150,000's a Crowd

Developers may wring their hands over visibility, but you can never have too much content.

GamesIndustry.biz, the trade arm of the Eurogamer Network, recently completed the next step in its evolution toward greater support for the videogames business with the implementation of a full registration system.

There has been much hand-wringing over the past few years about the idea of overcrowding on digital distribution platforms.

The theory goes something like this: since these platforms have, in theory, an infinite amount of shelf space and incredibly low barriers to entry, the volume of games being released on an ongoing basis will be impossible for consumers to keep up with - and that's even before taking the back catalogue into consideration.

The result? If we listen to some of the industry's prophets of doom (most recently, God of War creator David Jaffe at the DICE Summit), this oversaturation of new products will result in a lack of visibility for everyone involved, reduced average sales for the titles on the service and commercial failure all round. Or something along those lines, at least.

It's a compelling argument, on the surface, yet it's hard to escape the idea that it's also one which could only come from an established, successful developer.

It presupposes that the products worth actually caring about are those which would have sold a large number of copies in the first place, and that the proliferation of new, perhaps less "commercial" software is detracting from the visibility of those titles.

Consider this argument from the other side of the playing field. For small independent developers - often hobbyists or amateurs, or tiny teams of one to three people going it alone - there has always been a huge artificial barrier between their products and those of established studios.

The process of creating a game with enough content, high enough quality and sufficient marketing and distribution muscle behind it to get onto a console platform excluded all but a tiny minority of creators - and even today, PlayStation Network, WiiWare and Xbox Live Arcade are still walled gardens to some extent.

The result has been a market which was unnaturally difficult to break into - something which, ironically, was bemoaned for years by many of the same developers now fretting over visibility.

Analogies with the film business, where it's possible (albeit unlikely) for someone to pick up a camcorder and create a break-out hit like The Blair Witch Project, have floated around conferences like GDC for years. Now, digital distribution services such as the App Store and web technologies like Flash have brought a similar mentality to games, and many in the industry aren't sure how comfortable they are with it after all.

Yet for the creators of these small, perhaps "uncommercial" games, this is nothing but positive. From a position where they simply couldn't sell any games at all - or where they might be consigned to the murky world of PC shareware - they suddenly have the ability to release products into a commercial market, and notch up hundreds, thousands or even tens of thousands of sales. Small change for a professional studio - a vast opportunity for a creatively minded hobbyist.

From a position where they were simply told to stay the hell out of the pool, with high fences erected on all sides, these small developers are suddenly free to dive in - with the power to sink or swim resting in their own hands.

Of course, the vast majority will sink. That's only to be expected, and it's something of a red herring to hear industry types feigning concern for the fates of those games which simply sink without a trace on digital services. In every media sector, vastly more works are created than ever break even, with the huge number of dead products balanced out by the enormous profits created by the rare break-out hits.

That may sound unhealthy, but it's not - it's the very essence of a thriving creative business. The simple reality is that while people like Jaffe talk about the need for commercial titles, they are speaking only of a very limited subset of the word "commercial"; they mean the kind of titles which have already proven themselves to have strong appeal to a certain sub-section of the audience.

There are countless other types of content which will find audiences, perhaps even larger and more commercially viable audiences than anything Jaffe has in mind - but because nobody has actually taken the risk to make those games yet, nobody (including Jaffe, and every other developer in the industry) actually knows what they are yet.

In other words, commercial success does not ride simply on making games that you know to be commercially viable. To create true, ongoing success for the industry as a whole, we need a huge number of pioneers - creative, innovative people who are free to take risks and try new things, thanks to a low barrier to entry.

These pioneers spread themselves across the frontier, and most of them will be eaten by wolves or starve in the desert - but the handful who strike gold, whose ideas and innovations strike a chord with a new audience, will be the basis for the medium's continued growth.

