Indie Games, AAA Producers and Digital Distribution
Indie game developers has been around as
long as since the 1970’s but sometime around the mid 80’s it became
increasingly hard to develop and publish games due to the rise of multiple
platforms with high licensing fees and requirements of advanced equipment and
programming skills. 6th of August 2009 a famous game by the name of
Braid was published on the Xbox 360’s Xbox Live Arcade and less than a year
later on PC for the Windows OS. For many developers, the success of Braid is
considered to be the reawakening of indie games development and soon it would
turn out that indie games definitely were profitable. Minecraft would become a
prime example of how latent the market was for indie games, having sold
impressive 33 million copies across multiple platforms worldwide made the
Swedish creator Markus “Notch” Persson well-off to say the least.
Picture: Minecraft
The growing trend of indie games has become
a profitable industry while the situation is almost reversed for some of the
AAA developers where sales of game franchises is decreasing and performing
below expectations. Ubisoft reported that both Rayman and Splinter Cell sold below
the sales targets in 2013. There is however some exceptions to this theory, GTA
V reached an impressive 1 billion US dollars in retail sales within three days.
So the triple A producers is far from bankrupt yet.
Another debate is whether or not game
developers should throw themselves into digital distribution as services like
Steam, Good Old Games, Desura and so on. Ubisoft launched their own digital
distribution platform Uplay in the end of 2012 to counter the growing
competition and to regain the profits lost by selling through third party
distributors like e.g. Steam.
Development of AAA games is also becoming
more costly since the equipment and workforce needed has vastly increased. The
game developer companies have challenges ahead in terms of generating more
profit from their games and reducing costs. Outsourcing parts of the
development progress to third parties in India or China might be a more common
solution in the future.
Smartphones and tablets have also become a
huge market for free-to-play games with micro transactions. Developers are fighting
to get a share of that market and more and more players are using smartphones
and tablets instead of investing in portable consoles and in some cases
household consoles. A trend I fear will create a paradigm shift over the next
couple of generations where around 10-years into the future handheld
smartphone/gadget devices will have replaced consoles as a gaming device. I
would not mind this development if the quality of the gaming industry for
computers and consoles was adapted to the handheld devices/gadgets, but that’s
just wishful thinking.
So what is the future of the triple A
producers? What are they doing wrong? Well for starters, personally, I think
that the industry is focusing too much on technicalities rather than gameplay.
Of course, having some graphical improvements over the course of gaming history
is crucial for the development of games, but the gameplay should always be the
main focus. Franchises like Call of Duty have seen a decline in sales, most likely
due to lack of innovativeness in their newer titles.
“You don’t change a winning team”, is a
common saying in sports, but some changes is definitely needed for the triple A producers
to stay on top of the gaming industry.




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