Why do new and budget games struggle so much?

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Monday, December 03, 2012

 

 

Breaking into the video games market is hard. There is no doubt about that. In fact, it appears that new, budget games, are in decline and it's not hard to see why so many developers are giving up. 38 Studios, the development team behind Kingdoms of Amalur: Reckoning went bankrupt and shut down not long after it was released. It's not that it was a bad game; indeed, many reviews did not do justice to the borderline excellence produced by the devs. It's hard to put a finger on why it struggled so much. Obviously poor sales are the main culprit, however they are the result of other problems faced by Kingdoms of Amalur as well as many other budget titles trying to break into peoples 'to buy' lists.

 

There is one, hard, clear point that helps to explain the problems faced by new games and developers on the block: how far we are into this generation. When a new gen begins, it is the perfect time and opportunity that is required for new game series to break in. With so few games available on new consoles, people want something to play. People are less interested in reviews and simply want to experience their newly purchased and released devices.

Just look at the first 3 years after the Xbox 360 and PS3 were released. Gears of War - although being an exclusive IP backed by Microsoft that was always going to draw more attention - caused a storm and gathered a cult following. Uncharted exploded onto the scene for the Playstation 3 and gathered much praise.

 

But there are even more unlikely games that became massive successes. Games that, while they probably still would've succeeded had they been released in the past year, might not have got the critical acclaim they deserved. Bioshock, Saints Row, Just Cause, F.E.A.R, The Witcher, Assassins Creed, Mass Effect, Crysis; the list goes on and on. These are all games you will recognise and are all video games that went on to have at least 1 sequel as well as become very popular. If anything, the list of games just presented are a great example of why this generation has been so great.

 

But had they been released more recently, say, in the last year, would that success still be prevalent? Maybe, maybe not. Bioshock is an outstanding game, and one that would gain as much appraisal from reviewers today as it would have 6 years ago; however would the likes of F.E.A.R, or even Saints Row and Assassins Creed, be as appreciated? In truth I doubt very much that had Assassins Creed been released in the past year it would have gone on to have the outstanding sequel it did. The same goes for F.E.A.R and, possibly, Saints Row too.

 

Assassins Creed was released in 2007 to very mixed reviews. Some loved it, others hated it. I myself was not a fan, however it is impossible to deny the series has really come into its' own; both story wise and gameplay. Ubisoft had time, however. It was 2007, the generation was 2 years in. People still didn't really mind what they were given, so long as it showed off the awesome capabilities of consoles and was fun enough to play. Ubisoft are a big developer/publisher too. If they want a sequel, they'll damn well make one. And they did. And it was massive. And it changed everything.

 

Similar things can be said about the two other series mentioned - Saints Row and F.E.A.R - that they got off to a rocky start but regained their balance in the form of sequels. But games just aren't given those sort of chances anymore. Big developers or not, video games are punished critically if they fail to impress completely on their first go.

 

The game Singularity, comes to mind as the perfect example of this. Not only was the game released in 2010 (not too old) but it was also excellent, despite being flawed. What is more, this was no 'budget' entry into the FPS genre, this was a game developed by Raven Software and published by giants Activision.

The response? Generally favourable in terms of reviews but sales, while above mediocre, were nothing special. In the end, while a sequel has not been completely ruled out, the game was nothing massive, or even big.

 

So the ultimate question is: how do developers, old and and new, increase sales and popularity? It is clear that just producing a fantastic game does not cut it. Dishonored is another video game that provides a good example. A borderline AAA title released only a few months ago that has every reason to succeed, but may not, if sales do not exceed a certain amount.

One thing you cannot do is blame consumers for not supporting new games enough. The last few years have seen many excellent, established, loved and well known video games be released to much expected success. So why in the world would people make a note of some new, unusual game that promises neither success or failure?

 

Maybe it is as simple as getting in first, when consoles are just released. And if you miss the showing? Well do what some other successful (and fairly successful) games have done: try to force yourself and hope you don't get pummelled by the big boys.

It's not easy for new developers, but this gen has been around for a good while; and the longer it lasts, the harder it is always going to be to be a success. There isn't any particular thing to pick on when it comes to distinguishing what needs to be done to help new titles, because a look back through the years shows us that being fundamentally good or great or, hell, even excellent, doesn't always cut it. Timing looks to be the most important thing to take note of. A sequel can make or break a game series; however there is no doubt a sequel can help many aspiring, struggling series - we've seen evidence of that over the years too.

 

This generation is almost over, however, so we can expect to see many more new series enter the market the moment the new Xbox and Playstation are released - and for me, I absolutely can't wait.

 

 

 
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Comments (2)
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December 03, 2012

Dishonored had wicked good sales, and Bethesda has already recognized that it is here to stay as a full franchise.

Assassin's Creed didn't warrant a sequel, but early in a console cycle and being from a big publisher, there was some leeway. Singularity was terrible. The FEAR series got worse as it went on.

But to the point of your article - this is a common theme in console cycles. New IP is much easier to sell with new hardware, and late in the cycle it becomes very risky. Despite that, however, you might turn an eye to next year. While Bioshock has the pedigree, Infinite is practically new IP. South Park as well. Then Capcom is releasing "Remember Me", Studio Ghibli will release "Ni No Kuni" and Tomb Raider is getting a facelift. Quantic Dream has "Beyond: Two Souls" coming down the pipe as well. I'm actually very excited about the face of new IP this spring, though your perceptions usually reign true at this point in the cycle.

This is without mentioning the growing indie market - Journey, the Unfinished Swan, Super Meat Boy and many others are proving that small titles can make a big impact.

And some games just don't need sequels. Too often I think a sequel is just a means to an end - money in pocket - as opposed to a contribution to a game's universe or a worthwhile expansion of story.

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December 04, 2012

Hi, just to respond to what you were saying at the beginning of your comment:

I didn't actually write this until a week or so ago, before I knew of Dishonored becoming a series as I first published it on my blog and didn't put it on here until now.

Your note on Assassins Creed becoming a series only because Ubisoft is such a big publisher/developer is something I did note in my article. Also, what you said about Singularity and F.E.A.R is opnion based. I enjoyed both the F.E.A.R series and Singularity - obviously your opinion is different but I can't state in an article that a game/series sucked if that goes against my opinion. Many people do like both the game and series mentioned.

Console cycle obviusly plays a massive part, like you said in your comment and I in the article. I agree that arcade/indie titles are becoming increasingly better quality and hopefully that can be built upon by developers.

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