[HN Gopher] Sid Meier warns the games industry about monetisation
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       Sid Meier warns the games industry about monetisation
        
       Author : ChrisWreck
       Score  : 107 points
       Date   : 2022-02-28 07:40 UTC (1 days ago)
        
 (HTM) web link (www.bbc.com)
 (TXT) w3m dump (www.bbc.com)
        
       | Chris2048 wrote:
       | Also: https://news.ycombinator.com/item?id=30497881
        
       | cehrlich wrote:
       | I agree with him completely.
       | 
       | But I also wonder sometimes: Who is spending money on all of
       | these awful games? There's so much good stuff on Steam, GOG, the
       | Switch eStore, etc. Wonderful games made by people who care, for
       | a fair price, without exploitative monetisation, that I don't
       | feel even remotely tempted to play whatever Ubisoft is currently
       | peddling.
       | 
       | Some examples I've played in recent years are Celeste, Into the
       | Breach, Hades, Slay the Spire, Ori and the Blind Forest, etc.
       | These span every genre, and that's not even mentioning the PC
       | back catalog which spans decades. What does it take for those
       | games to win against the lootbox microtransaction garbage?
        
         | gameswithgo wrote:
         | I think it is largely "casual" gamers and or gamers who can't
         | afford the upfront $50 or $20 for a game and are lured in by
         | the "Free" game and then of course addiction kicks in and they
         | spend $100 or more on it. Sad state of affairs, and something
         | that has only gotten worse with app stores. I don't know if it
         | is causal but they certainly haven't helped stop it.
        
           | paulmd wrote:
           | a skin in some of these games is $10 or more. Even as someone
           | who might conceivably be tempted (I've bought stuff for TF2
           | before), there's a point where it's just an obviously bad use
           | of your money. 20 bucks is a nice dinner out, I'm not
           | spending that on a skin.
           | 
           | Maybe I am just stuck in 2012 but $2-3 is about the limit for
           | me for a skin. "Unusual" hats (particle effects) in TF2 are
           | basically the original NFT, they are unique items with a very
           | limited number in existence, and they are worth more, but I'm
           | not going to pay $10-20 for the same skin as a million other
           | players.
           | 
           | Of course that's why they've started tying them to gameplay,
           | like Rainbow 6 Siege and Battlefield 2042 "operators"... it's
           | taken studios a long time but they've finally gotten us to
           | bite on "pay to win" by framing it as player choice.
           | 
           | (although I guess DLCs/expansions having OP weapons that beat
           | the base game is nothing new, but charging $10 or $20 a pop
           | for each unit is new.)
        
         | kipchak wrote:
         | I think the problem is these sorts of games are still
         | relatively niche compared to most releases by the big shops,
         | which appeal more to people with a passing interest in games as
         | an occasional pastime versus a hobby. For example I knew
         | someone who played a good bit of FIFA, but didn't really have
         | any interest in other games, in the same way someone else might
         | not be interested in Criterion collection movies but might put
         | on a marvel movie.
         | 
         | There are a few games that are popular in both camps like
         | Tetris, but they're by and large the minority, though they also
         | can be extremely successful as a result. Making a game
         | approachable but deep is very tricky. Celeste for example isn't
         | terribly approachable, which is appropriate given it's story
         | and gameplay, which is likely to turn off most players who
         | might try it casually.
        
