Posted on June 5, 2007,

Gaming Trends That Need to Stop – Greed

With video games becoming more and more main-stream, is it possible that the creative output of the gaming industry will suffer? That’s a debate that requires some serious contemplation. It is the sort of debate held by business analysts that bore you with bar graphs and statistical analysis of financial successes regarding proven formulas. Screw that, let’s just be super critical and make fun of the developers. Off we go:

Example #6: Greed

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We might as well just accept it. Developers have gotten a taste of how much money subscription-based games can bring in, and there is no going back. Why finish a game when you can just release it unfinished and then charge people for the rest of your development time? Brilliant! Why stop there? Let’s have the game companies start charging us before a game is even released. That way, companies don’t have to spend a dime on development costs, and gamers can be shouldered by all the expenses! Hooray!

I don’t blame the developers for trying to find the most profitable means of business, that’s just how a business works. I’m only concerned with the growing use of consumer dollars as a “crutch” to get through the development process.

Worst Offenders: Vanguard â$” Saga of Heroes, Most third-party MMORPGs

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2 Comments on Gaming Trends That Need to Stop – Greed

Martin

On June 5, 2007 at 6:42 pm

Yeah, those are some good points.. We never know if companies like Blizzard (World of Warcraft) have actually finished and prepared all the expansionpacks even as I´m typing this, and are just selling them to earn more profit.

Ron

On June 6, 2007 at 7:20 am

These are some excellent points. However, I think of all the MMO’s I’ve been involved in, Blizzard does the best job of making players feel as though they are getting their money’s worth. When Burning Crusade launched, the launch was nearly flawless. Sure, there was some lag, but when the entire population of a server is either in the first Outland zone, or the new race starting areas, that’s to be expected.

Let’s face it, there’s a difference between launching half done (Vanguard) and launching done. In both cases, issues are going to pop up. Using WoW as an example, how do you test for what 8 million people are going to do with your new content? You don’t. So, issues that you didn’t catch in testing suddenly rear their heads after launch.

What I look for is how these companies respond to and deal with their problems, and so far, Blizzard is the champ.