Games cost too much (to make)

Back when the HD Twins were new and shiny, before the economy took a dive in 2008, I said that games had gotten too expensive to make. Making games has gotten more expensive since then and the industry is feeling this in their bones. Video game industry has gone Hollywood, where almost every mainstream title has to make stupid amounts of money to get the publisher and developer into black. Every AAA game needs to be a massive event. The sales must make back all the time and money spent on them, and more often than not, they’re large titles with tons of hot air. Hype is manufactured in order to make these games see big initial sales. PR and sales directly lie to the customer either directly or through omission. Fanatics join this manufactured hype in order to fellate these corporations some more. Often it takes a short while for the common customer to realize that what they have in hand is a mediocre product, a polished turd. A year from the release the media will turn their boat, when they can’t damage the game’s initial sales anymore. A cycle keeps repeating far too often. Sometimes you got games like Starfield, which gets all the hype despite being rather shit game. Sometimes you get things like Suicide Squad, which took too much time and money not to be released and everyone hating it.

What is a company to do when they’ve sunk tons of money? They sink more money next time around, and then ask the same thing again. Monetization of video and computer games is the word of the day, which we can thank all the whales who have dropped millions into mobile games’ gatcha and lootboxes elsewhere. I don’t like it, but sadly, these are an accepted element of games now, and only two things can change them. First is changing the law and making this kind of gambling illegal, but we really don’t want government control in gaming like that. The second would be customers simply making these games inviable, but that won’t happen due to the addicting nature of gatcha. Putting advertisement into games isn’t anything new, though traditionally this has been done via licensed material in-game. However, nowadays publishers are considering putting actively intrusive advertisement into games, where you’d get a pop-up ad somewhere during the game. Imagine having an ad during a load screen about whatever shit you were browsing on Amazon, or pausing the game, the game recognizing this, and then popping a Coke ad. Not only you should be paying for the live-service model, but also your info is being gathered for this targeted advertisement.

Netflix for gaming is something certain section of the industry seem to glamour for, but it’ll never be truly sustainable. Gamepass is already showing that while Microsoft is seeing success with it, most games aren’t seeing profits through it. The model promotes more in-game purchases and lootboxing, forcing developers to turn for the predatory monetization. The only one profiting from Gamepass is Microsoft themselves and nobody who worked on the games offered there. When you have a broken model like this, the games and customers are the ones who will suffer. As much as some people love getting all these games cheap, all this is doing is devaluing games as goods. If games are devalued, the publishers and developers will have to meet those lowered values in the quality of the games. The gaming industry has been playing things stupidly safe for a long while now, so you’ll most likely see them following that and devaluing the games themselves as well.

It’s sad to think gaming as a sort of casino, but that’s already a reality. Nickeling and diming, gatcha and lootboxes are a symptom of the gaming industry being at an unstable sustainability point, teetering being completely unsustainable and absolutely consumer abusing.

I’d say buying games at their standard retail prices would be the most beneficial thing for the hobby as a whole, for both the customers and the industry, if not for the existing micro transactions and constant DLC’ing. Once an industry finds a way to abuse the customer, it won’t stop until something significant causes a some sort of crash that requires rebuilding customer trust and cutting back from excess. The industry won’t crash by itself though, gaming is the most popular form of entertainment on Earth, so something like a massive crash of the global economy might do the trick.

If we rewind back a bit, I’ve written a few times how exclusivity is the lifeline in the console business. That business doesn’t survive unmitigated growth. You can’t dish out an expensive hardware and hope that alone drives business. It’s the job of the first party developers to make that hardware valuable through exclusive games. The less exclusives a console has, the less value it has. This applies doubly to third party software, where exclusive titles further value a console, while multi-platform titles are just an extra as general library additions.

A large section of the core gaming market holds the belief that it is a pro-consumer stance to have as many games on as many platforms as possible in order for the customer to choose on what platform they play games on. I reject this notion. Exclusive games force competition, which forces making games with value as long as they stand as individuals against others. Gamepass does the opposite, putting all the games on the service under one payment umbrella.

This is part of the reason why customers go for older games nowadays more, as they have more value. Remakes are a no-brainer for publishers and developers, as past games with proven track record already have an installed audience. This means less original creations, less remakes of games that could actually use it. The lack of quality in current gaming is also the reason why there is a vocal section of the market demanding older games being playable on newer platforms.

The current gaming industry has failed terribly. Older games should be obsolete, useless relics of the past with much lower value than what the industry is currently delivering. Yet the opposite has happened despite ballooning budgets and increasing staff numbers. As it stands, AAA games can’t possibly meet the fantastic expectations from the publishers, which means studios being closed down and people fired for lack of proper leadership. Gamepass games miss those sales goals by the truckload. Worst of all, Gamepass subscription numbers have slowed down and the latest big names have largely been duds, especially Redfall.

When Bethesda and Activision were bought under the Xbox umbrella, they spent tons of money, in the billions. Microsoft needs to see profits churned out from their gaming section, and hence spending has to be cut down and everything has to be played safe. I still think buying these studios hasn’t changed gaming as media liked to portray it as. The Xbox division’s stupidity though just might if they’re crashing under their own weight. Microsoft can’t have Xbox brand net them no profits now that so much money is tied into these studios. They can’t afford to have the same position as Disney with Lucasfilm.

If Xbox wants to survive properly without hanging too much from their parent’s teat, they might as well kill console business and go full third-party and fulfil their role as Sega’s successor. The whole brand has been mismanaged to badly throughout these years. The worst that could happen is to kill Xbox as a brand wholesale and integrate everything into Windows. Have these studios under Microsoft games label or something like that while publishing games in Sony’s and Nintendo’s consoles.

I really would hate this, as a race between Sony and Nintendo wouldn’t be pretty, if the history of both companies are anything to go by. We need more than two or three consoles on the market in order it to be healthy, but that’s what the status quo has been for a good number of years now. We need more head-to-head competition between first-party developers and hardware providers as well as in third-party software.

The market has to expand to new customers in order to survive, not leech blood out of the existing market with higher cost productions at lowered costs and devalued games. Otherwise, gaming will implode.

If you’re wondering what the hell the top image is about, I implore you to read David Sudnow’s Pilgrim in the Microworld.

Playing chores

Dailies and weeklies have really put me off from playing tons of games. You know, I was really into the mobile game UmaMusume when it was new, even if it was stupid hardcore title. I dropped it mostly because I missed a day there, a day here, unable to finish the Log In bonuses and such. I tried getting into Street Fighter 6 recently, using it as a medicine to my block of playing competitive versus games online, but the same thing happened here. I’m looking at other somewhat recent games I’ve played, and all the ones I dropped mid-way through were mostly because of the whole daily grind.

Video and computer game publishers and developers have done a lot to keep players engaged with their games longer than just the base game. An endless content game is a dream, where players would never leave the game and would end up paying more through additional characters, all sorts of items, maps and whatnot. Games as platforms is a term some have used, like Capcom of Street Fighter V. We no longer have editions, expansions or any sort of separate releases. This of course means the original versions of the games are lost and rendered unplayable; you can’t go back playing the first iteration of SFV.

Lootboxes of course are another thing that adds to a game’s grind, which has been under fire due to the whole gambling element behind it. UmaMusume did get some pennies from me, but ultimately it was largely worthless. I don’t own anything about the game, and once it dies, I will never be able access the game again. It would be great if it’d get a raising simulator on the consoles without the gatcha bullshit, but that’s not how these games make their money. Without companies nickelling and diming the players, they wouldn’t see the same amount of revenues. Yet Baldur’s Gate 3 showcased how a complete game without any of the anti-consumers practices can yield both customer love and high sales. After all, nickelling and diming mostly works for a select group called Whales, who put everything they have into these games, mobile or not.

I’d rather see companies making positive emotional connections with the players with single-purchase titles, like the aforementioned Baldur’s Gate 3. On the long term, it’ll yield more fruitful profits than putting off sections of your potential market. Then again, publishers and developers haven’t exactly made themselves friendly to the market with the whole translation bullshit with advisory companies as of late.

Gaming shouldn’t feel like a goddamn chore. You shouldn’t be forced to play a game for any reason. Gaming is different from sports, despite both are at core part of the same overall game culture. The main difference is that games, be it card, tabletop RPGs or whatever form of mechanic or electronic gaming, is for entertainment and fun. Human is a being that requires play, as do most other animals. Play is a universal language between the more intellectual species what play is. An ant probably can’t figure out why you’re rolling a ball at it, but a puppy or a monkey sure can. Species across can discern different kinds of play. Playing is an absolutely important part of life as a tool of teaching and relaxation. Gaming can’t magically become “something greater” or some other grandiose bullshit, because it already is equally as important as storytelling among others as well as part of it.

When I was a wee lad, I kept hearing that playing is for kids. Adults, or teens, don’t play games anymore, they’re serious about things. Of course, this is yet another form of bullcrap people tell say. Later in life these same people build doll houses or with miniature train tracks, the same people spend hours on hours dotting down words into a word puzzle. It’s all a form of play. Only the method is different. Hobbies in general are an action of play. Some hobbies are just more acceptable than others against the tapestry of culture. You won’t find many people who’d see similarities between a Street Fighter player and someone who play hockey. Both are an act of playing, requiring physical and mental training as well as strategizing on different levels. Neither is an act required to live, they’re both about playing a game.

Trophies fall into the same chore-inducing category with dailies and weeklies. Sure, they often pose you a challenge to beat and some find them satisfactory new ways to play games. My old age does come through, but people did do challenge runs and find new ways to play games themselves without devs coming them up. Weeklies and dailies are the same thing, putting up challenges and other chores that ultimately hamper the player’s own way and wishes to play the game. These force a change the way we play games, if we give them any weight. Of course, the game gives these things weight by dishing rewards for a well-done job, turning playing games into a whole new kind of Skinner’s Box. All just to keep players engaged longer and making that lizard brain kick a bit more when shiny thing drops on the screen.

There’s a danger in video and computer games nowadays with all this additional gamification on top of the game itself. Some already find the act of playing boring and not satisfactory enough. Now you have to have a little Ding! going in the corner telling you how you’ve just rescued 50 players in coop mode or how you’ve just parried 40 attacks from your opponents.

I sincerely question the current state of playing games. Rather than expand and explore the market, we’ve seen companies trying to appeal to smaller demographics and going to the source to change how games are made. Instead of expanding the market, they’re doing their best to make as bland and washed out games they can to ultimately appeal to nobody. Games are increasingly less about playing the game and more about the framing devices the developers can built. Players are guided through everything and nothing is left for them to explore through the games’ mechanics themselves. It’s handholding at its finest, as if the devs and publishers are scared to let people use their own head. That said, most will just use an online guide if they get stuck, so there’s that.

The reward for being good at a game has always been the permission to pass further in the game. Now that gaming media wants all games to be beatable without effort, maybe the constant key jangling has its place. If your game can’t be engaging and rewarding on its own rights, you might as well resort for the worse option.

Switching the market

On an occasion on social media, and elsewhere, I see people mentioning how the Switch isn’t competing with one of the HDR twins. Sometimes it’s that the Switch can’t compete with the HDR twins, but the core message is basically the same, pointing out the hardware between the consoles are far apart. I can’t help but to point out how the weakest console of its generation has constantly come at top, so the hardware argument doesn’t have history to base on. People are fast to note that the SNES had better hardware than the Mega Drive, but of course they’d ignore 32X and Sega CD. The Switch can compete with the HDR twins just fine, but is it?

The first question we have to ask is In what market are these companies in? Out of all the three companies only Nintendo is purely a video game company. Both Microsoft and Sony have their fingers in other electronics and media. However, as long as they put out a box that is intended for playing video games, we can say all three are in business of providing a video game console. Nintendo has an extensive library of games they develop themselves for their console, something that both Microsoft and Sony have historically faltered doing. Microsoft’s acquisition of developers recently is surely to change their consoles lack of recognizable titles outside Halo, with Sony managing to kill their recognized IPs every generation. Nintendo keeps certain core franchises in circulation every generation, so they have arguably better track record with this. However, IPs like StarTropics are essentially dead in the water and go unrecognized.

Nevertheless, we should note one important thing; whatever these businesses think they, produce is worth nothing if it isn’t in line with what the customer thinks. If customers think the Big Three are in business of making consoles and video games, they will not find success if they do something else.

Markets aren’t something that just grow out of nothing. A market forms when business satisfies a need or want a group of customers have. When I started this blog ten plus years ago, video game market had some history we could examine and view critically. I believe the market has matured enough that we have electronic gaming has become mundane. It’s not exiting to anyone, game developers aren’t special rock stars. What we’ve seen is something classical; electronic games market was borne when the business recognized there is potential in selling a box playing games, and thus a customer is created. Business is all about understanding human behaviour. Examine and understand why and how people behave, act and react, and you’ll have much easier time producing successful goods. Ignore your market’s behaviour and you’ll find losses.

If you look at what the function of video games is in its market, you should find that it’s about entertainment, the same as films and music. The point of games is to entertain the people buying them. You could describe this as the job of games. Viewing video games from this point of view, the separate market of electronic games vanishes. Sony’s and Nintendo’s competition in the entertainment market becomes more apparent, as Nintendo produces games and toys. Sony produces music, films and games. Both companies have seen global success as entertainment businesses. Microsoft’s history is very different, and so has their approach with the Xbox. I believe this is the issue why Microsoft constantly fails in Japan. A real example would be the time when Microsoft used one of their E3 presentation talking about music, television and streaming on their console. The more other forms of entertainment you have, the more direct competition you have with your games. In hindsight, we can see why Nintendo didn’t allow other forms of entertainment on their console. People might hate purchasing multiple devices, but when the games are desirable enough, they’ll sell anyway.

Markets and demographics often go hand in hand. This is a terrible mistake, as businesses will always start getting ideas to pander to certain kind of people rather than keeping an eye on the market’s motions. When a market starts getting goods that are defined by its target demographic, you’ll find things like Star Trek getting immature with its showcases of tits and ass because the demographic is mostly younger men. There’s a reason why Enterprise didn’t see much success.  Luckily, the showrunners have admitted they failed with Enterprise, but I doubt we’ll ever see that with nuTrek. When you start hyper-focusing and pandering to certain sect of people, the market you’re producing goods to will continue to diminish until you find some kind of floor-level of demographic, a small group of people the good works for and for nobody else. Star Trek used to entertain more people than just certain niche or particular demographics. Nowadays, we can’t say the same.

Take a look at the 1983 US video game market crash. The main reason why the market crashed in in the US was that the games offered weren’t entertaining. In Europe and Asian markets you could find games that entertained the locals just fine. The NES was absolute magic when it hit the US as games were entertaining again. Super Mario Bros. was supposed to be the ultimate cartridge game and was better than anything the US market had seen. In Europe, the crash never occurred and gaming was in a healthy state. The NES was mishandled across the Old Continent and Nintendo wouldn’t find the pole position until Donkey Kong Country. Japan’s game market never really faltered. I have no real answer why the US market failed where European and Asian gaming markets continued to find success.

Let’s turn back to the original question; Is the Switch competing with either of the HDR twins, or can it even compete with either one? The answer is yes, as the Switch competes in entertaining the market, the customer, with games. That is its first, primary function. Its hybrid console nature makes it more accessible than either of the two HDR consoles, and is alone in offering a new portable video game library. While all the hand held emulator consoles are nice, they’re offering the same games we’ve already played. Steamdeck is an outlier, but its main purpose isn’t to run emulation; it’s a laptop with controller bolted into its face.