The slightly blinkered attitude which wonders about the worth of such a wide range of content isn't unusual, nor is it unique to the games business. Witness this week's comments from the head of RIM - the firm behind the Blackberry mobile devices - who rather snarkily remarked that a device doesn't need 150,000 apps (as the iPhone's App Store offers), it just needs a handful of apps that you love.

It's a comment dumb enough to make you wonder about RIM's future with this kind of thinking at the helm. The concept that there can be a handful apps which everyone - every user, with all of their diverse and often bizarre personal preferences, desires, demands and usage scenarios - will love is ridiculous.

You need a vast library of content so that people can pick and choose their own handful of beloved apps - many of which will seem pointless, stupid or clunky to the next customer in line, who will in turn have their own handful of apps installed.

The same logic applies to television, to music, to books, to films and, of course, to games. Many of the games which David Jaffe enjoys, I would probably find mind-numbingly awful - and vice versa.

The same applies to any two consumers, and while our industry has done a reasonable job of establishing key genres and tropes which appeal to a certain, limited audience over the past thirty years, the idea that we've reached a point where we can point at one style of game and say "this, and this alone, equals commercial success!" is nonsense.

We need our pioneers. We need creative people driven simply by the love of creativity rather than by concerns over how the hell they're going to pay back their publisher advance or keep the lights on in a huge studio next month. We need people willing to go out there and make games which you, and I, and David Jaffe, find stupid, or pointless, or boring, or mind-boggling - games which established developers simply won't make, because there's no obvious audience for them.

We need those people because although in the vast majority of cases, established designers will be quite right to look at their concepts and say, "it'll never work", in a tiny, tiny minority of cases, they'll be totally wrong - and it's that tiny minority of stunning, unheard-of ideas which will keep this industry fresh and vibrant for decades to come.

For more views on the industry and to keep up to date with news relevant to the games business, read our sister website GamesIndustry.biz, where you can read this weekly editorial column as soon as it is posted.

Comments (17) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • Banksy #1 2 years ago

    Jaffe really is a tit. There are at least four things one can never have too much of: music, films, games and bacon sarnies.
  • KDR_11k #2 2 years ago

    Sounds to me like the big megacorps are worried that the indies may disrupt their business with cheaply made games that turn out to be much better from the perspective of the customer than the big AAA tiles.
  • notyalcsdrawkcab #3 2 years ago

    I think the future is looking quite rosy. And very democratic. Wiiware, PSN and XBOX Marketplace need a plus minus box just like the one in the comments. Buyer comments listings on Amazon. A large number of normal people making their own judgements about stuff is the future methinks.

    I am over in Japan, and they are just about to release a "Everybody`s recommendation" best seller type label on Wii games.

    Demos. Play a slice of the game, and make up your own mind? It really is amazing - even though we take it for granted. Free play weekends on Steam. Good stuff.
  • Kami #4 2 years ago

    It's the same old story and it'll never go away. The problem is for years the industry practically shunned the indie developer - limiting their stuff to PC downloads or flash games. Of course, these days tools are cheaper, more accessible and courses are much more tailored and teach people the process of how to make a game. Add in a great idea and, as we have seen, you can make a serious killing. It's a shock to an industry that was prohibitively difficult to get into, and now the door is ajar for people to get their foot wedged into.

    I think the comparison to movies is essentially correct. Yes, of course we have our big-budget action thrillers every summer and Xmas... but y'know, isn't it sometimes nice to sit down to a low-budget indie one for a change as well? Both are signs of a healthy industry, and it's all perfectly normal that when you see devs worrying about their big plans, you laugh. The only way a big release and it's DLC can screw up is if the devs do it badly. That's not the fault of a totally unrelated indie developer.

    It's still a relatively new industry, we get that, but sometimes you do want to sigh... indie devs are far more instantly understandable than devs who slam rivals, cocktease they're going to remake their most successful RPG every few freaking weeks orbang on and on about their high and mighty concepts which invariably never seem to make it into the final bloody product. Indie devs have an idea, they make the game - either alone or with a couple of mates - and then it's up to us to judge if their efforts have worked.