       | fattless wrote:
       | The worst part of this trend to me is how many games sacrifice
       | their identity to fit the mold that is now most profitable, it
       | feels so soulless. This is all from my own experience/memory.
       | 
       | Every game needs live service, seasons, and a battle pass. While
       | I appreciate that it can keep the game fresh and evolving over
       | time, I think a lot of times its harmful. Sometimes a relatively
       | simple game is blown out of proportion over time and id almost
       | rather a stagnant game. Furthermore, gameplay can suffer too. In
       | my opinion R6 siege started really strong, but has gone downhill
       | recently, most obviously in operator design. Real power creep is
       | sometimes an issue as well, somewhat recently I remember there
       | were one or two operators added that felt like almost direct
       | upgrades to base game ones. In its case, both the art style and
       | operator design suffered from being stretched out for so long. Or
       | RDR2, who sells most of the content through their premium
       | currency and whose movement between the single player and online
       | is so drastically different that fights online look like smash
       | bros melee matches with frantic strafing and rolling. Compare
       | this to titanfall 2's design, which has remained stagnant
       | (because it was killed a long time ago), but incredibly
       | successful maintaining a large player base to this day.
       | 
       | Cod and pubg have sacrificed their art style and aesthetic, MW
       | went from "realistic" tactical characters to jigsaw puppets and
       | neon, out of place outfits. It's like power creep, but for
       | ridiculousness, skins have to get crazier and crazier because
       | sometimes it keeps people buying them because its funny. It fit
       | in fortnite because it was cartoonish and ridiculous from the
       | beginning, but through MW and CW lifespan you can see the art
       | style gradually decay. These game aren't really meant to be taken
       | seriously, but it always kinda put me off. Not necessarily making
       | an argument about my taste, but rather how the games stray more
       | and more from their original vision, driven by micro
       | transactions.
       | 
       | Battlefield has thrown out their traditional classes for
       | specialists following in r6 and other hero shooters footsteps,
       | part of me always kinda felt like it was to sell skins for each
       | specialist, but I might be wrong here.
       | 
       | This isnt the biggest deal, especially not within the games
       | industry, but frustrating to see innovation slowly be stamped
       | back into the mold. There are many games that hold true to their
       | visions or fill these voids, but the state of AAA gaming and how
       | it molds to the market is a little disappointing to me.
        
         | prox wrote:
         | There are many great games coming out from smaller studios and
         | still being maintained. Cases : Rimworld, Valheim, Police
         | Simulator, Project Zomboid, Space Engineers, KSP 1, Factorio.
         | 
         | All off the games you mention seem to be FPS games, perhaps
         | that segment and the sport games suffer segment the most from
         | Pay to Keep Playing schemes.
        
         | ranger207 wrote:
         | I agree. At this point AAA games are a genera unto themselves,
         | whether they're a shooter, adventure game, sports game,
         | whatever. They all share the same elements you outlined:
         | seasons, battlepass, in-game currency, microtransactions for
         | the smallest items, and game design that puts the focus of the
         | entire game on those elements. AAA games are made with massive
         | budgets and are designed to be very attractive to play, to the
         | point of addiction, but I simply can't get into them because of
         | the genera elements.
        
         | falcolas wrote:
         | Imagine being a player who wants to collect new skins or looks
         | in a modern game. In almost _any_ modern game that offers
         | microtransactions. Even indie games are starting to sell
         | cosmetics, so they aren 't left out of the feast, err, leaving
         | money on the table.
         | 
         | Your choice is usually limited to: 1) spend money, 2) be unable
         | to get all cosmetics, and occasionally 3) spend hundreds to
         | thousands of hours to obtain the skins.
         | 
         | The worst part is that the average player seems to be fine with
         | this, since it's not selling power - as if power's the only
         | thing that matters in a game.
        
           | donmcronald wrote:
           | When I played WoW I liked collecting pets and old mounts that
           | were dropped from raid bosses that became solo-able or duo-
           | able. I can't imagine anyone building a modern game where
           | collecting cosmetics is nothing more than a fun side game
           | rather than a revenue stream.
        
         | ericd wrote:
         | Yeah, the presence of a season pass means an automatic pass
         | from me. I don't need any heavily monetized skinner boxes in my
         | life, thanks.
        
       | time_to_smile wrote:
       | I think the real issue is that we've just left a brief period
       | where the best way to succeed in the market _was to make good
       | games_.
       | 
       | Anyone who grew up playing arcade games knows that, for the vast
       | majority of cases, the pre-console arcade world was about finding
       | the best way to keep you feeding quarters to a machine.
       | Difficult, almost beating the boss, but ultimately simple games
       | ruled the day. Some are classics now but many were very meh.
       | 
       | The early home console years, when reviews were still hard to
       | come by and rentals weren't a thing yet, were flooded with tons
       | of pure trash games. Everyone knows how awful any licensed game
       | was, but it didn't matter because all they had to do was to get
       | you (or more often parents/grandparents) to buy the game. By the
       | time you got home and realized the game was garbage it was
       | already too late. I remember owning far more horrible games as a
       | kid than good ones.
       | 
       | The late 1990s and early 2000s were a great time for gaming
       | because it was much easier to determine if a game was quality or
       | not before buying, and for a brief window of time the only really
       | great way to make money was to just make a compelling game that
       | got good reviews.
       | 
       | We've since seen gaming become a major industry, where heavy
       | marketing can play just as big a factor as initial reviews. With
       | the massive growth of online gaming and digital downloads it's
       | much easier to make a game that is really about a million
       | microtransaction (remember when people used to think that would
       | _save_ the internet?)
       | 
       | The truth is games have always been structured in a way to
       | optimizer revenue, it's just that we remember a period when the
       | best way to make money in a game was to actually make a game
       | good.
        