When market, the people, become spreadsheet pie-charts and quotas to fulfill according to demographic, you know the developer has lost their touch with the flesh and blood customer. All they see is charts and numbers. If you’re not competing with anyone, your good will end up being lousy. When an entertainer loses their hunger for success, they lose their passion to stride forwards. This applies to any form of entertainment, especially G.R. Martin. He’ll never finish that book series. When all you have is demographic at your table, you generally can say that a thirty-years old guy has this and that taste in games. What about forty-something housewife? As a demographic, they don’t have many targeted games. The function of the game as the entertainer has to something else than a multiplayer war simulator. What kind of job a game should have for this housewife? Look at the Wii and the DS, there’s the answer. It’s not easy to make games for housewives, or in the sense of this point, for everyone. It essentially requires developers to make games they might not want to, abandon the “ultimate game” they dream about.

The Switch is very much competing with the HDR twins. A console doesn’t win with its hardware, that’s just means to an end; to play games, to be entertained.

Serve the dish the customer would like

While I’m on a deep dive on an old-ass genre name for Japanese live-action shows adapted for American television, Palworld has been distracting me on how I miss playing Pokémon. The two are not in the same ballpark when it comes to their play rules or genre, but what the earlier Pokémon games share with Palworld for me is the sheer feel of adventure.

I gave up on monster collecting years back when Game Freak refused to keep their new systems in their newer titles. Losing things like the day cycle and weather, not to mention seasons, is bullshit. After Pokémon got out of its infancy and got stuck in the quagmire of never-change-it model of games development, they got boring. No experimentation. Some bits followed styles of the time for sure, but holy shit just let me go on an adventure again. Give me massive world just to explore with complex cave systems to struggle through and climb high mountains climb. None of that has been in Pokémon ever since it left the GameBoy. Pokémon doesn’t need a story about creator god or master monsters of time and space. All it needs is a vast world to explore with a loose plot tying things together, and even that is optional.

Palworld scratches that itch. You’ve got a world to explore with your friends. I’m not keen on the survival mechanics, but base building is nice. Combat mechanics are basic, yet functional. Most importantly, they don’t slow down or bog the play. The monsters are lively themselves with nice amount of characterization, sometimes showcasing more expression than Pokémon in the latest games. God I miss how animated the Stadium games were. If an indie dev with a shoestring budget can make a million dollar seller that breaks player records on Steam, what’s keeping Game Freak from doing the same? It’s not the games that are keeping Pokémon afloat though, it’s the merchandise.

When I started writing this post last week, Palworld has 1 280 785 players online, beating Counter-Strike 2 and DOTA 2. It’s top record is 2 101 535 players, second only to PUBG: Battlegounds. Whatever opinions you and me have on the game, like it or hate it, Palworld’s success can’t be denied. Whatever the game has is what people want to play. Most recognize that it is early in the development, lacking in parts and not a full product. Nevertheless it has come out in better condition compared to new titles from established franchises and studios. It’s like Baldur’s Gate 3, where the people who were making the game wanted to make a game people wanted to play, rather than making a game the developers and publishers want the customers to play.

The games industry has always been about serving the customer interests, and if you manage to have a successful arthouse game or something completely out of the left field, that’s great. One in a million hit. Historically games, be it electronic or not, have iterated on previous games to build their rules. What if we could do this? or What if this would go like this? or maybe even What if we do the same thing, but in a new way? have all been ways studios and publishers iterated on themselves and on their competitors.

The lineage I keep mentioning on this blog is from war games meant to train and depict real battlefields to miniature war gaming, which lead to singular character war gaming, that paved way to Dungeons & Dragons and other Role-Playing games. These paved way to Ultima and Wizardry, that Japanese developers use as templates for Hydlide, Dragon Slayer, but would combine into Dragon Quest that spawned the DQ-clones of the late 1980s, like Final Fantasy. The latter two aforementioned would be end up being the cornerstone of console RPGs, driven by a menu system rather than click-and-point computer-RPGs would go for.

Another example would the Fighting game boom of the early-to-mid 1990s. Street Fighter II was bigger than The Beatles. SNK would poach some of the original Street Fighter development staff, who went to make Garou Densetsu/ Fatal Fury. Capcom would sue Data East for their Fighter’s History game, which Capcom lost. World Heroes started out as a clone, but really went to its own deep end. Konami’s Martial Champion was trying to jump the 2D fighting game bandwagon. Similarly, Virtual Fighter revolutionized both the use 3D graphics and fighting games at the same time, after which Namco poached developers from Sega to start their own 3D fighting game called Tekken. Virtua Fighter would also lead into Dead or Alive and whole slew of other 3D fighting games.

I shouldn’t even need to mention 2D action-games. From Donkey Kong to Mario Bros., from Mario Bros. to Super Mario Bros. and then the whole mascot war exploded wide open. Hell, Crash Bandicoot was called Sonic’ Ass Game in development because of its sources of inspiration.

Iteration is the name of the game. Be it your own company’s games or your competitors, doing something that’s popular, with your own twist or way of making things, is generally accepted.

Of course, that doesn’t mean jack shit if the game doesn’t sell. Corporations and companies make games to sell, and if their products don’t sell, there’s no real point in having a game market. Of course, something selling like hotcakes doesn’t mean it’s high quality or well made, but it does represent what people value in a product.

To use films as a comparative example, Marvel’s Endgame is criticized of being rather lacklustre movie. The writing may be trite, but that’s not Endgame’s value. It’s value is in being the end point of Marvel movies up to that point. As it tends to be with film series, its quality affected future films in the series, and if the falling box office is of any indication, customers aren’t finding value in Marvel movies to the same extent any more. The same applies to Disney’s Star Wars, but we’ve beaten that dead horse long enough.

Palworld is extremely interesting as a case study how industry insiders, some developers and commentators want to paint the game as bad and “not-good.” Developers of course have their professional pride, and it is clear that within the industry there are set conventions, and accepted methods and views how to make a game and what makes game worthwhile. Palworld is not disruptive to the industry because it copies and combines elements and mechanics from other titles, but because it clearly has delivered play people enjoy and have been yearning for. Maybe it’s the different approaches the players can have in the game, be either cruel to your Pals or soft-hearted, or simply not to use any of the guns.  Options are many, and while some are more encouraged than others, the game really doesn’t force them on you.

My unfavoured take really is that it doesn’t matter of a product is objectively good. What matters whether or not it delivers according to the wants and needs to the customers. You can have the worst kind of film or game, but if people find it enjoyable or fun, it doesn’t matter if you’ve thrown millions to polish it with your thousand-head workforce. The effort and resources poured into a product amount to nothing if it the customers don’t embrace it. The age old thing about things needing to be good enough to succeed holds true. Naturally, this doesn’t mean developers and publishers should abandon whatever they’re doing for mid-tier schlock. Rather, take Palworld as an example on execution and delivery, where things jell together well enough to fulfill yearnings and delivers fun.

These survival games often have an open-ended play, where the game stops when you decide to stop playing them. Minecraft is still the best example of this, and one of the most successful games of all time. As many have pointed out, Palworld is more comparable to these open-world games than Pokémon in most senses, as the monster collecting and battling has been largely bolted on as an extra, with some nice welds to hold things together.

Hell, games like Cassette Beasts and TemTem have been a more direct clones of Pokémon and haven’t seen the same amount if vitriol. I guess everybody loves an underdog until the underdog sees massive success.

Other forms or reactions are fascinating as well. Apparently, now Japanese talent agencies have instructed their talents not to talk about Palworld openly on social media or during interviews. This is to prevent a backlash from the Pokémon Company, if they ever chose to react that way. As of writing, Nintendo, Game Freak and the Pokémon Company haven’t really reacted directly to Palworld outside a notice about inquiries about legality of “another studio’s game’s” designs and such. While I don’t know if the talent agencies have been told not to mention Palworld in order not to lose contracts with Pokémon and other Nintendo related IPs, Nintendo themselves have Voldemort’d Palworld. I’m sure Yo-Kai Watch scared the shit out of The Pokémon Company, and now someone in there has crunched some numbers. Game Freak is a reactive company in that sense, and whatever the future of Pokémon holds, it just might have been influenced by this massive indie success. They’ve upped their social media presence after Palworld‘s release, if nothing else.

Palworld is going strong for now. The game’s initial boom period is ending as early adopters have spent the game’s content. A new thing will come along and sweep away people who either are waiting for a new patch or don’t find anything else to do in the game anymore. The most enthusiast players have exhausted the current content, while others will drop off after seeing what’s the hubbub about. Not even the highest budgeted games have long retention these days though, so I wouldn’t expect what essentially amounts to a public alpha to stay its welcome longer. This week we will see drop in player numbers, sales will slow down and whatever bait articles news sites will dwindle. The cycle of these things is so fast nowadays.

I feel like this post is becoming increasingly repetitive and spiraling into incoherence. I could wait for another week for things to pop up, new posts to turn up just to add to the whole thing, but we’ve seen more than enough.

One thing though I think I must put my own dots on is whether or not the game has “warmth” or if you can grow attached to your Pals. Of course you can, with fans of Palworld already testifying how Gorirat or Ragnahawk is their favourite Pal. Pokémon may sugarcoat Pokémon training by saying how strongest trainers have strongest ties with their pocket monsters, but seeing how hard people work to optimize their teams, kicking weakest links off, breeding them them for hours to get the best stats and natures just to kick them off the team when the meta changes shows that it is ultimately a very utilitarian regiment building first and foremost. Sure, you can completely disregard this in normal play if you don’t intend to compete or play multiplayer, but nothing really prevents the same sugarcoating from applying to Palworld.

After all, in order to get the strongest Pals out there, you need to train them in battles against evil organizations and other Pals all the while taking care of their injuries. Bringing them back to your homebase, where a warm meal awaits you and your Pals awaits you, made by other Pals you’ve befriended on your survival trip to the island. Or all that’s just automated slavery. You can pick and choose whichever angle you want.

Palworld’s too new for people to have formed solid emotional links yet. You don’t have anything else but the gam to go by. There are no combined market forces pushing a cartoon and toys for you to fall in love with. Only a cold soul would treat Pals are merely extensions of their function.

People are enjoying a game. It has made is mark in terms of sales and as a chart breaker, and with bit of controversy helping to boost its visibility. People have found value in it, and the core of the game is seemingly fun across the board. I hope the staff at PocketPair will put their big boy pants on and get to work. There’s a promising future in this game as long as they don’t squander this opening of theirs. While we’re hoping for the heaven and stars, I hope this’ll sow a seed that’ll make other companies think a bit what kind of games they’re making, and why.

Capcom Fighting Collection’s success will pave way for more collections

Devilotte with her underlings and you probably will never get to play as her in Capcom Fighting Collection

Capcom Fighting Collection is almost upon us, with the usual marketing heads and Internet influencers having early access codes to showcase and market the title for you. In effect, you’d get the same experience from watching captured footage from a CPS2 arcade board, or just random Fightcade streams. There’s no reason to assume the Collection won’t have equally as competent emulation as what you have access to now. This makes the Fighting Collection a nice collection for arcade purists for sure, and online for some of the games is nice, but the reality of competition is that you can already play all the games in this collection in the aforementioned Fightcade, or FC for short. Sure, it’s illegal to download ROM files and all that, but again, not many really give a damn. As these are direct ports of the arcade games, Capcom is fighting their own shadow here. Not all games have online in the Fighting Collection, something FC provides, and if they’re raw arcade ports, they lack options and additions some titles got with their home ports. For example, Cyberbots had three additional playable characters, Chiyomaru Kagura, Princess Devilotte de Deathsatan IX (a fan favourite), and SHADE, that weren’t accessible in the arcade original. They also added full-voiced dialogues to the game. If you’d be going with the Saturn port of the game, you’d get a nearly arcade-perfect port, something Capcom had a knack for doing for the Saturn. Few cut frames of animation here or there because the hardware is a fair trade in exchange for more content and voices. We may disagree on this, but seeing Capcom already has done all this work for the previous port, there should be no reason to have their subcontractor do any less than their best to match up against these older ports. Of course, arcade perfection will be used as an excuse and some will buy it. Capcom has already made their money on these arcade games though. CPS2 encryption wasn’t broken until the millennium had changed, and at that point, Capcom had moved on from the system and wasn’t making profits off of them.

 

Shuhei Matsumoto had an interview with John Carson of Gameinformer about Capcom Fighting Collection, which of course serves more as a PR fluff than anything else. Though not just for the customer, but also for the industry as well. While fans have seen this collection more as a Darkstalkers collection with some other games thrown in, the reality seems to be that KOBUTA and MUUMUU, long-time programmers at Capcom, finally wanted Warzard/Red Earth ported to home consoles. Matsumoto confirms that the versions will be arcade ports and specifies that they’ll be versions used in tournaments. While it is nice to see these titles preserved for modern consoles, the fact that emulation and gaming archiving scenes have already done that. All these versions, and many others of these titles, have already been preserved for future generations. It may be through emulation, that has been more of a necessity than anything else. Game companies themselves have been notoriously bad at archiving their own code and artwork, something that Sega is infamously bad at; they’ve lost all the masters and source codes for Saturn games. This is why all Saturn games’ ports, like Princess Crown on the PSP, are running through Saturn emulation. Emulation which isn’t exactly accurate still. Saturn’s architecture wasn’t exactly orthodox and is a challenge to tackle properly. While we can discuss whether or not emulation is a proper contender against an official product, the question of how these have been ported to modern systems does make it relevant. If these are running on an emulator, then the comparisons should be completely relevant. If they’re proper ports made to run on modern hardware, then we should give them all the support we want. I’m guessing all the games in Fighting Collection will run through emulation, so in practice, there shouldn’t be any difference in you choosing between Fighcade and Fighting Collection; you’re getting the same shit anyway, except FC can update its emulators for even more accurate results.

 

Matsumoto: I genuinely want these titles to be played once again on current gen consoles. I also want people who may have seen them but never had the chance to play them to get this opportunity. That said, we do not think that this will necessarily increase the possibility of these series being revived.

This quote also damns the whole Capcom Test, an old thing they’ve done and which I discussed two posts ago. Matsumoto lays it down nice and flat, something that game companies don’t really like to do. Transparency is a positive thing and grows trust with the customer, but that also means competition sees what you’re doing. Take the quote as it is; game series will not see a revival from you buying Collections. This will, at best, see Capcom putting out more collections. A few years ago I went through Capcom’s Investors report, which mentioned the revival old of IPs. This is the route they’re going with it, packaging old ROMs with emulators. Things like Mega Man 11 and Street Fighter IV were only possible due to these games having an internal champion that took it upon themselves to see pitch the title and take all the heavy glory. These games may make or break them. The future of old Capcom IPs is a zombie state in collections of all sorts, repackaged lovingly with bare-bones ports with bells and whistles added to them via picture galleries (of artwork you can track down on the Internet in higher quality thanks to scanners [I doubt there’s going to be much new content in this regard]) and online play (which is already provided by emulators that are probably more accurate than what Capcom is packing in.)

Old fans and customers had hoped for new entries in long-sleeping IPs, but ‘lo, just pay for ROMs and emulators.

This isn’t bashing Capcom or telling you not to buy the collection. This is more about whether or not Capcom is giving you any better options than what is currently available for all, piracy or not. Capcom could take some actions if they wished to do so, but that might sour the relationship with the hardcore fighting game fanatics that play these games all day around. This barebones collection is for the people who want to play certain titles online in an official capacity, Capcom enthusiasts, and new fans who just can’t be arsed to track down the proper ROM file and an emulator. Capcom’s fighting an uphill battle against an enemy of their own making of sorts, and with the promise of this Collection not affecting any future game developments and being just the raw arcade ROMs with their usual unrealistically high expectations for sales numbers, all this is so goddamn awkward. The Street Fighter 30th Anniversary Collection, while admirable in scope in most cases, suffered from games stuttering, game dropping inputs, input delays, bad online code, the game volume having issues, and stuff like that. There’s no promise of Capcom, or their subcontractor, making things any better, except for online play. That’s what the talking heads and PR always seem to go towards nowadays and how online play has to be 10/10. There’s never a moment given that the games themselves need to be more than what’s already out there, especially when you can go for a better online play for all these titles now with FC and other alternatives.

