first place. Not yet. As I said, I had no problems, but users with AMD graphics cards or just more average PCs found the game literally unplayable in many cases, or severely disappointing performance-wise. PC gamers tend to have an elitist, snobbish reputation, and having a game run less well than on a console rubbed a lot of them up the wrong way. The Steam user reviews for the game are “Mostly Negative” (I challenge you to find a positive one) and refunds were being demanded in droves.

 Testament to the botching of its release this header box on the game's Steam page says both that the game was released on June 23rd, and that it will be available in Fall 2015. 11,000 users are not happy.
Testament to the botching of its release this header box on the game’s Steam page says both that the game was released on June 23rd, and that it will be available in Fall 2015. 11,000 users are not happy.

With my finely-functioning game I’m actually in the minority on this one, and I still experienced a few bugs and body textures that never rendered properly when I got in-close. You always find some bugs in big games. There’s a certain leeway granted, which I granted, but the game has to actually work! Hours before it went on sale, Warner Brothers ramped up the recommended minimum settings for the game, which is a huge deal if you bought it expecting that you could run it, and then were told that you couldn’t. It’s unacceptable, frankly, and until Steam refunds came along, I’m sure Warner Bros. would have taken a “tough shit” approach to customer care.

But they didn’t. Instead they removed the game from sale. You can read their press release on why here but essentially it’s been removed until it works, with no clue as to how long that will take beyond “Fall 2015”.

 I have literally never seen this, and I don't think anyone else has either. That's PC gaming history right there, no exaggeration.
I have literally never seen this, and I don’t think anyone else has either. That’s PC gaming history right there, no exaggeration.

I’d like to mention that Rocksteady didn’t handle the PC port, and don’t deserve all the ire here. Iron Galaxy Studios did the port (or were still in the middle of it, it sounds like) and Warner Bros chose to publish it rather than push the PC release date back. The game had already suffered lengthy delays in production, but unfinished is unfinished! 

Okay, so bad decision there, obviously. It was a farce and will go down in gaming history as one of the most catastrophic releases of all time. I can’t actually think of another game that’s been removed from sale after release for performance reasons, and examples of games that should have been are in no short supply. Assassin’s Creed Unity, Sim City and Battlefield 4 all leap readily to mind.
But Warner Bros. are owning up to it. They removed their own game from sale and even linked readers to the Steam refund page directly in the press release. Would they be so eager to appease if not for Steam refunds? Hell no, would be my guess. But they are, and deserve a modicum of credit for that, at least.

Consumer faith in the industry, particularly in the bigger publishers, is at an all-time low. Delays, DLC, and broken releases are now expected and it’s hard to look at big upcoming releases like Battlefront with anything better than very cautious optimism, never mind fanatical hype. Publishers were incentivised, through the unavailability of any refund policies, to release unfinished games and move onto the next one, letting the game’s problems get fixed in a later patch, or by the modding community, or just never. This feels like the first time in recent memory that we can put a point on the consumer’s side of the scoreboard. Hopefully this will force publishing houses to cop on already! We need more faith in the industry because if consumer good will keeps being abused the way it has been, people will not be pre-ordering big games, will buy them less often, and expensive AAA games like Arkham Knight would simply not get made any more.

“Cut the crap, Publisher. This is my city”.

I, for one, am glad that Arkham Knight exists, glad that it had a botched PC release, glad that it was taken off sale, and am hopeful that this marks a turning point in publisher behaviour and consumer confidence.

If it does, who better to have saved us than Batman?

Perpetual Sale Demon casts 96HP damage on unsuspecting party

It’s that time of year again. Assuming you live in the Northern Hemisphere, it’s Summer! Meaning the Sun is out, and you’re likely incarcerating yourself inside buying dozens of ludicrously cheap games and racing to put enough hours into them to feel like you’ve gotten your 99c of value before the next flash sale pops up 6 hours later.

That’s right! It’s the Summer Sales. I’d have said Steam Summer Sale but GOG are currently doing one too and Humble just finished up with one also – not that you’d know as, without scrolling, I can see the word ‘sale’ three times on the Humble home page right now.

For laughs, and I haven’t planned this in advance (having written the blog title after the article), I’m going to give you, dear reader, 100 HP (hit points / health – but if you don’t know that you’re probably not reading this blog), and each time we discover damage, I’ll subtract HP and see if you make it through this blog-dungeon intact.

I’m going to subtract -7HP now for the aforementioned time of year and the fact that Summer sales are making you miss good weather. If you live in Australia I’m still subtracting those points because it’s probably sunny and warm there too right now, chances are.

To set the scene, there are two major sales periods on Steam annually; Summer and Winter. These sales are huge, nearly everything gets a discount, and they last about 10 days. The rest of the year there is something on sale every day, and the weekends are always worth looking at too for free-weekends where you can install the game and play it normally for free all weekend,  then buy it at a hefty discount if you want.
Humble Bundles are always selling games, though the selection is far more limited, and GOG are a quickly-growing competitor to Steam who are following suit with very regular sales as well as larger seasonal ones.
In short, if you don’t have to play a game on day-one, and you keep an eye on these sites or just drop in for the big sales, you need never pay full price for a game. Ever!

