Torgo
2[H]4U
- Joined
- Oct 16, 2002
- Messages
- 3,149
I read it the articles on my own and since Kyle brought it up on the front page, I might as well comment on it. Now, we agree on many things but there are times that we disagree. He's probably forgotten about the bet we made a year ago that there would be separate versions of games created and sold for nVidia and ATI chipsets (only a little less than a year to go on that bet). I have a feeling that this is another one.
So, what did Kyle say that I'm taking issue with? Here's everything he said in the article. There are some quotes that I think are flat out mistaken and others that I agree with:
With AAA titles, the cost of doing it yourself will outstrip the potential profit that could have been realized with a large publisher. If Valve were to totally drop Vivendi as a publisher, they would have to have up front capital to develop games (usually provided by the publisher), invest in large amounts of infrastructure to handle delivery of 2 GB of content to every consumer, have their own support staff; essentially duplicating the duties of the already existing publisher.
Does all your money really go to Valve? After the ISPs and server lease people take their cut, yes a larger portion would go to Valve. Keep in mind, they also have to pay more internally. A larger question is the gamer getting a better value for their money? That can be measured in several ways, but one thing we do know is that it costs more to buy online than it does to purchase it at a retail store. I picked up my copy of HL2 for $35 bucks the first day it came out at Best Buy. (A pricematch was involved, but I was still able to get a discount). So why wasn't the supposed savings passed on to the consumer?
Let me skip to something that I do agree with. Distribution companies will figure out to get the system working. However, that will be the large publishing houses and not the developers who do it. Why? It's just more cost effective for two or three guys to come up with a good system for content delivery and everyone else just "rent" the usage of it. Cable and Satellite companies do it for video today. Same thing with telephony. The future of online game delivery will be like the movie industry does it today. A few large theater chains serving up entertainment, with a few "art houses" doing specialty flicks. Large publishers serving games with a few developers distributing their own content.
Last myth that Kyle is perpetuating is that piracy is preventing content from going online. That's a cover story used to protect the status quo. No, that isn't a foil hat on my head. There's a horde of union people that would be out of a job if the majority of content went online, not to mention the loss in the retail sector. People forget that it's really already here. For all intents and purposes, Amazon.com pulls this off by giving you what you want with next day-shipping.
With the music industry, they use piracy to justify their high prices on CDs. For television, they fear the loss of commericial advertising. The movie industry... well, I can't figure out why they're trying to use piracy as a whipping post. They still make money every year and make an absolute killing on DVD sales. To be honest, there just isn't enough bandwidth currently available to handle the online distribution of the visual medium. Content has always outpaced bandwidth by its size. It took me a friggin' hour to prepare my HL2 purchased copy for play because of Steam. Factoring in pre-loading, it took days to get HL2 to everyone's machines.
There are plenty of problems and issues surrounding online content delivery. It's getting there, but it's not ready for prime-time. I don't think that online content will be the primary way of getting games for a long time; at least ten years if then at all. The current system isn't perfect, but it has several advantages. You get a box, manual and a physical CD. It's almost always cheaper as well. That isn't to say that online-content delivery doesn't have it's place. It's perfect for some situations like demos or play-it-and-forget-it-when-you're-finished. I am saying that it is way overhyped and not as rosy as it would seem.
So, what did Kyle say that I'm taking issue with? Here's everything he said in the article. There are some quotes that I think are flat out mistaken and others that I agree with:
Kyle, my friend, you're falling into the trap in thinking that online delivery is the best solution for getting me the games I like while giving the most profit to game developers. This is certainly not always the case. Online delivery works best with small development teams and smaller titles. The cost of online delivery is maximized in this situation with a small delivery package, better able to handle support issues and the cost of the infrastructure required. A great success story is Stardock which released several games online and also as a boxed version.
- "Steam, as far as a concept, is awesome," said Kyle Bennett, the Plano-based editor-in-chief of technology enthusiast site Hard OCP.com. "I really do like the whole cutting out of the middleman. I like Valve getting all that money."
- "Those distribution companies will have the money to invest to make it work correctly," HardOCP's Mr. Bennett said, referring to the fact that the Steam servers were overwhelmed for several days after Half-Life 2 was released.
- Mr. Bennett said that the publishers will figure out eventually, though, that online distribution is a potential revenue source that can't be ignored. "You're not seeing major music, movies or games online, because they're so scared of the piracy problem," he said. "But I really believe if they gave me easier access, then I would be a lot more inclined to buy it if it was a trouble-free exchange."
With AAA titles, the cost of doing it yourself will outstrip the potential profit that could have been realized with a large publisher. If Valve were to totally drop Vivendi as a publisher, they would have to have up front capital to develop games (usually provided by the publisher), invest in large amounts of infrastructure to handle delivery of 2 GB of content to every consumer, have their own support staff; essentially duplicating the duties of the already existing publisher.
Does all your money really go to Valve? After the ISPs and server lease people take their cut, yes a larger portion would go to Valve. Keep in mind, they also have to pay more internally. A larger question is the gamer getting a better value for their money? That can be measured in several ways, but one thing we do know is that it costs more to buy online than it does to purchase it at a retail store. I picked up my copy of HL2 for $35 bucks the first day it came out at Best Buy. (A pricematch was involved, but I was still able to get a discount). So why wasn't the supposed savings passed on to the consumer?
Let me skip to something that I do agree with. Distribution companies will figure out to get the system working. However, that will be the large publishing houses and not the developers who do it. Why? It's just more cost effective for two or three guys to come up with a good system for content delivery and everyone else just "rent" the usage of it. Cable and Satellite companies do it for video today. Same thing with telephony. The future of online game delivery will be like the movie industry does it today. A few large theater chains serving up entertainment, with a few "art houses" doing specialty flicks. Large publishers serving games with a few developers distributing their own content.
Last myth that Kyle is perpetuating is that piracy is preventing content from going online. That's a cover story used to protect the status quo. No, that isn't a foil hat on my head. There's a horde of union people that would be out of a job if the majority of content went online, not to mention the loss in the retail sector. People forget that it's really already here. For all intents and purposes, Amazon.com pulls this off by giving you what you want with next day-shipping.
With the music industry, they use piracy to justify their high prices on CDs. For television, they fear the loss of commericial advertising. The movie industry... well, I can't figure out why they're trying to use piracy as a whipping post. They still make money every year and make an absolute killing on DVD sales. To be honest, there just isn't enough bandwidth currently available to handle the online distribution of the visual medium. Content has always outpaced bandwidth by its size. It took me a friggin' hour to prepare my HL2 purchased copy for play because of Steam. Factoring in pre-loading, it took days to get HL2 to everyone's machines.
There are plenty of problems and issues surrounding online content delivery. It's getting there, but it's not ready for prime-time. I don't think that online content will be the primary way of getting games for a long time; at least ten years if then at all. The current system isn't perfect, but it has several advantages. You get a box, manual and a physical CD. It's almost always cheaper as well. That isn't to say that online-content delivery doesn't have it's place. It's perfect for some situations like demos or play-it-and-forget-it-when-you're-finished. I am saying that it is way overhyped and not as rosy as it would seem.