What is the supposed reason for this Collection to even be? Maybe people will buy it and play and for an hour or two, then move onwards to something else, because that’s how things just seem to work nowadays. Hardcore fighting game players probably will throw in the money and never even touch the game because Fighcade exists. I’ll probably buy it just to get a legitimate version of Red Earth to play at home. That’s as good a reason as any. Putting this kind of thing together probably is relatively cheap, and can give support for future Collections as well as bring in some cash into Capcom’s coffer. If this Collection’s core reason to exist is to celebrate Capcom’s fighting game history, it’s not doing so well. While I’d like to see Capcom doing collections of games that haven’t seen wider ports from the original arcade and one-console-ports, that might not be the most sensible in terms of marketing and sales. Bolting all these one-time titles with Darkstalkers is a good move, something they probably could replicate by using the clout Rival Schools has among Capcom fans and throwing in Star Gladiator games and Kikaioh to form a theoretical Capcom 3D Fighting Collection. Power Stone has its own collection on the PSP already, which honestly is superior to the original games in many ways. It having an anime and all other stuff might just make the Capcom executive veterans nostalgic enough to try to put it out as a digital-only upscale for Steam. I’m eager to see what’s it gonna be when the game launches tomorrow, and despite all the perceived negativity I have here, there’s always a slimmer of hope its (hopeful) success just might give Capcom some ideas to try out something else that isn’t Street Fighter when it comes to fighting games. That’s a one-in-a-million chance though, so don’t rely on it.

The CAPCOM Test Collection

The Capcom Test is an old term dating back to the 1990s, though the practice probably dates well into the 1980s when Capcom was becoming an arcade powerhouse. Capcom used to rent yellow arcade boards to arcade operators for a time to test the game among consumers and to encourage the operator to make a full purchase of the arcade title. With consoles, this had to change, especially with the death of rental stores. Now the method is to put out a collection or a limited-budget production title, like the numerous Darkstalkers collections, to see if sales would be generated to ensure a new, higher-budget title. Often the sales number and the revenue these Test games have to make is unrealistically high, as Capcom moved towards a high budget, high-revenue model with their mainline games since the early 2000s. Personally, I would put the shift starting from the original Resident Evil to Devil May Cry 2. DMC2 was developed by an ex-arcade development team that was out of their depth in making a console game of this calibre. It is a lynchpin game, where Capcom would slowly, but surely, move their focus further on bigger-than-life titles with grandiose visuals. By all means, titles like Monster Hunter were part of this, as the franchise had grown bigger and bigger in terms of how grandiose it is despite the play part subdued. Hell, certain elements have been completely excised from Monster Hunter World. There has also been a further focus on the framing story sequences, which have slowed Capcom games down quite a lot. Mega Man is a good indicator of how Capcom sways. Aside from Mega Man 11, things have been very quiet, baiting with nostalgia via licensing.

The very recently announced Capcom Fighting Collection is, by all means, a Capcom Test. Social Media has people asking others to buy the game as it is seen as a Test for Darkstalkers series, a series that has already had more Tests than most other franchises. While yours truly is a fan of the series and would love to see a new entry, I also highly doubt this collection will yield any positive results for the fans. Capcom often has unreasonably high expectations of their titles, as any title is more or less expected to make Resident Evil or Monster Hunter tier revenue. That is not going to happen, as there is a finite amount of money the consumers can shell out and Capcom’s competition is harsh. Street Fighter 6, which got a teaser, too, did not exactly lit the audience. Simply displaying a fujoshi’s wet dream Ryu in RE Engine is not enough to make out what the game will be like. Sure, most people who have been in the arcades or given a glance at the fighting game scene know how a Street Fighter generally functions, but as usual, the core audience wants and needs to see and know more.

Would probably do good to showcase what’s been talked about

This Collection probably is not testing just Darkstalkers in a vacuum. While there is an obligatory Street Fighter II thrown in there, the rest of the titles are peculiar. Warzard/Red Earth is a CPS-3 system game that has not seen a homeport until now. Should’ve included all three Street Fighter III games while they were at it. Cyberbots is a cult game with little to no audience or live scene. Pocket Fighters is mostly a throwaway, it is not going to make any ends or means. What is peculiar about this collection is that it only has 2D fighting games. There is no Rival Schools, Star Gladiator, Power Stone or Tech Romancer. Not even a word is being whispered about Street Fighter EX titles in a collection, and I am sure Arika, as the developer of the games and owner of the series original originals, would be willing to cooperate. The reality probably is that this is a reasonable budget title for Capcom to test waters whether or not there is an audience for a new fighting game to go alongside Street Fighter but yet is distinctly different in visual and style. Darkstalkers still retains a very unique look, with the whole Western cartoon animation thing going on with its Universal Horror monster closet, while Cyberbots is strong mechanical mayhem to a tee. Red Earth is deeply rooted to its character growth system and will offer only a limited interest due to its low number of four playable characters. However, I believe this is the only way we would have ever got Red Earth ported; as a port of a collection.

Nevertheless, the styling is clear; a standard and safe Street Fighter II fair, a horror fighter, an SF mecha fighter, and a fantasy-themed fighter. All titles are going to use rollback netcode, so at least online play should be nice and nippy. If I were somebody at Capcom looking whether or not to greenlight a new project based on one of these games, I would have a line of code that would record how many hours each of the games are played to see what series, and what iteration in case of Darkstalkers, is the most popular and go with that. For better or worse, statistics still rule.

Maybe we’ll get at least a Capcom 3D Fighting Game Collection if this one sells reasonably to justify porting their 3D fighting games to modern platforms. I

The other side of the coin is that we are on Mega Man‘s 35th anniversary year as well. We have yet to see any kind of title being announced. Sure, it’s late February and there is a lot of year left, but there is not much Capcom can do in regards of collections. The latest Collections are not very old and are still in circulation, so putting out a new one wouldn’t be the best move to pull. Sure, something like Mega Man Legends collection would be nifty, but that’d also put the lens on the cancelled Mega Man Legends 3, and that’s something that probably salted the ground with Mega Man quite a lot. Mega Man is the other side of the coin due to how it depicts Capcom’s priorities. The best we can expect is a game during the Blue Bomber’s 40th anniversary. I honestly don’t expect a full-fledged Mega Man game on our shelves in the next five years.

There is no definitive way to say whether or not past Capcom Tests have been successful. When it comes to arcade games, we definitely can see how certain games floated to the top and became the cream of Capcom history. We can mostly point to Darkstalkers as a prime example of how the Capcom Test has flunked a series. I would say that the same can be appointed to the Mega Man series, which is now in the mobile game hell with Mega Man X DiVE. However, looking at a certain lack of titles that have come from Capcom’s collections as of late, chances are that even if the Fighting Game Collection sells, the hopes for new Darkstalkers should not be raised. Vote with your wallet and showcase the game, if you want to make your voice heard.

Though there’s always the question if modern Capcom can actually produce a new fighting game that isn’t a hyper-realistic million-dollar piece. All this sounds nice, but seeing how Capcom is doubling down on making the most Hollywood-like top-tier graphics experience with their RE Engine, the question that has to be asked is whether or not there is anyone who could head a cartoony horror fighter. Darkstalkers is very much a cartoony fighter with bright colours despite its motif. While Darkstalkers themselves are serious things. While the story hardly comes through the games themselves, their background is rich and gives all of the more than just that one shade of blood red. There’s whole mythology you can only see in sourcebooks. While the story and the result of these matches were equally as serious, the animations were always tightly knit to the Tom and Jerry kind of gag animation. You could cut your opponent open mid-fight, but he’d just flip back together and get up. It’s tons of fun, and in my older days, I’ve slowly come to appreciate the craftsmanship the series has in terms of animation over titles like Street Fighter III and King of Fighters XIII. If Capcom would be making a new entry, I hope it’ll be colourful fun, filled with cartoony gore. I hope my fears are crushed and Capcom can actually rip themselves off from sticking to either anime or hyper-realism.

The second bit is that Darkstalkers is known to be a hard as hell game to get into. While the first and the second game are relatively easy and simple, that’s only by comparison to modern mechanics in fighting games. Then you have Darkstalkers 3, or Vampire Saviour, a game that has people who want to get into it, and people who have played it for good two decades or so. There’s very little middle-ground when it comes to skill ceilings. The game’s speed is still unmatched, and the mostly polished mechanics make a game that’s very hard to get into. Sure, there are a few bullshit regulations and rules on how some of the mechanics work and Dark Force is utterly useless with some characters, but those mostly add to the meta-skills the player has to learn. It’s easy to say that Guilty Gear is a poster boy for having a gimmick with each character, but Darkstalkers did that first by having the first character to airdash. One character in the original game’s cast could airdash as we think it nowadays, the others couldn’t. Sure, Morrigan’s forward dash would actually lift her off from the ground, but that’s not the same in function. Other characters have long hops that force them into an aerial state. All this is to say that while the very core basic walking might’ve been shared with all characters, characters would also have different ways to do more advanced movements, like dashing forwards or hopping or just disappearing for a moment while sliding forwards. I take that back, actually. Guilty Gear is still the poster boy for gimmick characters, Darkstalkers has characters that are built around certain unique options only accessible to a single or limited number of characters.

In the modern environment, where eSports is a thing and has to drive sales, I can’t see Capcom putting an effort into making a game that has a high learning curve which is also further affected by each character in a heavier manner than in Street Fighter or King of Fighters. Guilty Gear mostly has bullshit single-character mechanics that might as well be a whole different genre. I can still hear Jack-O playing tower defense in my head. Heavily in-depth and complex fighting games don’t seem to make good sales or nice eSports titles, especially if the game’s emphasis is blitz-speed with no pause of any sort for Super Moves. The cartoony animation has to carry that wow factor. Perhaps it’d be better if Capcom would make a new Cyberbots instead. Their realistic approach could work very well for that game, and there has been a serious lack of quality robot fighting games as of late. Alternatively, a new Red Earth title could emphasize player-build characters through an easy interface with expanded RPG-like growth mechanics and elements thrown in, but that’d be effectively Soul Calibur. 

I’ll most likely be picking up this collection on launch day just to be able to play a legitimate copy of Red Earth without resorting to emulation. That’s a sticking point with some, seeing this collection moot because all the titles innit can be played through Fightcade. While an option, emulation doesn’t really showcase Capcom what the customers would like to have as it doesn’t show up in their revenue tape. In a sorted twisted sense, it can also show that people are completely fine playing the old games over and over again. All Capcom needs to do is to release a new collection every decade or so to test the waters. We’ve been through this a few times already. That’s kinda sad innit. Here we are, getting a collection of games we’ve played tons already throughout the years, just to test waters with if Capcom might want to make more money in making a new entry. 

Capcom fans are weird beings. On one hand, the fans want new entries for their old games. On another, there’s always a want for something new. It’s just Capcom wants to test first if there are enough existing fans to justify making a new entry. God only knows how the hell Capcom ever manages to produce new IPs, but they really need to get on that boat too in the near future.

Microsoft is not gaining a monopoly in gaming

That’s an answer I’ve given few times when people have asked me about the whole shebang about MS buying Activision Blizzard. Sure, they gained applauded and popular IPs with and now can become the ultimate Western military shooting console with Bethesda’s RPGs and whatnot giving a countering balance. On the surface, it looks good for the Xbox in the future and most likely it’ll be a better platform for numerous games over both of Sony’s PlayStations in this regard. The Switch and whatever Nintendo’s cooking up next will be in its own ballpark again.

However, The Windows Company doesn’t have a great track record when it comes to company acquisitions. On the contrary, much like EA, Microsoft has more or less run their companies to the ground in one way or another. Rare is a perfect example. Banjo Nuts and Bolts is a mess and whatever the company did before is mostly remembered as a game Rare made rather than for their own merits. Battletoads looked exemplary in Killer Instinct and they allowed that modern, franchise-undermining soft-reboot to happen. Lionhead Studios had a strong start with Black and White and Fable, but thanks to The Movies failing Microsoft nabbed ‘em up just to produce more Fable with falling quality. We can discuss the merits FASA Studio had with their MechWarrior games, but MS ultimately decided to kill off the studio and license the studio’s games back to one of its original founders. Mojang is just a Minecraft studio, but the franchise’s growth has stalled significantly.

Bungie and Halo was a godsend gift to Microsoft and Xbox and is the sole reason why Microsoft is still kicking the brand around. However, Halo and perhaps a few other titles, everything Microsoft has done is just copying and following trends. Microsoft has not one creative decision under its belt that could be described as original. Nintendo at least has always been a follower as much as they have been a trendsetter. Sony is sort of falling between following and setting trends, but the trends they set have been more on accident rather than intentional. It’s more that Sony has tried to repeat business and technological successes rather gaming innovations. PlayStation 3 tried to create a new marketplace in a flash, similarly, how PlayStation 2 accidentally created a marketplace for DVDs in Japan the night it was released on. Both Microsoft and Sony catered their consoles as the media centers of your living room. In reality, they both kind suck at it.

If I have criticized that Sony lacks their own strong IPs that they could run with pride and prestige, Microsoft is, in all honesty, best known for Flight Simulator and Halo, and even here Bungie had been developing their game for a long time. Microsoft might have a want, or more likely a pressing need, to have their own IPs to contest Sony and Nintendo, but they have effectively failed in this core process. This shows a major weakness in Microsoft’s gaming business model and the lack of understanding of markets outside the US. It is out of weakness Microsoft has purchased Bethesda and Activision Blizzard, and we have yet to see anything solid from the Bethesda deal.

Gaming has not changed, though that is what numerous talking heads have voiced. This is normal business. Microsoft has obtained companies for their IPs so that their platforms would have a competitive edge against their two main rivals. All these IPs will most likely be fed to Microsoft’s game streaming service, of which I have yet to hear or read one positive thing about. I do not think a gaming streaming service will ever become truly mainstream unless games become shorter and more to the point. People do not have enough time to slog through tens or hundreds of hours of games. It works for music and movies just fine; they are something you do not actively engage in. Playing a game requires time and effort with concentration. Perhaps that is why game journalists are trying to push for the Skip-Game button. It is not that they could not learn the game well enough to beat, but they just do not have the time for them. People should not expect gaming to deliver similar passive media experiments. That would be just silly.  

Still, Microsoft is intending to make their Cloud services to be worthwhile, and it is highly possible that they intend to include numerous Activision Blizzard titles into their services. As much as Google was touted to become the Netflix of gaming, chances are that Microsoft is aiming for that role. Even then, people really would like to have community ran servers, as it seems most of Microsoft’s online games still suffer from servers being down and preventing online multiplayer. I really wish companies would include local multiplayer functions more these days.

Microsoft’s GamePass will, of course, be the main thing to benefit in terms of IPs, but on a grander scale, this is Microsoft wanting to include more content in their whole digital ecosystem. Honestly, MS picking up Activision Blizzard seems to be a pre-emptying move to keep some other tech giant, be it Amazon or Meta, from acquiring them first and including these IPs in their particular ecosystems. If Microsoft had their own strong IPs to back to, they never would have found the need to make this purchase. The whole metaverse can be ignored, for now, it has no real relevancy outside being the moment’s hot discussion topic.

Of course, the question of whether or not these IPs were worth it. Blizzard has managed to effectively screw up their ‘craft games and their remasters to the point of fans taking things into their own hands. Word of Warcraft is losing people to that latest Final Fantasy MMORPG. Diablo III is still a disappointment. The whole company and every aspect of their IPs have been falling in the eyes of the consumer for the potshots they have taken at ‘em too. Blizzcon fiascos, capitulating to the Chinese Communist Party by banning players voicing for independent Hong Kong outside their games all the while displaying an innocent plastic face while having harassment issues at their company. Looking at all the big hitters there, Blizzard has mismanaged all of them to the point of stopping at a wall.