       | sstevenshang wrote:
       | Excellent article, and the thing is that if you spend any time
       | talking to gamers or on gaming platforms, there's a near
       | consensus on this attitude against in-game purchases that
       | contribute nothing to gameplay. Even though people still make
       | these purchases, I'd say most of them are conscious of the fact
       | that the current trend is detrimental to gamers.
       | 
       | As a side note, the only people pushing for NTFs in games are
       | crypto enthusiasts or profit-seeking actors who do not care about
       | game experience at all. Even gamers who are also into crypto do
       | not advocate for NTF in games. The whole thing is a shit show
       | IMO.
        
         | washadjeffmad wrote:
         | I'd separate that into two categories: consensus that
         | "withholding content, breaking games up, or locking devices to
         | stores to artificially create redundant sales" and "abusive
         | monetization design where the game is mostly a flimsy pretext
         | for their real product, a gambling addiction simulator" are
         | reviled industry practices.
         | 
         | People like their stores and skins, they just don't want to
         | have to gamble to get them or be tricked into pay-to-play.
         | 
         | I tried a popular mobile game for the first time recently and
         | almost immediately uninstalled it. As a new player I was
         | overwhelmed with freebies, but every action funneled me back to
         | the store or demanded some kind of worthless interaction. I was
         | horrified at the thought that I might ever allow myself to get
         | used to it and just how many people already had.
        
           | bluefirebrand wrote:
           | > People like their stores and skins
           | 
           | Two types of people here, too.
           | 
           | Those who bought "Horse Armor" and those who thought it was
           | the most ridiculous thing they had ever heard of.
           | 
           | Personally I dislike the move towards every game being a live
           | service to justify the presence of a store with skins and
           | emotes and such.
           | 
           | I'm getting sick of always online, seasonal event driven live
           | service games where the game balance constantly changes and
           | new stuff is funnelled into it constantly. It is such a
           | relief to me when a game just is released in a mostly final
           | shape, with maybe some QoL patches and an expansion dlc or
           | two.
           | 
           | Destiny 2 ruined this for me in a big way with how they are
           | not just introducing new content but also removing old
           | content, content I paid for and now can never access again.
           | 
           | It has set a terrible precedent and I'm just not going to use
           | my money on games like that anymore.
        
         | stemlord wrote:
         | Do you mean "NFTs"?
        
           | sstevenshang wrote:
           | Yes NFT! I keep making the same typo everywhere.
        
         | donmcronald wrote:
         | I think the NFT thing should be illegal. It adds _nothing_
         | beyond a false promise that you 're buying an "investment"
         | instead of an in game item. IMO it's disgusting to see game
         | companies targeting kids with a scam like that.
         | 
         | As for the rest of the article, he could be talking about me.
         | I've basically given up on PC gaming. I used to love gaming and
         | now it feels like a second job. It feels like I'm being forced
         | to "accomplish" a bunch of in game goals because the developer
         | thinks "engaging" me like that is going to lead to a
         | microtransaction.
         | 
         | I thought I'm probably just getting older and grumpier, but I
         | bought an Oculus Quest before Christmas and it's been a blast.
         | Games like The Room had me feeling like a kid who just got
         | their first PC game. I think a lot of it has to do with VR
         | being a new platform and there's less focus on developers
         | squeezing every penny out of you and more incentive for them to
         | build small, fun games that help discover what makes sense in
         | VR.
         | 
         | The craziest part is that I've spent several hundred dollars on
         | VR games in a few months which is more than I've spent on PC
         | games in the last 5 years combined. I know it's popular to
         | trash Meta/Facebook, but I think they did a really good job of
         | pricing VR games. It's <$30 on the high end and they have
         | frequent sales, but the sales aren't such deep discounts that I
         | feel bad for buying something at full price.
         | 
         | I also think microtransactions can make sense. GGG did a good
         | job with Path of Exile. I've played that game on and off and
         | every time I pick it back up I play for a bit and if my stash
         | starts getting disorganized with items that have a convenience
         | stash tab as a microtransaction I'll buy that stash tab. It's
         | always after I've spent a weekend playing and it's only $20, so
         | I don't feel like I've gotten ripped off or forced into buying
         | something. I've probably spent twice as much on that game as
         | any other in recent memory.
        
