The Cost Of Doing Business (The Jimquisition)
Video Statistics and Information
Channel: Jim Sterling
Views: 696,263
Rating: undefined out of 5
Keywords: The Jimquisition, Jimquisition, Jim Sterling, Commentary, Criticism, Games, Game, Gamer, Gaming, Videogame, Video Game, Money, Cost, Expenses, Extra Credits, AAA Games, Electronic Arts, Activision, Ubisoft, Assassin's Creed, Call of Duty, Star Wars Battlefront II, Microtransactions, Loot Boxes, Corporations, AAA Culture, DLC
Id: 6kIPNckHDN8
Channel Id: undefined
Length: 26min 22sec (1582 seconds)
Published: Mon Feb 05 2018
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
If the cost of making games suddenly became much cheaper - does anyone really believe that companies would stop doing things like microtransactions that maximize profit? Of course not. Why would they leave any money on the table? Their job isn't to cover cost - it's to maximize profits. They'll have everything they think they can get away with, regardless of the cost of making games.
I think the truth lies in... well, both videos, Jim's and Extra Credits.
These types of games ARE fantastically expensive to make, as EC detailed. And these types of games ARE fantastically profitable, as Jim points out, covering their costs. Also, EC doesn't make a value judgment on whether or not things like mega-graphics or hollywood actors are GOOD to have -- just that they bring more prestige and act as marketing in and of themselves, and Jim's right in point out that maybe we don't want or need those things.
If AAA is unsustainable, it's because AAA itself has decided to become such through balloooning expectations and vindictive practices, alongside aggressive profiteering. The costs are nice and high, as EC notes, and that's factual -- but the very concept of a AAA game is at fault, as Jim notes.
I guess the real question is... do we NEED these AAA games? And if not, if companies like EA or UbiSoft step back from the ledge, what happens when others step up and overshadow smaller releases all over again? It's an arms race.
I've said it once and I'll say it again
if the publishers are "struggling" to cover the development costs and games have become "too expensive" to make - that's a problem THEY themselves have created. It's not up to us, the players and loyal customers, to solve funding or budgeting issues, if they do indeed exist and it's not just corporate bullshit they're feeding us for years now. It's not my problem nor is it my obligation before a publisher to pay for ever-increasing development budgets through all kinds of microtransations
Let's not forget how many games companies also participate in the sport of avoiding taxes.
Higher fidelity visuals get cheaper to make in the mid-long run as the industry develops tools to make the production of them easier and trains artists to equip them better. These aren't things that should be looked down upon or ignored. Not to mention we're meeting a plateau. We're not going to get another tech hike like we did from going to 2D sprites to 3D models, or from Standard Definition to High Definition. Here's a comment from a developer about that:
The artists should be fucking commended and paid well for the incredible work they do, and any technological advancement in this industry is a good one.
That's just another thing everyone loves to miss out when bringing up the graphics point.
Not to mention, being honest and self aware, the internet does show serious demand for graphical fidelity, whether or not publishers have trained us for that.
That's the only part that I disagree with Jim about. Yes, Stardew Valley, PUBG, Fortnite, and Minecraft are successful despite being meager in visual fidelity, but they are lightning in a bottle.
Stardew Valley came on the right platform at the right time.
PUBG was accidentally, perfect for Twitch stream hype, and Fortnite came along to fill the F2P gap it left.
Let's also keep in mind that yes, Senua's Sacrifice was successful... for what it was. It became profitable after 3 months, and that's definitely not something any company is going to want on their balance sheet. That's the case for a lot of these games. Something like Senua's Sacrifice or Celeste is a rampant success for what it is, but the cultural phenomenon that is a release of a new COD or GTA utterly trounces it.
I mean think about it, people lost hype for Watch Dogs because of the graphical downgrade. On top of these big E3 stages, which is inherent with mainstream elevation in any entertainment market, do you think anyone's gonna want to spend more than 2 minutes on a game like Stardew Valley? And no matter what, the games media, and people on reddit and other gaming forums will not talk about it as "game of the show". Humans are appeased by visuals, and I don't "blame" anyone for visuals being increased.
The thing is about those games is that they are "risks" in the wider scope of the market. And these risks don't always turn out great.
That's why I find it utterly insufferable when people in the films industry talk about "taking risks", because when it doesn't work out, the subject movie gets lambasted for it.
The thing that people are forgetting is that the cost of making games is irrelevant to the debate over whether or not microtransactions are ethical or not.
So there's a lot to unpack here with Jim's argument.