As for Activision, they never really had a good reputation. They’ve effectively been a smaller EA in that they buy smaller studios and effectively fuck them over. Raven Software developed some great games by using Id’s engines, some better than Id’s own games. Neversoft will always be connected to Tony Hawk’s Pro Skater and Spider-Man alongside Treyarch. Infinity Ward birthed the Call of Duty franchise, which Activision has been riding on ever since their acquisition while cutting down companies like Raven Software from their high position and relegated them as nothing more than CoD support team. Gray matter Interactive developed one of the best sequels in Return to Castle Wolfenstein but got thrown into Treyarch to work in the CoD support teams. RedOctane did Guitar Hero and Activision effectively killed the franchise.

Activision has a lot of good studios under them, but nobody really likes what Activision has done with them. There are so many former studios that it isn’t even funny. So many unused IPs that are completely dead in the water. Even CoD, while printing money, is far less popular now than it used to be. Much like so many of these IPs, it’s run to the ground. As a whole Activision Blizzard has made some seriously stupid and regressive decisions and has backpedaled many opportunities to push their IPs forward. Crash Bandicoot and Spyro the Dragon revivals were well received and sold well, all things considered. Despite this, the dev teams were thrown back to the Call of Duty mines to work in a supporting developer role.

Funny that Microsoft now owns numerous family-friendly franchises that originated from Nintendo and Sony platforms.

Now, Microsoft’s Phil Spencer, the big dick running the Xbox brand, has stated that reviving old franchises, like Hexen and Guitar Hero, is on the table. While the consumers might see this as a great thing, a return to (their personal) glory days of gaming, stockholders don’t see it that way. These old IPs don’t really make the same amount of money. Thus, it could be possible that Microsoft might want to franchise or lease these newly gained IPs for other developers or whatnot to make a good buck on the side.

Another reason why Microsoft would have wanted Blizzard is to have a foothold in the Asian market. Xbox is still the rag dog that gets kicked around in the Orient, but with Blizzard, the Chinese market opens up that much more, especially with all the mobile phone games the Chinese and Koreans consume. The Japanese on the other hand most likely will still stay as an unsalvageable mess, unless Spencer really wants to change their methods. Spencer should follow what the Japanese have been doing but in reverse. Effectively, copy what Sucker Punch did with Ghost of Tsushima; take something Japanese, and make a somewhat Westernizer version of it to sell to the Japanese. The Japanese have been doing this as their main method of exportation, from cars to video games. Ghost of Tsushima showed that it works the other way too, as the Japanese audience loves the game. Credit where credit is due, Sony publishing the game was a good stroke and netted them some seriously needed credit amidst all the issues with their internal censorship that extends to the developers’ as well.

Microsoft has to respect existing contracts between Activision Blizzard and Sony. There will not be much exclusivity to be seen in the foreseeable future. On the other hand, I do wish Microsoft would simply cease putting any of their owned IPs on Sony’s consoles whenever they can just so Sony would be forced to think about their revenue streams first and foremost. However, Microsoft has to think through their growth and revenues now too, and expanding to Sony’s platform and making money on a PlayStation is win in their books. In the short term, we will not be seeing any sort of massive shift in gaming or change in content. If anything, it will take at least a few years until we see anything definitive coming from this deal, and even then, it might be extremely clashing due to the currently incompatible corporate structures and cultures between Microsoft and Activision Blizzard. Sorting that shit, and the whole lawsuit Activision Blizzard has to deal with, takes time.

Sony might be seen as Microsoft’s main rival (Microsoft has really just followed Sony’s path of grabbing up studios and probably will be making extensive limited-time exclusives in the future) but really, we could also see this as a move to counter how much power Tencent has. Tencent has its fingers in so many Western and Asian studios that it is not funny, and most likely few of your games carry their name somewhere on the label too. Honor of Kings or Arena of Valor as known under its international title is the most profitable electronic game in history. It alone has contributed over 13 billion dollars to Tencent’s revenues since 2015 and continues to contribute with its 80 million daily active users. With Activision Blizzard under their belt and the revenue stream possibilities they now have open, Microsoft is in a much better place to contest with Tencent. On the side, all the money Tencent is making is also money the Chinese government is making.

Gaming hasn’t changed suddenly with this purchase nor has Microsoft gained a monopoly. Like most things, the game market is constantly moving and shifting. Making sense out of it is just as hard as any business is. Consolidation of developers under a bigger banner has been happening constantly, but that doesn’t exclude people from putting up their own development studios and publishers. Even if Microsoft and Sony would prevent developers from having games on their platforms, there are tons of alternatives, including Nintendo’s. It might not have the exact same popularity or consumer base, but you have to start from somewhere. The best first step in becoming popular and mainstream is to first become a cult classic. Not every game can be Super Mario Bros. or Street Fighter II.

The whole issue on the mainstream Internet media is far too US-centric. The IPs that are cited are most popular in the US, while European and Asian markets fluctuate how popular Microsoft’s games can be. Xbox itself may be more popular in the US, but it still has to fight tooth and nail in the European markets. We’ve covered Asian markets, so there’s that too. Looking at the global situation, this purchase seems to only benefit in the American and select European markets, with only droplets of Asian markets making a dent. Though even then I remember the news about Blizzard making quite the revenues in Asian mobile phone game markets, so that’s a bonus. There are no other home game console companies in the US, and the market is global. It’s not about an issue of Microsoft hogging all these companies and IPs to themselves when it comes to competition. The issue is what the competition is going to do in order to present their device as the superior option. The answer is as it has always been; have content that is able to compete with the opposition.

Personal opinion? I don’t really care for any of the IPs Microsoft acquired, but I do hope the purchase will go through fully and Microsoft will begin to consolidate all the IPs solely into their ecosystem to the point that its competitors have to find their own titles to counter. I wish to see the day when console libraries are vastly different and would be truly unique.

Create New Properties

When looking at the media landscape throughout the last hundred years or so we see different media fields repurposing and remaking works from each other. Books would be turned into movies, movies into books, songs into plays, plays into books, you get the idea. Revisiting old stories under a new light was nothing particularly uncommon. Sometimes for the better, often for the worse. While remaking or reimagining works has always existed in some form, the modern media has been mostly concentrated on remaking films and television shows. This could be mostly attributed to the sensibilities that are driving franchises, which end up making the most money. A single film might be marketable for a while, but when something new comes along, customers’ attention can be easily stolen away. What better way to keep that brand on the surface by constantly pumping content based on that popular thing? Franchises have survived catastrophic failures, like Highlander II: The Quickening, though similar bombs have effectively killed any viability of an Intellectual Property for decades.

Nowadays, it seems that IPs are harder to kill than ever before and corporations are banking on them like no other. We have over thirty years old franchises still seeing new entries, and while some aim to produce a new kind of experience, others rely on nostalgia to drive things home. These decades-old things were new at some point, and while they will always be new to someone, all the major ones are deeply carved into our cultural mindset. Darth Vader, the lightsabre, Captain of the starship Enterprise, horrible face-raping aliens, Ring to rule them all, Three Laws of Robotics, the truth is out there, down down-forwards forwards Punch makes a fireball and so much more what we know is through cultural osmosis. We know these things as modern media are the continuation of stories of old. Now we have the best tools humanity has ever had to spread these new ideas and stories out there for everybody to read, see and listen to, but we’re using these tools to revisit the same old stories with a new lick of paint. Even the Marvel movies that get celebrated are largely recreations of what was already told, just with few new twists there. Twists, which ended up making Thanos, one of Marvel’s strongest villains next to Dr Doom, a lacklustre shadow of his comic counterpart with only glimpses of the shades and colours he could’ve shown on the screen.

That is an issue that all long-running franchises have to deal with; new writers. While a chance to create something special, it’s also a massive risk that they’ll just fuck things up.

While the 1990s saw tons of reheats from the 1960s, the last two decades have been constantly called the era of remakes. While not wholly accurate, we can’t really deny a trend of taking dormant past IPs and trying to breathe new life in them. Charlie’s Angels has been revived at least twice during the new millennium, and the last time they did that was a massive failure in every respect. Ghostbusters was also revived twice (with the upcoming movie being the third time) with the Atari game being a success both financially and critically. The same can’t be said for the 2016 film, which almost ended the franchise then and there. The third time’s the charm. I don’t really want to mull over all this, you know what IPs have been successfully implemented to the new millennium and what hasn’t. We never needed a new Terminator or Predator flick, but we got ’em anyway, with each new movie being worse than the last. If you need a franchise ending example from recent years, look no further than The Predator.

Not even Star Wars has been spared from reusing old content for nostalgia. Despite Kathleen Kennedy making loud statements that they will pave a new road for the modern era of Star Wars for the new audience, they’ve resorted to nostalgia upon nostalgia all the while reusing old concepts and characters. Rather than taking the franchise in whole new directions, we’ve been revisiting characters and stories that were already told in a form or another. Pretty much everything Lucasfilm is currently pushing out in regards to Star Wars is revisiting old characters and concepts. Rather than pushing the IP, it has caved in to recycle.

The same can be applied to Star Trek, where each of the new series has somehow tied itself to past characters and concepts rather than trying something new and bold. Yet we had to see characters from Pike and Spock to almost the whole cast of The Next Generation. This sort of reliance on old and comforting characters and stories is largely a safety line; you can’t really fuck up too badly when the built-in audience will slob all over the franchise whatever you do with it. Herein lies the danger; you can burn your audience if you don’t handle the legacy of a property right.

Old marketing wisdom is that keeping your current customers is easier than gaining new ones. Looking at whatever media field you want, it seems like this has been twisted to something along the lines of Creating new IP is more dangerous than banking on an existing property. While the two don’t really exclude each other, we’ve seen the built-in audience being kicked away for a decade now. From games to films and television, we’ve heard the song of Get New Audience. Gamasutra went to the distance of telling us how gamers were over, a statement that has been echoing among the gaming press for a while with no results. Considering how closed and incestuous gaming and film industries (especially in the US), it’s no surprise that the same attitude would find its way to Hollywood. Many of the products that are now being made are not intended for the pre-installed audience. The marketing of course will always try to rope them in nevertheless, but as we’ve seen with pretty much all of these new entries, they’re not really wanted.

Everything was new at some point, and media can’t really be pushed forwards with rallying around the same shit all the time. While we haven’t seen major new entries to some of the oldest modern media icons, like Tarzan, they’re still there waiting for someone to take ’em for a spin. Dare I say that’s a problem to itself. Corporations want to bank on their IPs to the extent of not giving a damn how they are being treated on a larger scale, and damaging a franchise’s reputation and brand recognition has become an ever-increasing problem in the modern era. This is due to everyone being more connected to everyone else, and information is spreading like a running wildfire. It has become far harder to screw customers over. Perhaps that is also why corporations want to bank on old IPs, as they can sell the creators as fans among equals. By this point, I hope you’ve realised that’s an utter bullshit marketing gimmick.

If you have seen Masters of the Universe: Revelation‘s first five episodes, you’re probably aware of the latest example of this. Creators claim to be big fans, yet the story is another retread of What if Skeletor wins? storyline, the characters are not accurately portrayed and their major character points are missed and even large portions of unique elements are just either misunderstood or outright twisted out of shape. For example, Orko was portrayed as a lousy character that never amounted to anything in his life, either back at his home Trolla or at King Randor’s court. This, despite every iteration making a point that he is a great magician, one of their best, who just happens to have ended up in a dimension where magic works differently, thus him having a hard time making it work. In further expanded material, Orko’s position is that of a spy who was to keep tabs on the Power Sword and whoever wields it. In this light, Orko could be said to have acted for the sake of the cause. Instead, MOTU:R gives us a pathetic creature that tries to explain his tragic situation and backstory in order to artificially squeeze tears from the audience just to be killed. It’s hack writing at its finest and gives no real justification for either Orko’s death or otherwise, as it is so long-winded that any of the characters could’ve made any half-intelligent move and saved the day.

The backlash from MOTU:R has replicated pretty much the same patterns as any of these similar revived IPs with bullshit entry has, like Ghostbusters 2016. Some fans have found it objectionable content, and they have been in turn mocked. Not their points of arguments or anything that could be considered constructive, but rather the customers themselves have been mocked and belittled in the pettiest of ways combined with a healthy dose of slander and name-calling. It’s not a rarity nowadays for creators to talk down to consumers, often even attacking them. While this might win some browny points among their peers, the consumers will associate this negative PR with the creator and the brand. The aforementioned Ghostbusters 2016 is a perfect example of a short-lived shitstorm, after which pretty much everyone outside the Hollywood bubble agreed without many mincing words that it was a rather terrible movie.

A lot, if not all, of this drama and contention, would be easily sidestepped if all these re-used IPs were completely new and original instead. In this scenario, the works would be able to stand on their own legs without the baggage of old franchises. They’d also be able to realize that whole thing of creating a whole new consumer base and choose their own target customers. This would largely prevent any old farts from using decades of content as points of comparison, and thus criticism. It would be a win-win. Except this would mean they’d need to create something new that would be in direct competition with these already established franchises, and that requires a wholly different approach.

Yet we need new content, new ideas and new stories. The media landscape can’t survive on these old franchises for the rest of the executives’ lives. These people might be the most exciting or imaginative, yet they call the shots. Creators on the other hand should learn how to play them. Alternatively, circumvent the system altogether in whatever ways they can. You may ask if making a story like MOTU:R would be possible with a new IP, and the answer is yes. As the show already relies on flashbacks, there’s really nothing that could have prevented the series to be a whole new show with a whole net setting and characters.

Do you know why the Xenomorph is the featured image? Because it is arguably the most influential movie monster that was not based on a mythical being. Its influence is felt to this day in pretty much every single field of entertainment media and you can see it being ripped off, referenced and inspired by on an almost weekly basis. Even the classic Universal Movie Monsters had their inspiration in other stories. The Xenomorph, however, was something different. It strikes a different kind of core in the audience and opened new doors for horrific creatures. Despite the Predator being considered equal in terms of design, it is more human and can be understood to a large degree. While attempts have been made to create something that could be considered to compete on the same level of sheer uniqueness, very few monsters have come even close.

The wall to create something that could be the next Xenomorph, or the next Star Wars, is stupidly high. However, the entertainment industries, especially Hollywood and its bubble, have to get ready when old IPs stop making money. Disney has seen and felt how it feels to mismanage a billion-dollar franchise and lose money more and more with each new movie with Star Wars. It’s a downhill roll, and the only way they can climb up is to put something new to the table. Yet, even now, old and established is being tapped. Be it for the core fans or in chase of a new one, this losing battle should be cut short.

The world needs new stories to be inspired by. Even when it comes to money, it would be best for these corporations to bet on it as a long-term plan. Sadly, the more time passes, the more convinced I am there are no long-term plans with anyone. It’s all immediate action and short-term gains, be it in entertainment, politics or whatever.

Digital death can be saved with piracy

As much as Sony, and the other video game corporations, have their right when it comes to their games and consoles, the incoming death of PlayStation 3’s, PSP’s and PS Vita’s digital store paints a very dark visage of digital death; all those games that are about will vanish and be rendered unobtainable as the servers are shut down. Each and every game that is exclusive to a digital platform and is dependent on servers’ being online to any capacity will be lost. Piracy is there to catalog them and save them when you can not obtain them anymore in any legitimate fashion. Companies will complain and file lawsuits, like how Nintendo keeps harping on ROM sites, but if these companies want to curb piracy of their older systems’ titles there is very little they can do. In fact, that very little is very influential; offer all the library on your modern systems as well. 

That is easier said than done, as multiple games are very much tied to a system and licensing, meaning that publishers would have to re-submit their titles to console companies for them to be admitted again. Of course, with the hardware being different, it’s no easy task as they’d need to port the games. The question of whether or not that’s worth it for them becomes a pressing matter. Common sense would argue that if a company isn’t selling a game and there are no legitimate ways to obtain it, you might as well get it via piracy. We are not in any grey zone when it comes to digital games as you can’t claim that it is legitimate as long as you own the actual game as there is no physical equivalent in this case.