           | prox wrote:
           | I guess it very much depends what kind of games you play.
           | These are the games I enjoy : Rimworld, Valheim, Police
           | Simulator, Project Zomboid, Space Engineers, KSP 1, Factorio,
           | Skyrim, Mount and Blade 2 : Bannerlord.
           | 
           | None of them have significant money sinks with add on
           | purchases. Most are modable, adding to their appeal and
           | longevity.
        
             | donmcronald wrote:
             | You're right! Rimworld and Factorio have been on my Steam
             | wishlist for a while.
        
         | Bombthecat wrote:
         | I think the idea of nfts is cool, imagine star citizen where
         | everyone could model ships and sell them as nft and set a
         | counter of how many they sell (are available) the market should
         | then set the value between work put in to design the ship, sell
         | it and how many are available.
         | 
         | So juat like right now, you could buy a ship for 5 dollar,
         | cheaply designed and thousands are available (or endless) or
         | get a unique nice and good looking ship for ome thousand (or
         | more?) because you need to pay the work of one guy for several
         | days and its only one time available.
         | 
         | What get right now: bullshit, scams and everything controlled
         | by the company selling the game.
        
           | fattless wrote:
           | I've always said that something like this could be a cool
           | idea, but I don't get why nft/blockchain is necessary.
           | Speaking about the Ubisoft nft thing (because I understand it
           | the best), Steam marketplace has been doing the same thing
           | very well for years, offering a very similar expirence. Is
           | there something I'm missing?
        
             | kipchak wrote:
             | The only downsides to to the Steam marketplace is it hasn't
             | caught on very much outside of Valve's own titles, and you
             | can only cash out to store credit, which has resulted in
             | third party trading sites that run on top of the steam
             | marketplace to emerge such as marketplace.tf, which relies
             | on trusting the site not to swindle you. Both of those are
             | fairly small issues, I think the trickier part is creating
             | an environment/reason for anyone to care about the digital
             | items that are for sale.
        
           | nest0r wrote:
           | But why would I need NFTs for that?
        
             | saurik wrote:
             | NFTs (as defined by ERC721 or whatever it is) by and large
             | end up acting as an interoperable standard that allows the
             | assets to be traded on unified exchanges with assets from
             | other games in a way that doesn't require any of the game
             | developers to have to deal with money transmission issues
             | (as they would only ever sell, not buy or facilitate
             | trade).
             | 
             | Like in some sense all the NFT is to the game you develop
             | is a minimal external yet-trustable representation of the
             | existence of some in-game asset so people can then go and
             | use all of these systems you don't have to worry about to
             | trade it around and then anyone can provide the receipt
             | back to your game later to be the potentially-new owner.
        
               | vorpalhex wrote:
               | We can't agree on what file format to use most of the
               | time, nobody is going to make interoperable
               | textures/models/etc between games.
               | 
               | NFTs would still be a "thing of value" and still be
               | beholden to all the same rules as other things of value.
               | 
               | You still have AML issues.
        
               | thebean11 wrote:
               | > nobody is going to make interoperable
               | textures/models/etc between games
               | 
               | Unity / Unreal Engine asset stores are just that aren't
               | they?
        
               | vorpalhex wrote:
               | And how often do you import those assets to find they
               | don't work correctly in your game? That they need a
               | different shader, renderer, lighting or additional
               | configuration? How often do they fail to blend in with
               | other prefabs?
        
               | thebean11 wrote:
               | The cost to integrate them into a game certainly isn't
               | zero, agree with you there
        
               | nest0r wrote:
               | Why would any publisher do that? They make their profit
               | on ingame marketplaces by taking a cut of the transaction
               | it just doesn't make any sense.
        
               | Bombthecat wrote:
               | The publisher can take a cut from minting (creating an
               | nft) and taking a cut from every sale, for example 30
               | percent first sale and then any other sale 10 percent.
        
               | nest0r wrote:
               | What would be difference between whaht they are doing now
               | ie. Steam wihth cosmetics in csgo or tf2 and NFTs? It
               | would only add overhead.
        
               | thebean11 wrote:
               | Wouldn't it remove overhead? They don't need to develop
               | or host the "auction house" or whatever it is.
        
               | verdverm wrote:
               | The hard problem is how to use an asset in-game, beyond
               | the visual aspect. What is the speed, rate of fire, etc.
               | 
               | Each game does this differently, their code is not the
               | same, their assets are managed in many ways. How do you
               | propose to deal with this?
        
