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The Hardcore Niche - The changing Videogame market
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Tue Jul 08, 2008 6:55 am Reply and quote this post
The video game market is changing incrediblyquickly right now, probably at the fastest rate since the big crash ofthe mid-1980s.
Not only is the market expanding to include women and casual gamersonce again, the definition of what constitutes a game is expanding. Iwouldn't say it’s expanding within the minds of game developers, but itis expanding in the context of the mass media and mass consumers, andthat’s who drives the market in the first place.
As sick to death as we all are of talking about microtransactions,free-to-play MMOs, and casual online spaces, the advent of these thingsis changing the game landscape for good, whether we like it or not.
    
Interactive Media - At Face Value
The lines between an online community portal and an MMO are blurredto the point of being indistinguishable. Consider the numbers — Audition Online has tens of millions of users worldwide, and a dedicated TV show in Vietnam. Kart Rider has tens of millions of users. Ditto Habbo Hotel and Club Penguin.
Traditional games - like most people reading this are developingtoday - may never be able to reach that large of an audience. Our gamesare too focused, too hardcore, and bear too much of the stereotype of“gamer.”
                         
               
Right now, Halo 3, Grand Theft Auto IV, and World of Warcraftare considered our blockbuster titles, and flagships for the industryin popular culture. But when you think about it, it’s still justshooting aliens, playing gang banger, and swinging your sword in theforest.
Boiled down to their essentials those things appeal to a verylimited group of people, and the complexity of game controls preventseven blockbuster movie attendees, whom we should be attracting, fromplaying these things.
At least, that’s the common line. But is that really the case? Doaliens, wizards, and soldiers really make a piece of entertainmentinaccessible? Many millions of people went to see the Iron Man movieover the past two months, and a large percentage of them have probablynever picked up a comic book in their lives.
Why is it that people will go see The Lord of the Rings' movies, but many of them will not play the games?
The Real Mass Market
It’s common knowledge that game controllers are intimidating, thatconsoles have a certain stigma to them, and that most mass marketconsumers consider games to be either a waste of time, or activelydetrimental.
These can all be debated until the end of time, but the perceptionexists, and either that has to change (Nintendo is doing good workthere), or we have to change. Otherwise we’ll end up with acomparatively small fraction of a growing market.
Will it be possible to make a game like Assassin’s Creed or BioShockin 2015? It’s already becoming difficult to justify large budgets forsingle-player experiences, and it stands to reason that it will getmore difficult as time goes on. What does that mean for developers ofthese games? What happens to the concept of a game auteur?
One possibility is for these hardcore games to essentially becomethe art-house cinema of the video game world, which would be odd, asthat’s a role currently filled by indie titles.
Interestingly, never has the film/game analogy worked less well than it does currently. In the PS2 era, you could correlate Grand Theft Auto III with a movie blockbuster, and Ico with an art-house film.
But now, in terms of scope, money, and global social impact, Kart Rider or Club Penguin would be that blockbuster, and Call of Duty 4 would be the art-house equivalent, though content- and budget-wise Call of Duty 4 is much more your traditional blockbuster material. Something seems awry there.
The fact is, these simple-to-play social experiences are here.They’re growing in popularity, they’re dwarfing our multi-milliondollar projects that sell through to 5 million people at max, and theycost a fraction of the price to make.
With the market expanding as it is, and the dollars going wherethey’re going, the $20 million budget bestselling console title oftoday is going to be the hardcore niche title of tomorrow, art-house ornot. Unless development costs get significantly lower, it seems we havean online future to look forward to.
New Things Are Stupid
To wit: online games are taking over, and I, curmudgeon that I am, don’t really like it.
Certainly there will always be the hardcore players that will wantthat deeper experience. There’s no doubt about that. But the questionis: in an industry where we’re getting our asses kicked financially byweb developers, of all people, who will pay us to make it?

Contributed by Editorial Team, Executive Management Team
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