    It's a simpler system, but really, it's the base simplicity of it that really compliments the overdramatic main developers, whilst also underlining the sheer lunacy it requires to actually be a figurehead in the games industry...
  • Ofoug #5 2 years ago

    Good points in this article! It's a bit sad to see that games have evolved to the point where the big companies behave like they do in other major entertainment industries. They can talk themselves all hot under the collar about the benefits of a free market but when the reality of such a market turns out to be competition, they gradually shift over into thinking that control equals success.
  • drxym #6 2 years ago

    Every gamer is different. Some like sports games, others RTS, others FPSs etc. I don't see it beyond the realms of possibility to tailor the experience every person sees when they visit PSN, XBL or Steam. If I've bought (for example) Left 4 Dead, then there is a higher chance I'd be interested in hearing about the sequel. Conversely someone else might just buy minigames & puzzles, so they would be more interested in hearing about those.

    It's not a hard concept to grasp and indeed Amazon customizes its front page already. Amazon has millions if not tens of millions of items on its site yet it somehow manages to work things out.

    It's kind of pathetic that digital download sites should even worry about lesser numbers. Just customize the experience and make recommendations. Then you can better target the sorts of things people might be interested in.

    The biggest issues are not the store but the price of games and the finite amount of space on someone's hard disk. The more titles there are, the more they need to compete with each other and one way is through their price. Stores also need to be able to allow users to keep their games "in the cloud" without imposing download limits or charges.
    Edited by drxym at 20/02/10 @ 12:37
  • thisisatempaccount #7 2 years ago

    Which is to say nothing about how rosy this situation is for the enthusiast games press! As the only people with enough time (they're (sometimes) getting paid, after all!) to hunt through the slough of crap released on digital distro channels in search of diamonds, this system reaffirms their status as the tastemaker generals, rulers of the gaming beau monde in every way that bullying PRs, compromised editors and advertising/budgetary concerns simply don't allow them to be for mainstream gaming. (Honestly, I don't feel any of these criticisms to be especially applicable to beloved Eurogamer itself).

    Unfortunately most hacks are pretty lazy too, so they're pretty much going to listen to each other and report on what gets reported, creating an questionably-just positive feedback loop for a few lucky ('gold-striking') games. Failing that, they can do what they always do, and throw themselves beneath the faltering footsteps of the indie devs who make the best stabs at DIY PR.

    What concerns me most has, I suspect, little in common with Jaffe's own fears. It's that when I look at one of these indie-friendly channels, there simply isn't any indication beyond sales as to what my fellow gamers think one game amongst the many. How many truly excellent games might be 'dying in the desert', simply because the one demographic that truly (fiscally) counts - gamers themselves - can't do their part to help promote the games they love? Well, they can, with word-of-mouth and forum posts and such. But nobody really wants to search out anyone else's opinions (they're like arseholes, am I right?), so the impact of such evangelism is always going to limited.

    What the article largely fails to acknowledge is how sadly lacking XBLA and its ilk are in terms of quick navigation, search/sortability, and the capacity for peer review and recommendation. A comprehensive system of promotion and recommendation wouldn't be hard to implement, and would allow for the far fairer bottom-up type of hype-momentum that unearths the best stuff from the flash portals. Hell, I don't like 'em, but even metacrtic averages (and metacritic user averages) would be a start. And how about some Little Big Planet-style tag-words?

    More than film, the music industry provides an illuminating comparison. There the barrier for entry is merely the ability to produce a recording of 2-70 minutes of sound. More music is released monthly than anyone could realistically hope to listen to, even if they were doing nothing else. Until this new internet-blessed age, where social networking and media player software really got everyone's shit together, the only way of sorting through the mass was to listen to the radio, watch MTV, or read enthusiast press copy. Short of buying albums/attending gigs at random/on the strength of their album/poster art, your tastes were pretty much going to be circumscribed by the money and effort being spent by the labels on shaping your spending habits and the favour bestowed on bands by elite tastemaker cliques, either in the press or in the various scenes. Digital distribution has changed all that.