Yet these games are not abandonware either, as some of these titles have been ported to other systems in the same digital form, or are part of a long-running franchise. You can find loads of old games that have no owner on abandonware sites, even numerous game series and IPs that have owners, yet don’t act on them. It’s part ignorance of how widely their titles are shared and partly that they’re willingly allowing them to be shared. After all, you’re hardly going to make much money on obscure PC88 and DOS titles. You could make some bucks if these companies would repackage the titles for GOG or the like, but that’d take time and money. Would that be worth the effort? To some, yes. To most, no.

Whatever the thinking is within the companies, it won’t change the fact that with this digital destruction we’re losing the original source for these titles permanently. Once the servers go down, that’s it. There’s no crying over games you didn’t buy, there’s no wallowing over missed DLC. All the patches you missed are forever lost to the ether. Publishers and developers won’t offer them via their own services, even if that would be possible. What is the consumer to do if he wants to get a game but can’t, quite literally, buy it anywhere? Companies can’t argue for a loss of sale, as there are no methods a sale could be done in the first place. If they have an alternative venue to offer that title, then great! Problem solved. If not, well, the is always behind the IP owner. For a good reason too, but we should investigate whether or not an unexploited title, whatever it might be from music to film to book, should stay in the hands of the IP owner rather than be opened for common usage. It’d promote exploiting these unused titles, and in gaming would further promote the availability of otherwise unobtainable games. 

That’s never going to happen and we all know it. Sony could do everyone a massive deed and request each and every publisher with any content on their servers to be donated for archival at a museum or something for future research and patrons to play on-site. It would, at least, save these titles for historical purposes, but that is the last thing game companies have in mind. The first month is where the majority of the sales are done with games, and whatever comes after is extra. Once it’s a done deal, they can remove that title from competing with their future titles. Torta på torta repeat; I shudder to have a game on the same platform Super Mario Bros. 3 is. 

I don’t find any joy in Sony closing their old servers. It’s a tragedy that will become more common as time passes and content becomes more digital-only. With this closedown, we’re not only losing all those PS3, PSP, and Vita digital-only exclusives, but also all the PlayStation classic titles that were made to work on these systems. Sony’s going to make a bank when people will rush to buy the games they haven’t picked up yet. I recommend getting the Mega Man Legends titles, including The Misadventures of Tron Bonne, the Sega  Ages Virtual-On , and pretty much every PC Engine title you can get your hands on. If you’re a mecha fan and/or into Super Robot Wars series, there’s also SRW OGs; Dark Prison, a side game with no physical version out there. 

You did get a download code with that Super Robot Wars action game, that turned out to be really, really lousy, but not a game-on-disc in any fashion

Any arguments that follow the lines of You had all the time to get the games or It’s time to move forwards can and should be dismissed. For the sake of the consumers, if we’re going to go digital, the customer should have the right of access to these titles for purchase as there can be no second-hand market. Screw licensing issues or companies maintaining these servers at a loss. As far as the customers’ rights are concerned, the moment there is no viable route for legitimate purchase, the titles are free game. Pun not intended. At this point, I’m beyond arguing legal or moral points. I know and understand all the sides of the coin in the matter, but that matters jack shit when we are losing a generation’s worth of digital titles. That should not be acceptable in any fashion.

Thus, piracy becomes a justifiable action when there is no other recourse. Piracy will archive, it will keep records. It’ll become the way how to access all these titles on their original platform, if not form. The Internet will keep an archive of what Sony and publishers will not. Nevertheless, before we hit that deadline, the best thing we can do, and should do, is to burn that credit card to obtain all the titles we wish to play on our systems. After that… it’s your machine. Why not to mod it to take more out of it?

The “true fan” is a blind customer

With Monster Hunter Rise getting a demo on the Switch recently, I decided to visit their recent stream about the game. ‘lo and behold, I saw the usual people throwing stuff like As a community we… and Only true fans… among other stuff to counter criticism or whatnot. This kind of fan behaviour has been as old as I can recall. It is effectively a way to push down someone who might voice an opposing opinion that might devalue a product in some manner or raise issues that might impact negatively. For example, people noting that the somewhat recent Capcom leaks showcased how Monster Hunter Rise has already been slated for Steam release a year after the initial Switch version got told down that only true fans would buy it on the release and then purchase the Steam version later to support the game. There are quite many people who purchase games twice just to show their support, which largely screws up the actual user numbers and twists the true popularity of a product.

It’s not a toxic behaviour as much as it is pathetic. This sort of blind consumer behaviour can be seen everywhere, especially on forums and closed circles where new ideas or opposing ideas are actively purged. If there’s a live-action adaptation of a book series or something like that coming up, e.g. The Wheel of Time, I’d almost recommend checking some forums just to see large the difference between proper criticism and fellation. Corporations of course love people who feel deeply connected to their brands and go out to defend whatever decision is made and whatever product is put out. There’s a whole industry behind creating a positive image as forums and other platforms like Youtube are filled with people getting paid to give a positive view. It’s a livelihood for sure, and a way to market directly to the customers without directly associating with the corporation and the brand itself. With electronic gaming, it is very common for streamers to make contracts with companies to play their games for a certain time while giving only borderline criticism as dictated by the company. Once the contract expires, the game changes. NDA, of course, keeps these streamers quiet of their real thoughts and what they think of the games they play. Nothing wrong in this as long as the whole thing is being disclosed, but stealth marketers don’t come at you telling they’re marketing something to you.

A blind consumer doesn’t think about the product’s value or anything else related to it really that doesn’t directly concern his own emotional attachment. There’s a large amount of justifying your own purchases and decisions that comes with the saying A true fan… as they have to make sure their decision to invest into something fully is met not only on a personal level but also on a peer level. Perhaps there is some feeling of superiority in there to boot. Hence, when they’re met with no real peer rewards for them being a fan, their world gets shaken a bit. It’s not too rare to find someone who has invested most of their time and resources on something they think will be met with high praise only to find out that they’re more ridiculed than anything else. Perhaps criticising their loved brand itself is enough to shake their views and make them feel threatened.

Customer blindness is often a composite of choosing to be blind and unable to see through emotional attachment. Because how people think isn’t binary and we can accept contradictory statements as true and valid, we can often find ourselves rallying for the brand we love while ignoring its faults, yet do the exact opposite for another brand that shares the same faults. A true fan disregards all the bad things a product and a brand has. Even the positives sometimes seem to be lacking in a discussion, as everything stems from the emotional attachment. While it’s nice that people have something they truly love and are enthusiastic about, corporations are entities that mostly use this exact thing to make more sales and squeeze out that little bit more money out.

Of course, the whole stealth marketing wants you specifically to think in a certain manner that makes a purchase. Direct marketing does only so much. Corporations have embraced the idea of positive word-of-mouth being the best advertisement anyone could have, and they want to make sure your friend or a person you follow on the Internet gives a good word for them. There’s a kind of state of the cold war between customers and corporations, where the customer doesn’t have any other avenue of influence outside voting by their wallet, as corporations have everything in their hands, including your fellow customers that promote the corporate brand for free.

The idea of community giving voice behind one person is equally laughable. There is no one community for anything, there are multiple ones of different sizes and kinds, with some being as small as two. If someone claims that they are voicing the community, the best thing really is to disregard them and/or ask for reference where the community has voiced their opinion as a whole. Surely nobody would be bold enough to claim that they know what the community, or multiple communities, think without first taking proper steps to have everyone heard. However, if someone analyses a certain community, or follows their actions and thinking from an outside perspective and makes deductions based on collected data would be in a position to say what a community of people think. That’s what marketers do, and that’s why marketing has become rather effective on the Internet. Sneak in some people in these communities to slowly but surely change the opinions and views to cater certain point of view that benefits the corporations, and presto you have another set of people willing to market the brand for free.

The best thing to do would be not to be a true fan then. Each consumer is ultimately an individual despite whether or not they belong to a community. Each of us has to make our own decisions based on our own, whatever we base them on. Ignoring peer pressure or validation for our own opinions is not easy. In these matters, your own opinions trump all, as it only concerns you in the end. I doesn’t matter what a reviewer or a friend says or thinks, because ultimately you’re the one who has to evaluate the product for yourself. In other words, the best way to combat stealth marketing remove yourself from the negative influence that goats you to validate someone else is to take responsibility of your own decisions and actions they lead into.

Nintendo continues to fight piracy at the expense of the customer

Nintendo has been fighting piracy since they started the whole electronic gaming business. Donkey Kong the arcade game itself was a prime target of piracy, with copied arcade boards popping up frequently due to its popularity. The NES / Famicom piracy was massive despite the whole physical cartridge thing, with numerous Asian countries producing copies of the system and selling those systems and games across the globe. Hell, the Soviets / Russians enjoyed Dendy console as their mainline NES copy, with effectively all games being pirated copies of some kind. The SNES saw this practice much less, but few did fall between the cracks, with Super Noah’s Ark 3D being the most known in the West. Now, the N64 barely saw any piracy, as the concentrated efforts had moved to the PlayStation. In some ways, you can determine what system is the most popular in any given system generation by how much effort is there to put piracy into effect and how successful it has been. It’s no surprise then than the GameCube piracy was less enticing than PS2, mostly because a more popular system also has the most games for people to take a crack at. Then we come to the Wii, which wasn’t just a popular system, but a massive success and its piracy wasn’t just easily accessed; it was made into something everyone in the mainstream could do by themselves and take advantage of. Before this most systems required either external carts, an external device plugged in or physical modification to the PCB to make piracy easier. With PlayStation, you could just have your local electronics store install a BIOS chip that jumped over checking if the disc was legit or correct region. Then you could burn PlayStation games willy nilly. There was also an external box that allowed you to boot into a special menu and skip that checking routine. Wii U mostly had piracy because it was easy to implement after the Wii, but it never really had titles people were interested in. There’s a reason why Nintendo kicked it out rather fast and started the 9th console generation well before Microsoft and Sony were putting their systems out.

Seeing Nintendo considers themselves taking a hefty blow in their sales because of piracy with the Wii (in reality, it’s because Nintendo effectively abandoned the system mid-way through its lifecycle and gushed out garbage instead of putting further effort into high calibre titles) they have been taking rather heavy-handed actions against piracy with the Switch. Such things like the Switch having physical traces on the PCB that get burned out with certain updates to effectively suing everyone who might enable the system being cracked open for whatever reason. The latest hit was against Le Hoang Minh, who was selling RCM Loader, a dongle that would enable homebrew to run on the Switch. While Nintendo can’t attack Minh for piracy per se, their attacks as of late have been against groups selling dongles like this, or groups that are offering service that would modify the Switch to run homebrew software. In Nintendo’s eyes, these are all against the rule of law and End User Agreement as well as breaking copyright by circumventing the system’s protections. Nintendo DMCA’s these people often and drags them to court.

I’m not going to dance around the subject and claim that people who are purchasing these items and services have the end intention of running homebrew on their system or other more legitimate methods. It’s rather clear that piracy is one of the many end-goals here and both consumers and corporations have to live with it. However, most actions these hardware companies take to prevent piracy end up damaging the legitimate customers. For example, Sony removed the ability to run Linux on PlayStation 3 because someone managed to find a way to run homebrew through it. Not only a complete element was removed from the system, but Sony ended up paying millions because of that as they had advertised the system with Other OS capability. Now that the Switch destroys physical traces on the system, it might cause troubles down the line. Of course, fighting piracy with online-only systems and digital-only sales is one method of battling piracy as well, both of which don’t do favours for the general customer. If anything, battling piracy has only caused customers to lose control over their games and system, which actually has turned a minor section of these customers looking into homebrew and piracy even more in order to take full control over the products they bought and own.

Is Nintendo in the right in their crusade against these homebrew enablers? They believe so, and they believe their DMCA’ing and taking legal actions to protect their intellectual property that they see is being infringement by circumventing protections. Team-Xecutor, one of the more prolific teams offering homebrew for the Switch, accused Nintendo of legal scare tactics and censorship. There’s little doubt Nintendo wouldn’t try to intimidate groups like Minh and Team-Xecutor first before taking full legal actions, although throwing censorship in there is a dubious claim. However, all these products that enable homebrew can be seen as part of the Right to Repair movement. Apple and Nintendo, and effectively everyone else who offers electronics, is in the same boat here, as third party products, be it goods or services, would take repair and service revenue out from their pocket. In some cases, like with Apple and third-party repair parts, they would lose control over the overall device and its parts. This is under the guise of offering better and more qualified service, which is straight-up bullshit. This total control over the systems has stemmed from customers trying to fix their own devices or had third party members trying to fix it for them and then claiming warranty from the corporation. It was more or less a 50/50 chance whether or not they would repair or replace the product, but more often than not they’d end up replacing it simply because that was the cheaper option. Nowadays large amounts of customers still play the system and claim warranty on functional items. Stores rarely check these products and simply send the supposedly faulty device back and the customer gets a new device for free, and another few years of warranty. Warranty which they’ll go claim back, effectively getting a replacement device every few years. This is just one common example of how the customer-provider relationship is being abused constantly by the consumer. It becomes rather understandable why companies would want to take total control over the devices and software the customer purchases simply to prevent unnecessary losses gathered from customers effectively screwing them. In the end, all the customers at large get screwed.

Whether or not these products that allow homebrew on the Switch actually infringe Nintendo’s rights in any way are less important than the results they cause, and that is piracy. While piracy is seen as a massive threat to any entertainment industry and portrayed as such, it is in actuality completely different beast.  There is no better form of advertising or showcasing the value of a product other than giving it in the hands of the customer himself and the giving freedom to go town with it. Many films and music albums have been sold when people have seen and listened to a pirated copy and the same applies to the game industry. Game demos was found to damage game sales because they showcased how terrible those games could be. All sales are final is the mantra certain companies want to repeat, as they know the product they’re selling is in many ways faulty. Both sides should find a way that wouldn’t infringe either side in good faith, but that’s something that won’t ever happen because that’d require consumers to change their habits and mindsets to a large degree and corporations to lose most of the control they have over products they’re now selling. Seeing as global corporations are moving towards abolishing the idea of owning anything you buy, replaced by a subscription model that would give them complete control over the product as well as make them more profit, that’s something we’re never going to reach. Ultimately, piracy, IP and trademark infringement are used as excuses to further destroy whatever control and ownership the consumer. You’re more or less expected to consume just the same but never see the end product truly in your hands. If and when things are digital, this applies doubly so. Even with a company like Nintendo with a family-friendly image, the end goals seems to be the same as with every other company; work to consume, but never to own or control what you are consuming.

Beware the words “Leave it to use”

For the slightly-less-than-a-decade, I’ve kept this blog I’ve noticed one thing that’s been increasing year by year; the reduction of customers’ agency.  It’s been going on ever since World War II, as corporations became ever more global and information technology kept maturing towards the globally connected era we’ve entered. It’s all about the control of the product, nothing more, nothing less. You would think this just a minor problem, but considering things like homes, cars, the everyday equipment we use to make food, you name it, are products that corporations wish to gain control over. This would be laughable if it wasn’t already taking place with the media we consume.

The finest example of how customers lose agency is with streaming media and online stores that don’t give you full freedom to the product. The examples, of course, are Netflix and Steam. Their users have allowed convenience to take over their own agency, the control of the product they consume. While both Netflix and Steam allow you to consume the content they provide at your pleasure, it’s under their rules. Netflix decides what you can watch in its selection much like how Steam’s library decides what you are able to buy. While this seems natural, it also means they are a controlling middle-man, the ones saying what can and can not be on their virtual shelves. Not only this works against the consumer with the limited selection, something that the Internet has made moot when you could buy whatever game with slight searching, but that’s not possible nowadays as the majority of PC games have become Steam-linked. You are unable to play them without the digital console in the middle without resorting to cracking them. Even when you buy the physical disc, chances are that the default installer instantly jumps to Steam with no other way to play it. You have no options, you lack the control. The same goes what Netflix offers with its model, taking away the control of the product. The difference being here is how Steam allows needs you to download the games and to some extent meddle with them and you retain the right to play them, as long as you go through Steam. You have no control over Netflix. If a show is dissipaters from the catalogue, it’s gone.

