Many people say that PC gaming is dying, and I agree with them entirely. From a commercial sense. The independent gaming community for PC is better than ever. The reason that PC gaming is dying is because of system requirements. You do not need to run a FPS at 90 frames per second with bloom, soft shadows, real-time lighting, next-generation physics, and advanced reflection to make it look good. See Tremulous. 700 MHz, low requirements in graphics, and various other nice stats. It looks nicer than Guitar Hero 3 in my opinion, which requires 2.4 GHz (2400 MHz) and fairly expensive graphics cards. You end up with a cartoony, ugly end-result that can be emulated with the same degree of satisfaction on really low-end obsolete machines (124 kb, and not demo scene ultra-compact, either), with the same gameplay. Audiosurf runs way more stuff than Guitar Hero, and runs on a 1.81 GHz GeForce 6150 Go laptop. Seriously, there is no need for the ultra-high requirements, since the real hardcore gaming community will play anything fun, regardless of graphics. I've played games with 3 poly models, and enjoyed them more than Guitar Hero 3 (Xbox 360). There is no need for your 200,000x 200,000 pixel textures or 80,000 poly models. It really doesn't matter.
There's not much of a need for top-of-the-line, it's just a small prestige section. You buy your way in.
Crysis is only pirated because anyone who bought a computer to run it was inable to buy it itself. (Joke).
That's one of the problems with PC gaming, and it's one of the reasons that developers choose consoles. The only real way to stop it is through a long, lengthy series of checks that disqualify some hardware and systems.
I've actually been suprised at the number of games comming out that don't need uber machines actually. The obvious one that springs to mind is Sins of a Solar Empire, a perfect example of how a game can be beatiful, fun and run on low machines .
I can sorta see where your comming from, but only because these games are being developed by bad developers in my opinion. The top developers know that the higher the spec, the less people they can sell their game too.
Sins is one example, as is Mount and Blade (though it won't run on my PC smoothly all the time), of games that don't require super powerful machines, but even a cheap computer is $400 if you wanna game with it, so you can afford a game easily. It adds up, sure, but why would you buy a computer just to pirate games? I believe that DRM is not the answer. Returning prices to sane levels ($60 is not sane, nor is $90, EA), removing ads (or having them pay for some of the game, if not all), and other small things would put sales up without requiring any DRM, and justify a purchasing decision for those on the fence (I wouldn't pirate it, but I wouldn't buy it).
Another problem lies more with the publishers being too draconian. People will cheat, copy, and do everything to your game, but the more you do about it, the more the innocent pay.
No, sixty dollars is way too much. A game costs $2 to put on a disk. Use an existing engine, and if you sell 20 million like most high-end games do, you should have no problem charging $20. Plus, if you've ever played freeware or open source equivalents, you will realize that $60 really is a rip-off. Plus, shall I point out that the greedy publishers almost always get the majority of the money, so the developers really don't make that much in all cases..
Ah, but you're talking from the publisher's point.
The developers are the guys who make or decide upon the engine (don't whine about costs, the Q3 engine is perfectly good, Torgue costs little, and there's thousands of open source entities), equipment should be relatively cheap, utility bills should be cheap also, wages should be not that cheap but not near $1M, marketing could be expensive, but there's always Indie style word of mouth.
Freeware games may be of poor quality, but there are many examples of professional quality freeware games. A big corporation with a big office in the downtown area, with secretaries, is wasting money. The publisher seems to be your standpoint, but you forget that Doom was shareware and grossed how much? And it grew into a huge franchise, shall I point out. Shareholders should not be allowed in a game company, only community, as shareholders ruin business.
I will whine about a sixty dollar price tag, because I pay that much only for a rare piece of art, not every game that feels entitled to its huge price tag simply because it's on the PS3 or Xbox 360.
PC games will do well with an indie development team because two people can take an open-source engine and make it into a wonder of computing, while leaving it easy enough to use.
The idea that all freeware games are crappy is bad, because, quite simply, many commercial games are crappy too. The freeware games are met with more opposition, and many do suck, but there are always some that strive to be better than the rest and succeed.
Examples: ADOM, AssaultCube, Battle for Wesnoth, Cave Story, Cube, Dwarf Fortress, Eternal Daughter, Frets on Fire, Gate88, GearHead series, GeneRally, Glest, Icy Tower, N, Sauerbraten, Seiklus, Vega Strike, from the limited category of "always free" freeware games, not including free to play and commercial to freeware, and some open source. And this is just from the list on Wikipedia that I have tried.
Why did you tell the Lord to take an economics class?
The price of developing an game might be high, but if you expect it to gross 20M copies, why charge so extortionately for each one? It cuts down sales and will limit return-appeal. Plus, it's not like it costs more than ten dollars max to create and ship a game's physical part.
There are many great features available to you once you register, including:
Sign in or Create Account