    True, as Jaffe predicts, hardly anyone is really making any money; most only the people who are, indeed, are the old usual suspects with the big label heft behind them. But thanks to the likes sort of functionality to be found in Last.fm shared artist radio, or Spotify collaborative playlists, or even myspace's (largely affected) grass roots-ism and free internet real-estate, taste (and positive buzz for bands) can be spread from music fan to music fan, instead of being the ask-and-receive-from-on-high of prior decades. Which in the grander scheme can only be helping good indies get the attention they deserve.

    Can't a little of that magic be applied to our own fair hobby?
  • MyPointIs #8 2 years ago

    Think about a world where the political party with the best program would win. And not the one with more money and support behind. That's got to be freaking scary if you are a current leader.

    When everything you've got is measured in a scale, and you have a lot, you don't want the scale to change. In fact, you would kill anyone who dares to touch the scale.
  • Shikasama #9 2 years ago

    There is not an industry on this earth as terrified by change and shifts in consumer opinion as the games industry. That's why consumers are now punished. I swear to god EA, Activision and all of other gaming bigwigs see customers as a unhappy necessisty for them to buy their yachts.

    Way things are, in 10 years there won't be a games industry. There'll be a yearly update of games on license on consoles priced beyond what anyone can afford.
  • ParanoidZombie #10 2 years ago

    This article is dead-on. I'm currently addicted to an internet radio station, I can pick my favorite songs but sometimes the station forces mo to listen to "emerging artists", and I have the possibility to "make or break them" with a smple rating system. Most of those songs aren't really good, TBH, but sometimes something special pops in and it's really encouraging. It's Internet at its best IMO.

    XBLA/XNA is a good system IMO: free trials, the possibility to rate games on a 5 stars scale... If you are a curious gamer, you can definitely lfind some interesting stuff. Th only problem here is that indie games don't have achievements, adding this feature would really help sales-wise.
    Edited by ParanoidZombie at 20/02/10 @ 12:44
  • Moz #11 2 years ago

    I don't think the film analogy works that well. As the volume of indi game compaired to indi films is varstly different.

    and of the 15,000 apps on the app store how many of those are "good" indi content and how much is just pure durge rehashes of popular titles. The big problem of online content is the amount of rubbish you have to wade through to find the good stuff.

    The like of Trine or The Path only get noticed because they get picked up by a mazine or website and promoted. I'd personally be far more interested in an online download service that offered more vetting then the app store does. Putting true indi talent and inovation in the spot light alone side the big established game, cutting out or the rubbish that someones just thrown together in the hope of making a few buck.
  • YoungPayters #12 2 years ago

    it doesnt matter how much content is online. the best stuff will always filter to the top. simple as. make good games and u will eventually make money out of it.
    but there is always exceptions to this rule.. but only in a small amount
  • ave #13 2 years ago

    "Witness this week's comments from the head of RIM - the firm behind the Blackberry mobile devices - who rather snarkily remarked that a device doesn't need 150,000 apps (as the iPhone's App Store offers), it just needs a handful of apps that you love. "

    This isn't a dumb comment, the articles rejoinder is a dumb comment. A device doesn't need 150,000 apps. Hell, Windows has millions of apps and the vast majority of people I know only install new apps that come with new USB devices or printers.

    Mr Blackberrys analogy can be applied to the Killer App philosophy that drove x360/PS3 marketing, and which this site(and probably you) bought into and agreed with.

    I don't want a phone with 150,000 possible applications. I want a phone with a few good ones. I genuinely do. I also dont want a gaming console that has 150,000 possible games, I want one with a few good ones.