Great for us, sure, in the short term, but let’s look at the problems this might cause.

As consumers, and I’m as guilty as anyone here, we don’t often pay full price for games any more. This means that retailers and developers can expect to never really get full price. Considering that games make us gamers happy, and developers and retailers make and sell the games while they’re happy (financially speaking) to do so, we can agree that it’s best that everyone is as happy as possible. Lower selling prices make consumers happier (supposedly, we’ll look at that) but can thin out developers’ profits, making them less happy, when we want to be aiming for win-win.
In the past year, there’s only one game that I’ve bought at full price, and that’s GTA V for the PC. It wasn’t offered on sale, wasn’t likely to be soon, and I’d been wanting to play it for years while it was out on consoles, but waited for the PC version. Furthermore it’s actually worth the money by any measure. Amazing game! Apart from that, though, I couldn’t tell you the last game I paid full price for, and I’ve bought new AAA games like Far Cry 4, Alien Isolation, Watchdogs and Wolfenstein. I suppose I paid “full price” for Sid Meier’s Starships, but that was only €15 (actually, my 1-sentence review: Just about worth €15 but there’s not a full game there).

The reason for this is not that I wouldn’t pay full price for some of the games I have bought, but because I don’t need to. I’m still busy playing the last lot of games I got on sale by the time the next one comes around, and I’m mostly pretty good at limiting what I buy to what I’m actually going to play. Many people buy games on sale and never play them at all. This is bad for the games as innocuous art pieces, as nobody is enjoying them. Poor games. -6HP there.
It’s bad for the consumer too as they will regret their purchase. €1 wasted is still money wasted, after all. Even if they do get around to playing them, until they do they’ve added a task to their mental To-Do list and this adds to our stress levels. Whichever of the two is your problem, that’s -11HP.

You’d think that for consumers, particularly cash-strapped ones, that it’s great there are so many sales, and in a way it is. For the same money we get to play more games. We like games and we like saving money. But the amount of games most of us want to play is far longer than the amount of games that we can play, especially if we want to both do the game justice and get maximum value for ourselves by completing it!
I could easily argue here that the benefit to consumers is illusory. The cake is a lie! For me, who likes to beat games I feel it is, though I acknowledge that people might buy games cheaply in a shotgun approach, try them all for a little bit, and play the one they found themselves to like. I just find it hard not to fuss over the games left underplayed.
Whichever your problem there I think you’ll find games are taking up more of your time than they perhaps ought to. The lowered price point makes them “too cheap not to buy” and you’re going waste hours playing games that you know aren’t really for you (everyone has their own taste) just because people recommend it, though they’re maybe an RPG player and you’re an action guy. -9HP for leisure hours spent doing something you knew you didn’t really want to do.
(edit: I’m all for trying new games, but sometimes you just already know, you know?)

Moving on, are the sales good for the vendors? Sales obviously have their origins in the physical goods industries, where vendors need to clear stock either before it perishes, or just to clear room for newer seasonal stock. Sales make sense there. They make zero sense for digital distribution, looking at it that way. Bricks and mortar game shops had discount bins because they needed to clear the shelves of ageing stock, not to give gamers better value or to boost sales particularly. It’s likely that the marketers, in their divine, short-sighted wisdom, decided to apply sales to the online stores purely because of the psychological effect it has on consumers. People are more likely to buy something if it’s discounted, and to feel good about it. This would have started as 10% off, say, but if you look on Steam today, you can find multiple titles, some of them really good games, with 90% off! It’s a race to the bottom! Once your competitor is doing sales, you have to do them too, and do them better, if you can! So Steam and GOG, for example, now have to out-do each other in discounts every day of the year, and especially at the arbitrarily-set bi-annual mega sales times. So while they may have increased volumes of sales, the cash-value of each sale is lowered, and so even for them, they’re potentially doing themselves more harm than good in the long run. -11HP for opening that Pandora’s Box, because that monkey won’t go back in his cage too easily.. not to mix metaphors or anything.

