
Editor's note: Hey, how'd you like more in-game advertising? Publishers, how about you up the margins on your games for retailers? Make it past the raised-eyebrows stage and Andrew's list of improvements for the game industry might be crazy enough to work. -Demian
The October 2009 issue of Wired featured the magazine's annual Smart List, highlighting a group of leaders in their respective disciplines and their completely bonkers ideas. This year's version looked at "dangerous ideas" in particular. Frankly, the ideas weren't dangerous at all and made a lot of sense, but implementing them would make a lot of people angry.
I took at crack at a video game industry version, and while I don't venture to say that my ideas here are particularly innovative or world-changing, maybe they're at least a tiny bit dangerous. While our industry is just about video games for now, it's on the brink of dominating consumer media. So if our television shows, movies, and music are going to become more video-gamey, I'd like to see the industry start getting it right before taking over the world. Baby steps, you know. Like these....

Kill the Preview Cycle
While I don't want to support many of Denis Dyack's ideas, a broken clock is right twice a day. I am sick of preview coverage, and just not reading it won't solve the problem. Preview coverage is ruining the industry. How? By focusing the attention of the audience exclusively on new games.
With such anticipation for new products, simply playing them makes up the talking points. How many guns, how many levels, how many spacebucks does the day one DLC cost -- any meaningful conversation drowns in a sea of first hands-ons and exclusive screens of the all-new chainsaw melee weapon. The industry acts like a horny man in bed: Work it until you blow it, then roll over and go to sleep. Stop the previews churn and game sales could enjoy a longer tail, as people start the conversation when a product hits retail rather than focusing on what's three or six months away.
Much Cheaper (and Shorter) Games
This $60-70 price point has to come to an end. I can't afford it. I feel like I'm six, where I get two or three new games a year. In fact, I get no new games a year. I get loads of cheap old games, that have fallen out of the "maximum revenue" slot. I propose you slash prices across the board going forward, and design games for the new price point by making them shorter.
No Really, Shorter Games
No one has time to play dozens of 20 hour games. And, indeed, games are already getting shorter. But if you cap a game's length at four to five hours, you will make the experience better. Why? How many games have you played that you could boil down to four to five awesome hours, with the other 75% of the game feeling superfluous? Exactly. By optimizing awesome experiences, you are only strengthing your brand. Speaking of which....

Develop Platforms, Not Brands
We're looking at what, something like 68 Guitar Hero games? The average consumer needs, maybe, one? The worst of it is, the music game publishers have a great download service, but they still make an unbelievable amount of new retail products. Get it right once, and you'll do yourself a favor, publishers. Overhead costs go down, and you can keep selling selling songs without exhausting the market.
Plastic instrument sales are already starting to crater, but that doesn't mean people don't still want to play music games. Instead, publishers could sustain a vibrant community through online distribution, much more than they do now, with ridiculous profit margins. Rockstar is getting it right, though: Grand Theft Auto 4 has become a platform unto itself, exclusively through DLC.

In-Game Advertising
I want it everywhere. Well, not everywhere, but in a lot more places. Yes, it makes sense in sports games and in your online lobbies. But I want to see "Brought to you by Mountain Dew" when I boot up Assassin's Creed 2. As long as it doesn't ruin the in-game experience, stick those ads everywhere. Why? Because, despite my previous points in this article, I do want video game companies to make money. Jesus Christ, they can make billions for all I care. I just want to stop paying for it. Will they pass the savings on to me? Probably not, not at first. But in time, this revenue stream can have major consequences for gamers' wallet, all of them good.

Iterative Consoles
Consoles now have downloadable content, patches, and extensive online communities. Now, let's make the hardware mimick the PC market. While I don't suggest creating a device that you crack open and insert new components, I don't want to see new generational shifts. In fact, let's make this the last generation of consoles.
The industry is already moving in this direction by inserting slightly better hardware (storage, mainly) at roughly the same price point. Let's continue this trend and improving consoles incrementally. Of course, at some point you're splitting your market, but that never sank the PC. Every three to five years, newer Xboxes and PlayStations will eclipse previous iterations, and instead of "system sellers," we'll have "system upgraders" -- titles so good that gamers upgrade their equipment accordingly. This should reduce development costs, improve brand strength, protect smaller developers and publishers, reduce marketing costs, and maximize revenues for any specific set of hardware adjustments.

Embrace the Used Games Market
You always hear publishers and developers complain about the used games market. Publishers try all kinds of things to minimize it: pre-order bonuses, exclusive downloadable content, and content protected by codes. But why a company would spite their audience is beyond me. People who buy used games are villainized, even though they want to play the game! How can you blame them for not wanting to pay the ridiculous cost for a new release?
Retail is just as guilty as the publishers, maybe more. They charge simply silly prices for used products, at incredible profit margins, without cutting the publishers in. The two sides need to work together. First, profit margins on new games for the brick and mortars need to increase. In turn, the publishers get a generous cut on every used game sale. Finally, the publisher keeps a close eye on production and doesn't flood the market. Everyone gets in on the action, and used sales will actually increase. Retail gets slightly higher margins on new product and more volume overall, and publishers balance reduced profit margins on the initial sale by grabbing a piece of every sale.
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