Subscription is the word for both. You subscribe to the license or to the service, which means the users are completely willing in most cases to waver away their own agency and control, and all the responsibility those bring with them, to the corporations running these services.  In the case of  entertainment media this seems fair, yet again the customer has no control. To many the idea of having physical media at your house seems distasteful, some even hate the idea of physical items taking space. Both of these are things that require the customer to carry weight on their backs rather than dumping them elsewhere. Despite there being many who don’t want that physical media are happy that alternatives exist, but there are no alternatives that would allow them to extend their own agency and control over the products. All they are getting is the equivalent of a movie ticket.

Hollywood was extremely afraid of losing control over their product when VHS was first introduced in the 1970s. What would happen if customers bought their own copy of the movie, which they could watch over and over again? The theatres and studios would lose money now that they couldn’t control the product the customer owned. They introduced a move to install a magnetic wipe head into VCRs, which would gradually blank the tape as it was watched. By the third time, the customer would lose most if not all of the tape’s content, forcing them to buy a new copy. This idea never came to be, but its vestiges are now in the types of Netflix, where the customer has no control whatsoever.

Netflix has taken everything out of the customers’ hands. The product, at a glance, is the service of streaming series and films. It’s also the second-best way to save space by allocating all that to Netflix digital services, as long as you’re willing to wave away your rights. Much like Steam, Netflix can cancel your subscription at any point they see you breaking their contract. Similarly, some argue that you never bought movies, films or games in general, just their license. The difference, of course, being that by having a physical item in my hand negates this, as none of the companies can come to my home in any legal measure and take that product away.

All this is highly debatable and most people will dismiss both of them. However, this service model of a subscription is being extended to things like cars, printers and washing machines. Rather than buying a machine of your own, you subscribe to a service of which you pay monthly. You would never own it, just pay for the privilege to use someone else’s machine. If something were ever to happen to it, or the service owner deems you to break any of the rules, you’re screwed. It’s the same with cars, and now with smart cars driving themselves, even the responsibility of learning to drive is taken away from the customer.

That’s all this is ending up, ultimately. When the customer is losing their agency and rights to own anything, everything is locked out from their hands. Apple is a massive example of this as their practices both in hardware and software is as anti-consumer as it could be. Their updates are bricking older machines, they refuse to sell spare parts to their devices and offer higher-cost exchange programs instead. The systems are built to fail as well, with flaws that could be nothing less than intentional. Apple’s systems and products are a lifestyle, and their customers buy into that as much as they do into their products. Of course, whatever you do on your Apple devices also means Apple has the right to sell your data to advertisement companies and such, something that they have in common with Google and other big tech companies. Even with Steam and Netflix, they get data from their users they can make money on. Your privacy is nonexistent, and that is sadly something we all have more or less accepted a necessity. It shouldn’t be, and this is one of those points where the law is behind the times. I’ll outright argue that selling user information should be considered an illegal invasion of privacy despite whatever agreement clauses these companies put into user contracts. It’s one more thing where consumers lose agency, and it’s one of those things gets talked about yet nobody is making any moves to actually do anything about it.

The whole Right to Repair seems to be doomed. Companies like John Deere and Apple are fighting it in very dirty ways, but this is all about controlling the product again. They don’t want complete control over the product, but also the way they’re used and everything tied to them. Both corporations aim to lock the customer to their dealers alone in a manner nobody else could service their devices. With John Deere this is even more evident in how this would effectively remove all the competitions from the aftermarket and repair section as there has been a rather long tradition of optional and alternative parts from cheaper manufacturers. Parts that might have been slightly worse, but had the exact same performance. With John Deere moving more and more towards a similarly closed ecosystem to Apple, farmers will find themselves unable to find parts to fix their machines without needing to pay premier prices, but also they’ll find themselves in a situation where field modifications or modified software locks them out and bricks the system. It’s a matter of time, not whether or not this is possible. Apple is already doing this. You can’t even change the screen or the camera between two new Apple iPhones without the phones freaking out and making features inaccessible. It appears that smart devices are the ultimate way to lock control away from the users unless they decide to modify the system to remove these elements, e.g. de-Google an Android phone. Even then, if something is burned to the hardware to make the device effectively non-functional intentionally, the only way for the customer to go would be to not buy such a product and go for another product that wouldn’t infringe the customer’s control. This isn’t even a question if someone would want to modify or not, if there were a need or not, but rather simply whether or not the customer would be able to. When the customer doesn’t have any choice and all there is one singular option, we’ve lost large portions of personal and individual rights to what we’ve put our efforts into gaining.

Hell, you can’t even buy a non-smart TV anymore. Everything has a chip innit to spy on what you do with the device.

What’s the ultimate end goal here? At this pace, the customer will end up losing more of their rights and the agency they have towards the things they purchase. Purchasing itself will turn into a subscription with products, and products will be tied to a service.  With that, the customer’s control over is taken away, after which more and more of our lives will be controlled by an outside power. When you leave everything to the corporations, they’ll take it gladly. The customer is expected to consume, but only under the terms of the provider with no personal control whatsoever.

Most of the previous could be considered a small nuisance, something which we could let go. However, it’s a slide that won’t stop. While ownership is a contested concept, what’s behind it are ultimately strong values of determination, personal responsibility and willing to take control one your own life. These should be clear things to adults. You have to find a way to make a living in order to strive towards your own personal goals. Some of these goals might be at work, others in personal life. It asks determination, and responsibility to carry the necessary tasks out. We can’t play all day long doing nothing or live on other’s wing. Certainly, there are those who would provide for others, yet that means losing your own agency and control in the same manner corporations are taking away customer’s agency. Making our own decisions while we are dependent on someone, or something else, makes us only a slave to the system which can exert control over us however it would wish to. Hence, we must take control of how we live, which requires the two first aforementioned bits. Yet we’re willingly and constantly allowing corporations terrible consumer practices and invasions of privacy as well as underhanded service models to undermine all these. Hell, all those devices at your home, that listen to you during every moment, were introduced by likes of Amazon and Google rather a governmental power. Rather than a nation becoming that stereotypical evil oppressor we know to hate and fight against, we’re gladly willing to let all our responsibilities go and embrace these devices with open arms. At this rate, there will be two points; One where the customer refuses to give away his freedom to choose how they live with all the responsibilities it brings; the other where everything we have is owned by someone else and we have no control over our lives.

It all really ends in taking responsibility on the actions and decisions we make. Something like taking a loan for school is ultimately a decision and a responsibility we must make, and then undertake the task of paying them back. The alternative is that we have no responsibilities, and thus no choices to make.

How much value you give it

While looking up some footage of paste Aleste games on Youtube and NicoNico fora possible future post, I happened to see a video asking if the upcoming Aleste Collection was worth buying. I don’t go for these kinds of videos, because the answer is personal for everyone. If you find value, joy or usefulness in something, that the purchasing a product is probably your best bet. Price is determined just how much you value these elements in that given product. While we can discuss and argue the objective and subjective values of buying anything and if they’re worth the purchase, but ultimately our purchasing habits are based on the whole idea of personal value. We don’t buy what we don’t value personally. Sometimes it’s not the item itself that we value, but the prestige and the status it brings. A classical example would be brand clothing, shoes and bags that cost more than most people make in a year’s salary as they’re status symbols first and foremost. The materials and work put into these pieces in no way would match up with the price they’re going for.

Buying games, or entertainment media in general, shows how much we value it. Especially if it’s something we don’t have to do or make ourselves because making good entertainment is stupidly hard. Let me rephrase that: Good entertainment is stupidly hard to make. It’s rather easy to make lousy entertainment with all your energy and effort you can muster. Even then the most incompetent works can be found entertaining for all the wrong reasons, which has allowed ‘tube channels like Red Letter Media to build their career on. That’s a whole another subject though. If you read the guest posts that are coming up in few more parts in the upcoming months about Star Trek Enterprise, you’ll probably get an idea how much it irks the consumer when something that’s been done well, masterfully even, subsequently turns into slog and quality goes to the trash. While it has always been a contest between consumers on what’s their favourite series is and what’s the worst one out there. You’ll find people arguing over what they value in a show over another. For some, the fact that Voyager has Janeway as the captain is enough to consider it as the best entry while others will say that about Deep Space Nine with Sisko. While we are taught in school the value of objective assessment (or at least the media education we got did, your mileage may vary depending on your education system) and how to assess material purely on its true merits rather than subjective points, we will more or less always default to liking something and simply say something is good. While we can use our noggin’ to think on merits and describe them in a proper fashion, the default in discussions on the Internet seems to be subjectivity being the king. While I could chide about this, there’d be no real reason. That subjectivity is the winning march of marketing and emotional contact we make brands and products.

It could be argued that we don’t need much in our lives and that our houses would be rather empty if we didn’t value non-essential. You can argue what is and what isn’t non-essential, but let’s put the line between what allows you to live and what’s extra. Some people need computers on their line of work, others don’t. Nobody really needs television, as news unrelated to our daily survival is mostly an extra (is my house going to burn down thanks to that forest fire?). Books, movies, other forms of entertainment we have either on our shelves or are paying to access via a subscription are, in the end, just extra as well. We could put the time and effort to produce whatever things to entertain ourselves just fine. That is a rather harsh line and view to make, but it all ends up that it’s not the most effective way of living or making a living. Life might become rather dull and not everyone learns the expertise to make the best of things. More often than not, what you are able to create is not at the level of delivering the expected quality for others, no matter how much time you put into it. You can also argue that entertainment, or play, is essential to human nature as all higher or more advanced forms of life play. It seems to be an essential part of life and being able to continue to live on. What the stimulation entertainment gives us is in many ways essential as it’s a form of play that’s transformed and mutated into further forms. Some people are able to play with things to the point of no one else being able to match them. If you’re reading that as art being rather non-essential thing, something that’s taken to an extreme extent and at its core may not be necessary to society, that’s what it is. Playing itself seems to be an essential thing to life, and art overall is taking forms of play further and further, giving it new meaning. We’re not satisfyed “just” to play around at some point, we have to take things to a point where there’s “meaning” to it. However, that’s just another argument attempting to raise your eyebrows, as the whole point is the other side of the coin; what could be non-essential is necessary nevertheless due to its nature of stimulating us and willingness to give up resources for it.

Take this blog as an example. The main point isn’t to entertain anyone. If I were, this blog would be nothing but Muv-Luv and Guilty Gear posts. I’m entertaining myself with these posts. There’s no value for me to trying to cater or sell it as a service, as that would lessen my own entertainment value. While the emotional connection to this thing is close to nil, it does offer me other benefits like forcing myself to consider more than one side of things. While in the persona, being in the middle of the road and consider things from outside my own angle of view has benefitted me, but that’s a past thing now. If you find a value of some kind in these typings, that’s just a big bonus from my end. I hope you value whatever entertainment you happen to find. The blog’s not a necessary thing for either of us, but it has some value, seeing it’s worth for me to exchange the time I have to write this trite and you to read it.

However, there is a downside to all this. We tend to value what we can’t have or what we can’t afford. You might want that Gucci bag, but your monetary situation doesn’t really allow you to. We end up taking loans to pay what we can’t afford. Often this value comes from outside, like a car that has high prestige to it, but has no real use or is cumbersome. Cars like the classic Countach or DeLorean from Back to the Future are hailed as exemplary cars in design or due to their pop-culture status, but as real cars, they were rather shit and not suitable for any proper driving. Both had deep flaws you wouldn’t find in cheaper cars, yet they were valued higher and in few ways still are. We are willing to overlook significant flaws either in our own situations or in the products themselves, if they meet our wants. What we want may not be what we need, and marketing has made it a finely tuned craftsmanship how to tell and influence us in order to tell us what we need. What we feel we need is rarely in connection what we truly need, yet that want for something is often too much to handle.

A chance for Microsoft to push forwards in Japan

Microsoft is supposedly aiming for the Japanese market, according to Bloomberg. Some are taking this as some sort of new thing, but Microsoft has always tried to make itself a big thing in Japan with Xbox. This is, in itself, nothing new. The original Xbox S-Controller was developed and design the Japanese market in mind, and it ended up being successful enough to kick out the Duke controller for good (because the Duke, in all honesty, is kind of trash). The 360 had a hard PR push in Japan, with booth girls designed to appeal to the local tastes alongside numerous exclusive games and titles that should have been hit with the audiences. However, the X360 ultimately ended up playing the third fiddle (again), but kind of did follow the footsteps of old Japanese computers in its game selection. If you love shooting games and peculiar managing titles, the X360 is chock full of exclusive titles like many of CAVE’s shooters e.g. Death Smiles and The iDOLM@ASTER killing your hopes for a new chapter of Berserk. Down the line, these titles did get sequels and ports elsewhere, but at the time the X360 was, effectively, the otaku console to have with many niche titles. Hell, even Muv-Luv saw a port for 360 before Sony got its own. It’s niche library of Japanse games that didn’t get Western releases and were behind region locking meant that the X360 saw some limited importing within certain circles. Nowadays most of the good stuff has appeared elsewhere with no bullshit in-between outside needing to use Steam, so there’s very little reason to consider doing so nowadays.

The reason why Bloomberg is making a thing about Microsoft’s ever-continuing attempts to court the Japanese consumers is that Sony’s employees internally are more or less disfranchised. Analyst Hideki Yasuda of Ace Research Institute saying that Sony’s attention is drifting away from its consumers in the home market, and that’s an understatement of sorts. Sony’s American HQ has been making hits and after hits on the marketability and development of their third party titles, of which I’ve got few posts in the past. The fact that Sony’s pushing for censorship on games on their design phase and banning whole play elements and methods surely will push developers away, which turns the consumer tide elsewhere. Sony’s emphasize with its new internal rules and regulations has damaged the company in ways that are becoming apparent in consumer behaviour. Furthermore, an example of straight-up Americanisation of PlayStation as a whole can be seen in switching the X and O confirmation buttons around in Japan, something the Japanese consumers aren’t exactly keen on. Granted, that poll was open to a thousand participants only, but treating it as a sample size should give you an indication what the majority of the population thinks. Changing an established form factor that’s been there since the Super Nintendo days is extremely short-sighted. Not only this means long-time users have to work against their muscle memory, but also that X and O make no longer sense in cultural context, as they’re now reverse. There’s also a worry about this applying to backwards compatible games. Sony has confirmed that this isn’t optional, meaning Japanese who purchase PlayStation 5 will have one helluva time trying to figure out why the hell their O is suddenly a bad thing instead of X. However, now both Xbox and PlayStation share the same scheme of menu confirmation, with Nintendo still using the “classical” layout.

Then again, that first Bloomberg article states that Sony of Japan has been sidelined. I’ll quote this bit and then drag that horse carcass back for a moment; “The US office believes the PlayStation business doesn’t need games that only do well in Japan, employees in the California headquarters reportedly said.” Whoever said this needs to be fired from their job for effectively ruining PlayStation 5’s chances. A console’s lifeline is in its library. A console can not be a success alone. When you grind things down even slightly, hardware is just the middle man, the unnecessary evil, the crutch. You only buy hardware that has software that you want to consume. A console must have its own unique library of games that entices the player enough to purchase the hardware. If you want your console to succeed in Japan, it must have a wide variety of different kind of games that appeal to the Japanese culture of video games. These games are widely different from what appeals to general consumers in the US, UK, France etc. Every nation and culture have their own things that are bombshell sellers. For Finland, it would seem NHL and FIFA games because fuck these people are thirsty of sports.