First off, bringing up Ubisoft and how they have several hundred members on their AC teams doesn't really counter what EC said. Ubisoft said their open world games are profitable and they're making more with big teams. Ok...and? The EC video was about why this lootboxes/microtransactions were happening and if the head of Ubisoft said at the beginning of this gen they would do more open-world games because it was profitable, well yeah of course they would since the AC games in last gen were full of DLC. This comes off as a "gotcha" but it seems to just restating the fact that Ubisoft has already been making money from their games, which included DLC. Hell the whole Ezio trilogy might as well have been 1 game with 2 giant DLCs to go along with it.
As for the working condition for developers, especially during crunch time, yeah, it sucks. Again, not really the point of the EC video. Also, if anything, this is more reason for them to unionize.
Then he goes on about engine. Yeah, it's cheaper to use Unreal or other engines than building one from the ground up. That doesn't negate the fact that it's a cost that should be factored in. That's like saying because they changed the light bulbs in the building to more efficient ones that save money on electricity, these places shouldn't factor in utility bills.
Then he complains about equipment and other expenses? Those are expenses that are going to happen regardless and it's not like the EC video said how much of an issue these expenses are.
As for voice actors, I'm not going to even bother, especially on here. Yeah complain about Hollywood actors coming in, which again is likely not for you but the rubes that get off to known actors acting in a game, but this subreddit is the same place that whined when voice actors went on strike. So nope, not even bothering.
Localization costs? Again, that was such a small part of the budget that EC mentioned. And I, as I'm sure gamers in other countries, are happy that games are being localized right away rather than waiting years for a release like back in the old days.
Them being greedy bastards is a point of contention? Why thinks these publishers are doing business out of the kindness of their hearts? This capitalism at work. They want more profits and we want a product so it's about finding that middle ground that works for both parties.
Aaaaaaaand here we go. The victim card. "I DIDN'T ASK FOR THESE GRAPHICS!" Well guess what ol' Jimbo, you maybe getting your rocks off to pixel art horror games, but that's not what millions of gamers that buy CoD, Madden and other AAA games want. I mean really, bringing up the Wii and how it outsold the PS3? Really? The Wii that stopped selling altogether after the iPad came out and couldn't touch the PS3 afterwards? As for Stardew Valley, it sold well, but not as well as any of the big Nintendo titles. He would have had a better argument if he went with Minecraft.
Now for marketing, he's complaining about how big franchises have big marketing budgets even though they're already established, but does he think that these games would sell just as much without a marketing push? Would the next CoD do well without any ads? I doubt it and frankly, a publisher isn't going to risk it in order to prove a point.
Regarding the games he brought up that were doing well without a marketing push such as PUBG, Rust and Minecraft simply ignores how many similar games are released that crash and burn.
In the end, he let something slip that really shows the mindset of those obsessed with this topic when at the end when talking about shareholders he said "We are to blame..."
No. Gamers aren't to blame. This is how the industry is changing and the EC video was there to explain things, and this coming from a guy who has his issues with EC. Think about how other industries have changed their business practices. Every airline used to allow checked bags and now for many, it's an extra charge. It used to cost $50 to get 2 tickets and a couple of hot dogs for a MLB game, now it's $50 just for one a ticket and $20 for 2 hot dogs.
The point being things change for various reasons and as a consumer, you can go along with it or tell the companies to piss off. Go out and buy a used game and don't buy any DLC. That option is available to you. Hell pirating is still out there. You have options and you can do whatever you like with those options. Gamers are not to blame, this is just the changing business and hell, a decade from now we could be going back to 16bit graphics and games for $20, who knows.
AAA programmer here.
Both Jim and EC are presenting two extremes with valid points. If you can't see that both sides of this argument are valid in many ways then you are biased and stubborn.
I have sat in meeting rooms with product teams during discussions about project plans going forward. I've seen cool, fun, nice-to-have feature ideas scrapped for development on microtransaction systems due to time restraints. I've also seen studios CLOSE DOWN after relatively good sales because the same publisher investment turned a MUCH larger profit elsewhere.
Is it true that game companies (like all companies) will pursue the largest profit available?
Is it also true that increasing the base price of a video game to $70 or $80 (or... gasp... a variable amount based on the game) would help studios justify foregoing the microtransactions instead of the nice-to-have, cool feature?
I'm sure there will be endless arguments about this, but the whole thing can be summed up with 2 simple facts. I'll phrase them in a way that makes these companies sound evil since that's what I think many of you want to hear.
Companies try to make as much money as possible. That sucks, but it's life.
If you avoid giving them that money, they will find a way to get it. You can't fight the system.
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