Following on from that is the stupidest example of all of this. The meta-sales games. I don’t want to get too into it because I’ve never wasted my time with the nonsense, but during Steam’s big sales, you can get reward cards for voting on what sales are next, or buying games on sale, or other random stuff. The rules change each time as they try newer and stupider ways of making a game out of the very selling of games. Essentially you turn the cards into badges, or gems, when you collect enough, and you use those to.. craft more badges? Or something? Oh and you’re on a team now.. and can trade the cards with other people so you can… what?! Look, I feel I did it all the justice it deserved with that explanation and I’m not looking further into it. All I know is that somebody actually buys these stupid cards so I can actually sell the ones I get (for doing nothing) for about 10c a go to some joker, and thus I get maybe €1 store credit when all’s said and done that I can put towards my next purchase. That’s after Steam’s commission, of course, clever bastards. Make something out of nothing, give it to somebody for doing nothing, then get someone else to pay you and the the first somebody just so they can be the one to have that nothing. Genius! That’s the easiest to understand version anyway. But the existence of such a system is ludicrous! Constantly selling the product (which is games, Steam! remember?) so low has made even the sales unexciting and Steam feel they have to jazz them up with this marketing tripe.
GOG’s current equivalent makes more sense, at least. If you spend a certain amount during the sale period, you’ll get a free game. A higher amount means another, better free game. This, at least, I can understand, but it’s symptomatic of the race to the bottom and it really hits me hard in the sense part of my brain. Let’s say -15HP. 
(edit: have you figured out that my numbers are arbitrary yet? I’m not even rolling a dice here!)

 What is this shite?! Click the picture to go read the full rules.. if you want to..
What is this shite?! Click the picture to go read the full rules.. if you want to..

Having established that serious gamers like myself would actually pay full price for many games but never really have to, it’s clear that games are becoming less and less valuable. I actually now always check how long a game will take to beat before I consider buying it on sale. I’d like the experience, but not if it takes more than 8 hours. Kid-me would hate me for that. -5HP for making your kid-self cry with your first-world “problems”.

Finally, I want to look at it from the developers’ viewpoint. Games are very expensive to make, and individual games being less valuable means you can’t count on getting your RRP (recommended retail price) for each unit. Or even close to it! So AAA publishers releasing the big games, in the knowledge that many people must have them on day one, are pushing that RRP higher and higher, and adding on day-one DLC and season passes. A standard game is pushing past €60 now, while with DLC and a Season Pass for more of it, games like Evolve can break the €100 mark. Arkham City is €80 if I want to play the ‘whole game’. Which I do. But I’m not going to pay that much. -18HP  for either taking more from our wallets, pushing games out of our price range, or withholding content behind a pay wall.

 Batman can't save you when soaring prices, season passes, and day-1 DLC join forces!
Batman can’t save you when soaring prices, season passes, and day-1 DLC join forces!

It also tends to normalise the games that are being made, with big studios less and less likely to take risks because they need to know what their sales are likely to be for a given game-formula. This results in less interesting games coming out from the AAA side. Ever wonder why Assassin’s Creed is (debatably) the same game every year?  -5HP.

Wait a second; rising prices, less and less value per unit currency, product not worth what you’re paying for it? Sounds familiar, particularly if you bought a house between 1990 and 2007. It’s not unrealistic to suppose that the AAA bubble might be going to burst in the next few years. It’s worth noting that EA actually shy away from doing too many of these major sales on Origin. They know the harm that the perpetual sale is doing to their sector and they’re not contributing, or trying not to. They do seem extremely unwilling to takes risks with their games franchises though (unless you count risking shipping them as unfinished buggy messes).

On the indie side, where a full price game is rarely more than €20 and DLC is rare, they don’t have far to go to the bottom. Before long they might not be able to count on selling at more than €5 per unit average (and that’s before vendor commission – often 30% – and before all other costs) on their €20 RRP game. (As a disclaimer, the numbers are my own fabrication as I’m hypothesising on the future.)
-9HP for making it harder on the little guy. It’s notoriously hard to make a living as an indie game developer unless you have that big success. Indies need to stand out to have that success though, so on the positive side, this does at least result in more interesting games being made, rather than a normalisation (if you exclude the myriad zombie survival games out there). This would be true with or without sales though so I can’t really add back any HP, sorry. Healing spell failed!

 Final tally: Since we had 100HP to begin with we're still alive, but we've taken some serious hits. I didn't plan the numbers, I just took points based on how bad I reckoned things were relative to each other. Interesting that we got as low as 4HP remaining.
Final tally: Since we had 100HP to begin with we’re still alive, but we’ve taken some serious hits. I didn’t plan the numbers, I just took points based on how bad I reckoned things were relative to each other. Interesting that we got as low as 4HP remaining.

In all areas of life, it’s very hard to be a responsible consumer. We know we should recycle, we don’t want to support slave labour or animal cruelty, or the killing of the bees, or the harming of our beloved industries, but it’s not always easy to see how we’re doing these things as the end consumer. I do think we should stop and think once in a while instead of always jumping for the carrot. Do I have a useful suggestion though? No. Am I going to stop buying games on sale? No, probably not, although I’ll buy them full price if I’m ready for a new game and it’s not on sale.

Short of all parties agreeing to stop sales and get back to selling games at reasonable recommended retail prices (and there are laws against collusion like that, see ‘cartels’) I think we’ll just have to ride this wave until it crashes into the shore and see what the industry looks like after that. Change is not always a bad thing, after all, even if it can be painful. Just make no mistake, these perpetual sales are definitely driving a change in how we perceive, play, purchase, and create games, and it’s not necessarily a good thing. We behave like the consumer is king, but even the all-consuming bushfire can run out of fuel and burn itself out.