               | Bombthecat wrote:
               | Like any rpg, but not for character creation, but for
               | whatever?
        
               | verdverm wrote:
               | That process is very different for each game. Do you make
               | them all use the same rules and mechanisms? What
               | differentiates games then?
               | 
               | Have you tried to develop a game? It's much more complex
               | than most applications. There are no standard libraries
               | or APIs for this type of thing.
        
             | Bombthecat wrote:
             | Nfts itself aren't the "game changer" the game changer is
             | the combination of nfts and smart contracts, where various
             | attributes are defined for the nfts, and they are not
             | changeable.
             | 
             | In the steam marketplace, the developer can change things
             | easily, like changing a super rare card in a collectable
             | card game to a common card.
        
               | nest0r wrote:
               | That doesn't sound like it would be an incentive for a
               | publisher or developer.
        
               | donmcronald wrote:
               | It seems like all negatives IMO. How does a developer re-
               | balance a game if they sold an NFT item that's game
               | breaking? Do you upgrade every other NFT item to
               | compensate? Who pays for that? Everything on the
               | blockchain is a transaction, so who's going to pay for
               | attribute changes? What if you want permanent damage on
               | items so that pristine NFT items are more valuable? Who's
               | going to pay the transaction fee to have their item
               | tagged as damaged or destroyed or with any negative stat?
               | 
               | We already know in game items that affect gameplay
               | basically ruin the game for anyone that isn't a whale.
               | The NFT proponents think they can get everyone
               | emotionally invested like the whales are, but good luck
               | catering to the masses to keep them happy. It's only
               | possible with whales because there aren't many of them
               | and they're the largest source of revenue.
               | 
               | Once you realize that blockchain and NFTs are about
               | charging processing fees for every single event that
               | happens the whole thing looks terrible. Eventually you'll
               | be paying fees to track your items stats, so every time
               | you click or tap it costs money.
        
       | imiric wrote:
       | Sid is a few years too late with the warning.
       | 
       | Gameplay and original game design have taken a backseat to
       | increasingly hostile monetization schemes, lazy/safe/rehashed
       | game loops and marketing/shareholder driven development for at
       | least a decade now. The amount of AAA titles built on hype and
       | released broken at launch, with promises of future patches, is
       | too long to list. With some notable exceptions, most of the
       | innovation and interesting game design is done by indie
       | developers and smaller studios.
       | 
       | This video sums it up nicely:
       | https://www.youtube.com/watch?v=Q38fjcyP1IQ
        
         | [deleted]
        
         | 34679 wrote:
         | If I understood Zuckerberg correctly during his Lex Fridman
         | interview, he's trying to build an entire alternate reality
         | based on this concept of monetizing in game items. He said
         | something along the lines of, "People want to dress nice and
         | look good in person, so why not in a VR meeting?" and then
         | proceeded to talk about charging people for clothes and
         | haircuts in the Metaverse. I have to wonder what sort of
         | scenarios this might lead to, with all of Facebook's corporate
         | partnerships. Are people going to end up having to pay Facebook
         | in order to keep up with dress codes at company meetings? Will
         | hair grow so anyone who doesn't pay Facebook for a haircut
         | shows up looking like a bum? Will clothes become stained and
         | ragged over time?
         | 
         | Lex even proposed an alternative of a closet that you only pay
         | for once, but updates with a basic style over time. The
         | suggestion was mostly dismissed by Zuckerberg.
         | 
         | Way too late to be talking about video games, this stuff is
         | about to hit many other aspects of human interaction.
        
       | lewispollard wrote:
       | It's a bit rich, given there are 14 paid DLCs for the latest Civ
       | game, and they all have pretty negative reviews for being too
       | expensive while adding little to the gameplay.
        
         | StanislavPetrov wrote:
         | Ironically, I'd rather play a game where the DLC didn't add
         | much to gameplay. If I purchase a game, I want to be able to
         | enjoy the full experience of that game without being forced to
         | purchase DLC. If they release DLC that is little more than
         | different skins or supplemental music, I don't feel I've lost
         | out on anything by not purchasing it. On the contrary, if they
         | release a DLC that substantively changes the game and, even
         | worse, makes it incompatible with the original version for
         | saved games or multiplayer, then I'm more or less obligated to
         | purchase it if I want to keep enjoying the game to its full
         | potential.
        
         | kevingadd wrote:
         | Is Sid actually involved in the Civ games anymore? As far as I
         | know he hasn't been directly involved in that franchise for
         | years.
        
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