Of course, after Jim Ryan, Sony Interactive Entertainment’s CEO, insisted that the company wasn’t Americanised when they moved HQ to California rings extremely hollow. Even the size of PlayStation 5 screams American whopper. It’s ugly as hell and larger than a man’s torso. No Japanese corporation would design their machine to be that big because space is a premium in Japan. The Switch is the king of this Generation of consoles due to its hybrid nature and a good library. Clearly Ryan was spouting bullshit, as the current global agenda is leaving Japan a cold turkey, and that probably will happen to European countries as well. Now with regional departments gone, Sony can’t have its individual arms creating specific plans and games for each region. Now, all we’re getting is what the American centre vomits outs. They can’t be flexible and nimble with only one scarecrow. 2020 has shown the downsides of globalisation to an extreme degree and Sony putting their eggs in that basket was a major blowout. It will only hurt them down the line as it will kill variety and regional specialities in favour of one corporate vision, now driven by censorship. I’ve seen claims of Japanese taking up Steam and other PC stores closer to their heart after since certain kinds of titles were banned and Visual Novels started suffering on the platform. Not only that, but Sony themselves have been shooting themselves in the leg by allowing ports of their harder hitters to Steam in hopes of making more cash. That’s a sure shot method of killing your device, exactly what they did with the Vita. Poor Vita, Sony mistreated you so hard. Whatever PR Sony wants to spin, like Natsumi Atarashi’s assertation how Japan will remain their utmost importance, can be disregarded as bullshit. Sony’s actions thus far have been telling the complete opposite. Don’t tell me a house isn’t on fire when it’s blazing just behind you.

All this is part of the continuing censorship routine and globalisation Sony has been practising for the past few years, something I have posts on. The thing about Sony’s globalisation and concentrating their decision power into one HQ is that in time it’ll be a disservice for them. I already mentioned that they will streamline their services and products with this, but it will also go against them. Global organisations with this size will see the rise of useless middle management that will drag feet down. Arguibly that’s already happening with the whole internal censorship and censorious regulation they’ve put into power. This will sap energy from regional offices and will damage their work capacity to work as they always have to wait for a reply from the main office from California. The more proper answer should’ve been to gut the middle management and allow regional offices to cater their target areas the best they can. The California HQ seems to think what applies to them applies globally. It may not be Americanisation as Ryan claims, but then it’s simply forcing a skewed view of the world forcefully unto others with ideas and values that do not apply even outside the doors of Sony HQ. Sony should value what their customers value in their brand, and they’re moving to the complete opposite direction, thinking that the consumer is a sheep who follows rather votes with his wallet. No matter how much people want to sell the idea of perfect global society as part of globalisation. Take Germany’s latest stance as an example. Globalisation doesn’t mean others will take up to your opinions and views as the holy gospel. Often it’s just the opposite. In a perfect world, we would have objectively the best standards for everything, but that’s not realistic. Doesn’t mean we shouldn’t strive for them, but in the current state globalisation, people need to come mid-way to meet each other. Sony’s current practices effectively oppressing rather than allowing themselves to create a company that would truly be of service at a global scale by adjusting themselves accordingly.

I’ve also noticed a certain consumer behaviour that’s tied to all this. Early in the PS4’s and Switch’s life cycles importers preferred the PS4 versions of games if there were two available. In recent years this has drastically shifted for importers to prefer Switch version, if available. This probably reflects what kind of consumer group current importers are at a worldwide scale, with most of them being aware of current happenings and decisions taking place behind the scenes the corporates want to keep behind the curtains.

Despite all this doom speak, Japanese developers won’t abandon the PlayStation. If anything, they’ll probably aim to go multiplatform more. Theirs is a traditionalist way of working, and abandoning one of the two national devices seems to go against the grain rather hard. It’s like how the US prefers Xbox mostly because it’s Xbox. Perhaps more and more companies will go multiplatform and ensure a Steam or similar release on PC as well, while moving some of their exclusive titles being developed for the two competing platforms. Sony will hire studios to make games for their hardware for sure and the usual line-up will come out that most people will be happy with, but then the question just ends up being what’s the difference between the new Xbox and PlayStation?  If the libraries end up resembling each other even more, and there’s no real difference outside an even smaller handful of exclusives, it becomes more brand battle than anything else. Here Microsoft has a chance to shine, but theirs is a steep climb. The Xbox One managed to scrape 0.1% of all console sales in Japan this year. That’s one helluva fight against PlayStation 4’s 10.1%, and all but an impossible task against 89.9% the Switch holds. The Xbox brand could turn things around in Japan if they’d manage to find that sweet spot Sony’s abandoning and working on that like no other. It’ll take a console generation and then some to turn the Japanese consumer’s opinion on Microsoft’s console around, but perhaps if they manage to properly deliver proper titles, that is achievable.

Taking an axe to a dead horse

Let me start this post by not just kicking that one dead horse, but again mince its meat and turn its hooves into glue; the story of a game is in its play, the rest of framing. The thing that makes electronic gaming so interesting is that the framing is considered equal, if not more important in some cases, than the content it is framing.

A game’s framing narrative will always be second to the play of the game, that’s part of the medium. The framing can never escape the play part, and ultimately has to be break itself apart and into segments to satisfy the needs of play. This could be, for example,  the need for the player to move a character from locale A to locale B in order to continue the narrative segment. Or in case of Xenosaga, walk from a room to another to continue from a fifteen-minute FMV. The narrative also has the option to cover game mechanics as part of the world, but that is not specifically necessary.

The game can cover rules of the play by other means as well, but for the sake of game’s own narrative consistency, more often than not the rules are implemented as part of the framing narrative. Sometimes it makes sense, like how Trails in the Sky has the whole orbs-in-slots system, something concrete that the player sees and collects, and other times it’s rather abstract like Junctioning Magic to Guardian Forces in Final Fantasy XIII. Nevertheless, the framing itself matters less than the function and rules of the play the provide.

Of course, depending on the game, the framing device can be extremely important, or matter very little. Modern audiences are used to having everything in FMVs and pre-scripted sequences that take control out of the players’ hands, but in the arcades this context was delivered via cabinet marquees and attraction screens. In the best cases, games were laid out and designed to deliver the framing without much words or time wasted. For example, the subtitle of the first Street Fighter II was The World Warrior, referring to the world stage the player’s chosen character would be in. The selection screen itself presented this concept with the world map and plane flying here and there. Much like any other visual medium, games excel in the visual side of things. Certainly, many arcade games slapped a text to give you the base framing and that was that, which is effectively an equivalent of any modern FMV. More abstract games didn’t need any. Pac-Man eats pills and tries to avoid the Ghosts. That’s the minimum amount of framing a game needs to fully justify its play. Funnily enough, that is also the description of the play, getting two birds with one stone.

The framing fights the player agency because it’s not the content, the play is. Nowadays we take for granted how large the overall framing is to give a whole world for the play to be justified, which is overreaching it rather hard, but it is one of the easier and most accessible aspects to analyse regarding games. This is because we are taught to read from a young age and how to analyse media overall. Film criticism comes a bit later, but often we build our own preferences based on certain aspects of films, which makes the whole analysing this framing device very easy.

It’s not as easy with other media, where specialised knowledge is more or less necessary to understand how the content is being framed. To drag the remains of the horse’s corpse here for a moment, not many people concentrate on the frames of a painting or on the pedestal of a statue despite the possibility that they too could have seen masterful works themselves. A painting is being elevated further when an unique frame has been designed and carved for it, accenting its strokes and colours properly. Often they just get overlooked and whatever readily made models are there on the table gets picked up, because the frame isn’t the main point. Not many know wood-crafting well enough to begin to appreciate the necessary skill and knowledge master framers have built up throughout the years to pair a painting perfectly to a frame, and proceed to frame it in an equally skilful manner. Everything from material selection to the attaching itself must be taken into account. Or, y’know, just nab that proper sized black frame from Ikea and go with that. Sure, same thing. I’m overstating this point because handiwork and craftsmanship isn’t something we all learn too deeply. We dabble in it and may learn base skills, but we aren’t taught them to any deeper extent. Craft lessons at school mostly just play rather than building up any true skill, unlike your native tongue lessons.

Games that rely heavily on the framing narrative also tend to decrease the agency of the player, the freedom of play. This doesn’t matter too much in games that are laid out as fields of challenge, like almost every action and racing game out there, but raises its ugly head when it comes to RPGs. More often than not, RPGs do not offer a whole lot of ways for the player to realise their own play. Some RPGs allow completely free character creation and follow in suit, but even then framing device is ready and sometimes can’t even be affected. When the developer concentrates on emphasizing their framing as a single narrative, the player agency is effectively nil. Very few times the framing allows the player to have a large agency on its course and in cases like YIIK the narrative is overwhelmingly more important than the play to the point of it having been designed to hate the player. The greater the narrative design, the more it has to rely on the techniques from other media, but marrying it to the play also requires an equal amount of design decisions regarding the play. For example, Kojima may have made his titles long-ass movies at times, but simply allowing the player to turn on the first person camera and look around for clues and easter eggs add to the player agency. While the player can’t continue the scene on their own terms, they are given control over an aspect nevertheless. A small thing that adds value to otherwise lengthy scenes of doing nothing.

While the framing narrative sees ever-rising budgets and effort to have the most well-scripted stories to be delivered, there is an immense lack of any effort to meld this narrative within the content. This, of course, would necessitate far larger scale of stories and pathways the player can take, making it necessary to consider completely opposite directions of their current framing narrative than intended. For example, imagine if during a Call of Duty campaign the player could at certain points make a decision to change sides. Perhaps this could be a multi-campaign element, where the player could choose to effectively change one campaign to another, but at the same time changing the way the framing of the campaign works from thereon. The rules of the game don’t change, but rather than being one of the Allied, he might end up playing a soldier who now fights for the Axis. This would offer the developers ways depict a more complex narrative as well as offer the player more options to explore. Perhaps even allow a third option of abandoning the war altogether and be chased throughout the fields by both sides. These aren’t RPG elements or the like, these would simply be options to be presented to the player in a similar manner that optional routes are. All this of course goes in the face of the current paradigm, where the narrative must one whole that the player must experience. The Last of Us 2 aimed to make the player uncomfortable by making enemies lament on their friends’ deaths while the narrative didn’t offer any other options but what the developers intended. It didn’t work out.

This isn’t exactly railroading the player as much as the paradigm for video and computer games haven’t shifted to consider these a valid option. Not that they necessarily should, as these spreading games are more or less considered gimmicks. Surprisingly, the Drakengard series, including Nier, has taken strides in this. Their multiple endings can be unlocked by player actions to different degrees, though usually, the first round is always the same. Nier: Automata has one of my favourite examples of this, where you can turn around as 9S when you first get control of him in New Game + and just fuck off from starting point, you achieve an end to the game. Another example would be when the player reaches the peaceful robot village, and despite their pacifism, the player proceeds to murder every robot there, gaining another ending. Again, these are minor things and yet they show how the developers considered possible player actions or at least their want of certain kind of action, and realised it as a solution or a path as part of the framing narrative. None of this, of course, would function if the frame wouldn’t have designed to house these deviating rules of play.

The thing is, with games making the framing is easier than making the content. The content isn’t as freeform or artsy, it requires intensive labour hours and demands a lot of skill even if you use a ready engine. The designs of play and choices made have to function, each and every programming error and design mistake compound on top of each other faster than it does in the framing narrative. Creating the framing for a game is the fun part, but creating the game itself is where the true difficulties lie. It’s no wonder that a multi-branching game that would allow the frames to change at the player’s decisions are still rather rare, and even then some franchises make clear-cut marketing that this is an element of their play, that routes are a franchise gimmick. That’s not even what I’m truly trying to convey with this post.

Let me try to rephrase the whole thing in short; Computer and video games still rely on methods of film and literature in their framing narrative and have not been able to truly marry it to the play. This some times comes through as route selections, sometimes as exposition being spouted during a boss battle. The main split is whether or not the player is in control. The marriage of the frame and the content would need to be as with painting that has specifically made frames for; a player should have large agency, perhaps even control, to move the framing narrative. This way the story, that is the player actions during play, would be part of the narrative. This is just a solution. Furthermore, the more the framing device aims to be the main point of the game, the more the game will suffer as it still has to accommodate the play. This is why video game adaptation on the silver screen can’t work as intended because they are written and planned around the game. Point of a game is to be played, to be the active participant.

Here’s a point where this is apparent. During TGS 2020, Square-Enix released a trailer of the new Final Fantasy because overseas customers wanted to see a trailer that shows the game’s play footage. What SquEnix did first was to offer the game’s frame, as that has always been their forté. However, what the customer always wants to see is the content and that applies to every field. You can jingle shiny keys in front of the customer however much you want, but at the end of the day, they want to go for a drive too.

Pizza Pizza

As long as I can remember, Domino’s Pizza has been the butt of jokes to the point even my Vietnamese associates know a few. They had a massive problem with PR and their pizza for numerous years and found themselves in a downward spiral in the mid-2000s, striking the all-time low in 2008 when their stock price was just three dollars. Nowadays they go for around 380 bucks. It wasn’t the easiest route.

Despite Domino’s hitting their lowest point, they experienced a massive PR crisis following Michael Setzer’s and Kristy Hammond’s Youtube video showcasing how much they loved to ruin the food they were preparing. They pleaded guilty a year later. This video effectively confirmed how Domino’s food was prepared in the minds of the consumers, further enforcing the jokes that were made and pushed customers away. It didn’t help that the video ended up being one of the top search results if you searched for Domino’s at the time. Even disregarding this incident, Domino’s was seen as some sort of crime against food and ingredients, or as Adweek’s short story put it on their focus testing, it’s startling to hear the degree to which consumers regard Domino’s as the embodiment of culinary evil. During this and numerous other focus tests Domino’s pizzas were called all sorts of names and claims of them using fake cheese and the like in their products were common, hence the jokes of the time. Some of them have survived long enough to be part of pizza-eating culture.

Domino’s decided that they need to turn their ship around and hard. Ever since their record-low stock price and the whole PR disaster with Setzer and Hammond, Domino’s began to comb through their complaints and reviews for the most common negative mentions and comparisons, as mentioned in their four and a half minute documentary what they were doing. This video, while being a corporate produced piece, is one of the things Domino’s did to have that boat turned. They went back to the recipes and worked on them and revised what they were doing wrong. Supposedly more training was given to the workers to prevent the mishaps the aforementioned video caused. Domino’s, in all effect, owned that they were rather shit company with workers who didn’t care if your pizza was terrible or not. The linked video shows how proud Domino’s was after they went and created new pizzas, which were more or less made from scrap. Everything from the dough to toppings was tested multiple times over and changed wherever needed. Whether or not this is all true will probably be always an open question, yet even from this video it is evident how much money Domino’s spent to revise their image by revising their image through their product. They even went as far as providing their focus group members with these new pizzas to test and get their opinions. They made these into ads, no less.

Domino’s Pizza owning up and takings steps to deliver to the customer the kind of pizza they wanted while making a public, transparent stunt out of it all has made them the most valued pizza restaurant chain. While some still retain the image of Domino’s being the worst kind of pizza you can have, that’s rather outdated view by about a decade. That, and they probably never had Greek pizza. Domino’s stocks have been in constant rise, and they’ve been trying to renew customer interest in various manners after their renewal, like collaborating with Hatsune Miku in Japan. part of their whole shtick of being transparent to at least some extent, they’ve allowed Food Insider to make a short video how their pizza is made and delivered, though personally, I have to say I’m not exactly excited by the idea of the dough being made elsewhere from the spot. Delivery food is making some nice bucks at the moment, so Domino’s made some nice bucks earlier this year as people didn’t want to leave their homes.

What’s your point? I hear Wes asking me there. My point is that Domino’s pizza listened to their customers, changed their product and working methods to better fit the demand. Not only they were willing to take in feedback and were honest about it to themselves, but were willing to make rather transparent transition from what they were to what they wanted to be. Customers love that, and that made them a billion-dollar company.