    Thanks for speaking up as my voice!
    Edited by ave at 20/02/10 @ 21:21
  • Shinji #14 2 years ago

    I also dont want a gaming console that has 150,000 possible games, I want one with a few good ones.

    Who decides which ones are the "good" ones? You? Me? The Pope? Your argument - like the RIM boss' - is naive. It assumes that there's a fairly generic, easily understood profile of what an average user wants to do with their phone / computer / console, but the reality is very different. It's important to get key things right - core franchises or functionality which work well for a wide group of people - but equally important to offer niche products for niche markets, because unless you can appeal to a huge range of niche markets, you don't have a mass-market platform.

    Console makers know this, too. That's why platforms like PS2 were so successful - because they had so much software aimed at such a wide range of consumers. You and I may have looked at a lot of that software and thought it was junk filling up the shelves; for other consumers, it was exactly the reason why they'd bought their console, and Sony knew that those people's money was just as valuable as yours and mine.

    Once you start thinking that an arbiter of taste or function can actually exist in a market with such a diverse group of consumers, you've lost the plot entirely. I bet I could look at your game collection and point at a dozen games which I don't think should have been made, because they're pointless wastes of time. I bet you could look at mine and think the same. Only by having a wide selection of software can both of us actually be happy.
  • Shinji #15 2 years ago

    No, I'm not. The early success of platforms like the PS1, PS2 and DS was driven by a small number of core titles which were embraced by early adopters, of course - but what propelled them past the 50 and then 100 million unit mark was the massive library of software they offered, ensuring that there was enough diversity to keep almost any consumer happy. Even the best-selling core games on those platforms sold to less than one in six owners, which shows you just how diversified the audience was - lots and lots of PS2s sold to people who never played a Grand Theft Auto, Gran Turismo, Metal Gear Solid or Final Fantasy game.

    In a sense you're correct because without that core success in the early year or two of the console's life, it would never have attracted the developers who created those niche market titles - but it's a feedback process. Core success attracted those developers and publishers; their games drove the console's sales in new markets that didn't care about driving, shooting or being a psychotic, spiky-haired world-saver. Without that diversity of software, I'm doubtful that any console would have topped 50 million units sold.
  • SpaceMonkey77 #16 2 years ago

    Sorry Mr Jaffe, you are wrong on this one. Variety is the spice of life. Some good and some crap and games, but that's why we have sites like Eurogamer etc, to help us. If the average consumer doesn't use the review service provided to help them or word of mouth, the unworthy crap will sell more.

    Jaffe speaks from the position of an established voice in the industry. He's lucky enough to have gotten his break, but others need that same chance. For him to say anything negative is dumb. Try telling that to John Blow.

    Honestly, some in the games industry act like children. Either you want new blood and ideas, to come into the industry via such games/aps, or you don't, which is it? I'd rather see more indies get in and cut down sales of lesser games (yes, even from some big wigs publishers), than languish on PC where their audience is limited and their efforts hidden or wasted. Established figures speak from a seat of fear of financial usurpation, when they should be welcoming the competition from indies. Its not like there's millions to be made from games for indies, as they are more in it for the right reasons, love of games than money, and a chance to get their talent realised.

    Xbox Live does well on its arcade games, but unfortunately MS chose to ghettoise indie games deep in the menu. Also if they offered Indie Achievements system option, I'm in no doubt that more of these games would sell too, and establish a good, bad and ugly ratings system.
  • Spungles #17 2 years ago

    Can't we compromise and have 75,000 average apps?

    Seriously though, 360 Indie games are ace, even when I hate a given game. I've got several new full price titles at home, mostly unplayed as I check out the ever growing Indie content. Although I believe in quality over quantity you just can't predict what will be the next big thing. So we really do need the quantity to find the quality. Its popularity shows that plenty of 360 consider quality to be related to the concept AND implementation, not just implementation.

    This amount of sometimes bewildering choice is what the internet is all about - democratising closed in industries that were founded on the simple joy of it but got warped by big cash along the way.