This same set of ideas can be applied to any industry on their basis. While the creative industries want to sell the image of one creator or a team of creative individuals delivering an earth-shattering piece that can only be experienced in so many fashions, the reality is that any product needs to be carefully planned out and balanced between the original intent and the customers’ wants. That is far harder than you would expect, as some corporate cultures do everything by data alone, which can lead to discarding feedback in total and the only thing that says anything is sales data. This can be combined with long-term career businessmen, who are hard stuck on their own methods of working, as it has produced large revenues up to that point already, making the total renewal of their productions hard if not impossible. In the foodstuff world, this is easier to do than e.g. in automobile production or the like, where you can only begin to start this process with the next series of cars rather what you already have in production. With games, music and film this could be implemented in an easier manner, but it requires humility among these egos, and that’s something the self-clashing creative industries do not see too often. Imagine if, for example, EA would make a public announcement that they’ve listened to all the feedback they’ve gotten through the years and have begun to consider how they produce, develop and publish games, as well as how they tackle advertising in their games or in which manners lootbox mechanics function. It’d take years for them to root out these methods and manners they’ve cultivated throughout the years and end up putting efforts into making games that wouldn’t nearly kill their workforce or would contain whatever is currently the most underhanded way of making that extra money. Something like this happening in the creative industries is as likely to happen as a pig flying through your window. It happens on occasions, but extremely rarely.

Few posts ago I wrote how I’m tired of the PR game. Domino’s Pizza turned their PR disaster into a chance of renewing their image through transparency. Because transparency to that effect would necessitate losing face first in order to gain higher PR wins in the long run, you won’t see this happening with franchises like Star Wars or any of the botched film franchises. You will never see one of the head honchos stepping up, admitting the money they spent on a movie bombing like no other was a mistake and that they will look into renewing and satisfying the customer. That would go against how things are presented to the audience, the whole Hollywood/ creative myth, how glamorous it is to be a successful creator. Yet even sure-shot franchises like Star Wars, Alien and The Terminator have slumped, the latter two effectively becoming more or less dead thanks to the latest movies. Hell, even the Predator franchise is back in the casket after The Predator managed to fuck up the series. As much as it often goes against the corporate grain, transparency and honesty are two things the customer values. If a corporation manages to be open about their faults and missteps about themselves and is visibly improving themselves, that creates almost natural emotional connections to both your current customers and your possible customers.

The one place where transparency should be the most important bit is in crowdfunding like Kickstarter. If you’ve run a Kickstarter and have managed to each your funding goal, every single thing you do with the money or with the project should be logged in without censorship shared with the backers. All the good you do is doubly more worthwhile when you admit fucking something up and explaining the methods of either supplementing or fixing what’s gone wrong. With crowdfunded products you have to remember that these aren’t your customers; these are the people who funded your project. Being transparent with them is the least you can do. The PR game wants to mangle and twist every screw-up into something positive in false manners, and more often than not the customer can see through that. It’s up to each individual customer how much leeway they might allow the PR game, and most often you can see it in the form of taking their business elsewhere. Of course, if you proceed to attack the customer when you want them to buy something from you, well, not everyone is masochistic.

Perhaps Marvel and DC should take after Domino’s Pizza. Japanese comics have been outselling American Superhero comics for some time now. In the face of this fiercer competition from beyond the ocean, it would be a good moment for American comic companies and creators to stop for a moment if they’re doing something wrong.

Yet another post about the old argument about something making money and its relation of being good

The few main things this blog has covered multiple times is how good is a terrible determinant in any comparisons or discussions and that financial success is a form of determining whether or not something is the aforementioned good. You know the argument, just because something sells doesn’t mean it’s good. Mark Hamill continued this with something along the lines of It only matters if it makes money. The two, of course, don’t exclude each other, as often products that are well-made sell just as terrible products bomb like no other. Cue for references to the latest Terminator and Charlie’s Angels movies, because a well-made product doesn’t equate to something the customers want or need. Those two movies are competently made, have high production values and realise what the staff wanted those movies to be. It wasn’t something the audience wanted or fit the franchises per se, so what does it matter if they were well-made movies? The customer is the ultimate reviewer who decides whether or not your effort and time were worth it. Nobody is required to purchase or consume products you make, just as you don’t need to appease them (if you don’t look for financial success.) Often you can veto some objective point of review, like how arts used to have. There films that are seen as cornerstones of overall motion picture history, as perfect examples of how to structure and build a movie. The same can be applied to music as well, I’d have to guess, though I have no Citizen Kane of music to reference. Whether or not it is because of technology changing and evolving too rapidly to have a proper point of reference, or people thinking video games are completely separate examples from other forms of play, electronic gaming doesn’t really have that objective point that majority of the gaming industry could look at and consider as an exemplary pinnacle.

We do have those games though and they’re all watershed moments. Pong, Pac-Man, Space Invaders, Super Mario Bros., Ultima, Wizardry, The Legend of Zelda and a whole slew of other 1970s and early-to-mid 1980s titles should be considered as points of comparisons, but of course, things get muddled down when you consider how modern gaming has changed the way video and computer games are pushed, even if that’s not exactly working all that well. The gaming industry would like you to believe that electronic gaming is a method of storytelling over a method of playing. To repeat this point to ad nauseam, the story of a game is the story made through play. The “story” bits in FMV sequences and all those are just framing devices to justify the action of playing.

Some shirk at this notion, saying the story is the thing that keeps them playing games. That only would be natural, as each and every game has to have a core reason why it is being played. At the core level, winning against the opposing player or team is the most basic reason to play something. However, the act of playing is what makes it enjoyable. The player himself feels that it is his own actions that are carrying things forward. This is the player’s agency, which is lessened with each moment the play, the control of the game, is taken away from the player. This is why, especially in the Deep Red Ocean market, not having a Skip Movie option is considered almost a criminal offence. As a side note, you can skip PlayStation’s Final Fantasy games FMVs by opening the console’s lid and closing it again, as that forces the console to seek the next bit right after the FMV sequence. This is pretty much the only way European FF9 players can get Excalibur II due to terrible PAL port screwing with the game’s timing.

This whole post really came together because Fall Guys became the most downloaded title on PlayStation Plus. Fall Guys is nothing short of entertaining, made in a relatively short time compared to its top competition, meaning its financial results will be that much greater than Triple-A games that spend the better part of the decade on the development table. Most often you can see people citing how it beat The Last of Us 2, which is rather apt. TLoU2 was intentionally made a narrative-driven game and mentioned that it wouldn’t be fun. It would end up as gritty and gruesome, wallowing in dredges and trying to be bold as a video game. Despite the game making some kind of bank, we can’t really call it good just because it made money, right? For all intents and purposes, the play of TLoU2 is very generic and overall uninteresting. Its film-like qualities have been at the forefront and whatever agenda it’s supposed to have is a few years too late, if not whole decades. Whatever debacles it had around itself is no real interest, but Fall Guys becoming the most successful PlayStation 4 game of 2020 really says it all; the customers prefer games as games. You could say there is one core, ideological difference between Fall Guys and The Last of Us 2 and that’s in the attitude of the creators.

Fall Guys was created for profit, thus it had the need to satisfy customer wants and needs in some manner other titles on the market really didn’t. Its play is entertaining and makes for a good competition. The developers had the craftsman’s mindset and it allowed them to make a game that was good. Or as this blog often puts it; the game good enough in every aspect to satisfy the customer. The Last of Us 2 development cycle didn’t clearly consider the profit part being a question, but a rather a thing that would happen anyway, as long as they stuck to the mould. After all, the series had its fans and that already would bring in the dough. Thus, it followed the artist’s mindset, which is antithetical to craftsman’s mindset. It’s against the customer, expecting the product to sell despite it ignoring the customer altogether. TLoU2 outright hates the player at times, something that has occurred more often nowadays than it did in the past, which fights its own nature as a game. You can easily make something like this with a product that’s supposedly a guaranteed success, especially during times when macro-economics are in fine shape. If the game had still been in development and would’ve published next year, its success would’ve been smaller. The entertainment industries are feeling the effects of plummeting economics. It’s become more expensive to produce anything and customers don’t have the same amount of money to throw around willy nilly. Games like Fall Guys will become a necessity for the next few years, where the customer and their play will matter more than the creators’. The trophy project mindset hasn’t been beneficial to the game industry or to the customers overall, so perhaps forcing all the developers to re-examine their methods and games on the publishing list. There won’t be nearly as many sure-shot games in the near future.

To roll it back around, sure. Being financially successful doesn’t necessarily mean something is great by some standards, but it does mean it does scratch the itch people have had and find a superior product over its competition.

Fans do it the best

Retroblasting has been saying this for a while now, and it’s largely true. While that’s all about the toys, the same applies to everything across industries, from music to electronic games to translation and so on. It’s either how fans archive and release printed material in a higher resolution in a more accurate form, or recreate toys that toy manufacturers simply miss or won’t make. Fantranslations are a good example of  this whole shebang, with some comics and books getting translations that would never get otherwise. Sometimes with better translation than the official translation. Even in music you have tons and tons of music creators, separate from the industry’s mass releasing their own tapes. When the mainstream industries fail to deliver, it’s the fans who take up the mantle to develop and produce goods that all the other people want, but for whatever reason none of the industry providers are willing. Sometimes small miracles happen, like the Snyder Cut getting a release. For better or worse, the customer is being served based on their want.

Even with games you have the whole indie scene, which is less indie nowadays with all the storefronts’ corporations effectively working as the de-facto publishers. The concept of independent releases has become, effectively speaking, not part of any big-name corporation. Nevertheless, there are niches left and right that are open and people are stepping in an attempt to fill them. The video and computer game market has never been as saturated with games as it is now. The quantity is absolutely insane with quality being worse than E.T. to sometimes striking home runs like no other. Though as it often turns out, even when these original IPs get around may become successes, filling niches left open by the big boys in the industry, often you see and hear fans wanting something from the real IP.

Pokémon might be a good example of fans not exactly taking up the challenge to make a completely new IP that would realise their wants (there has been multiple titles that have attempted this, none have succeeded) but rather heavily modifying the existing games to the extents of making the games almost unrecognisable from their original versions. While Moemon is a representative of just general sprite switching, something like Crystal Clear represents how there’s a want and a niche for fully open, independent adventuring in Pokémon. The game changes Pokémon Crystal in a way that it opens the map as a whole, allows the player to choose his starting position, 24 Starters instead of being limited to the base three, significant character customisation alongside numerous improvements. The way the open world is handled is by scaling the Gym and Trainer battles according to the player’s own stats, e.g. by beating Gym A you increase opponent stats across the game. There are numerous other improvements as well, like each Pokémon having their own unique field sprite.

Of course, when discussing mods, we can’t really forget Bethesda and how fans are actually making their games functional. Bethesda’s games are known to be riddled with bugs. There are people who have never played a vanilla Bethesda game, as the bug fixes the fans make correct and fix sometimes game breaking errors that, for whatever reason, Bethesda has never bothered correcting themselves. A rather famous bug in Skyrim happens to be that the animals are able to make criminal reports of the player, but this has never been officially fixed, despite the bug mentioned in an interview prior to the game’s release. You also have fans increasing Bethesda’s games resolutions and improving models and so on. At some point you can say fans are recreating Bethesda’s games through mods and fixes better than what they originally were.

With scans and translations there are issues with the legality of the thing. Sometimes a fantranslation can impact whether or not something gets an official English release, sometimes scanlation projects get shot down due to releasing scanned materials being spread around. Sidestepping the issue of making money on fan made translations via donations, these fans are effectively hitting the market with products that aren’t otherwise available. That’s the crux of the whole thing, in the end. There is a demand for something, yet they’re not being fulfilled to any extent.

Perhaps the last example of fans making the best returns to Retroblast’s corner with model kits. Fans making recasts of old model kits has been a thing as long as model kits have been around, with various results. Funnily enough, nowadays fans are making recasts of other fans products, as there have been numerous examples of someone making a desirable resin cast kit, but for whatever reason does not want to ship to other regions. Thus, sometimes another fan takes their work, makes recasts of it elsewhere and begins sales in other regions. Recasting has become extremely effective with time, as modern silicone moulds are able to capture every single detail on the original model, even the shape of dust particles. Fans are also making accessories and conversion kits, allowing the customers to have niche or rare kind of piece that isn’t being produced. Easy example for this would be some of the Gundam conversion kits, which allow the builder to buy a modern style model, but change parts to represent an older design of the same robot. Of course, some times these conversion kits cost an arm and a leg due to extremely limited production numbers and high material costs.

The fans aren’t limited by the same end intention of profits, not to the same degree. They should be compensated for the time and work they’ve put into products they’re delivering, as long as it doesn’t infringe on the rights of the property holders. Considering the advancements we’ve made in engineering code and moulds, there should be no real reason why the stores could have high quality products. However, the drive to maximise profits while minimising cost is one of the many reasons why, for example, modern toy aisles are full mediocre products and low-tier retro replicas. Then again, maybe it’s for the best for the fans to keep things going when the big corporations aren’t. It promotes new talent and creates new venues for people to make business and connections. In its own way, it also promotes slight competition and showing that things could be done better; this is what your fans are wanting and expecting.

Unmade money with old games and consoles

Masayuki Uemura was interviewed by Nintendolife recently. He was the main engineer of the Nintendo Family Computer, as well as the guy who lead Super Famicom development. Naturally, he also was behind the workings of their American and Western equivalents. The interview covers decent ground and has some interesting factoids spread around. For example, all the innards of the FC was to cost give thousand yen and then sold for fifteen. Taking inflation into count, that five thousand is about six and half thousand yen, or about fifty five euro. The FC wasn’t exactly cutting edge for its time either, and the initial FC games are a whole another world from what the Western world came to know with the NES. You could even say that the split between the games, sort of, is pre and post Super Mario Bros., as that game was build to be the ultimate cartridge game before the disk system hit the corner. After SMB‘s success, the quality of the games on the system skyrocketed in number and begun yielding classic titles after another. I still maintain that the NES’ US launch line-up was one of the best a console has seen, as Nintendo of America had the chance to hand pick all the most fitting titles from the Japanese releases to fit the American taste. The Wii also had a relatively low-cost innards, which didn’t hamper its success. Nintendo’s lack of support after few years though, and Wii’s sales were still top notch.The Wii’s Virtual Console on the other hand, that sold the system to so many people.

Uemura mentions costs to be one of the driving elements in the design, and this is something the common consumer doesn’t tend to think. Certainly you know that better materials cost more money, but that’s only part of the equation. Shapes and colour add to the cost as well. For example, pink plastic has a higher melting point than blue plastic, requiring more time and energy to melt the plastic into the moulds. The colours themselves are also a factor, as mixing and making different colours cost different sums. Of course, you also have consider what that colour can do to plastic on the long run and if it’s worth it. For example, Beast Wars era Transformers toys have Gold Plastic Syndrome, where the colour and flakes added to the plastic have chemically interacted with each other and brittled the plastic, making it prone to break very easily. Some examples were found on the store shelves during the 1990’s already, and the issues has only become more pressing with time. Let’s not forget the shape. The more complex the shape, the more time and money it takes to develop needed production methods and finding the proper material to work with those shapes. Machining and maintenance are the key factors, and sometimes shapes need to be simplified due to either needing excess amount of parts or corners and loops that simply wouldn’t fill. Uemura mentioning that they went through numerous different variations for the controller is nothing surprising, but something that hasn’t been recorded and archived anywhere. If NES would’ve had the same kind of joystick as the Atari 2600, it would not have been the same success. The choice to try out Game & Watch Directional Pad appears to have been a somewhat desperate attempt to cull costs and prevent breakage if a child steps on the controller, and it worked.

The most interesting, and perhaps even most important section in the interview, is Uemura talking about the Famicom Mini;

Why make it mini? I think they could still develop a regular Famicom and people would still buy it.

Uemura’s hitting the nail with this, and it’s not just Nintendo that this applies to. Unlike what the industry wants to tell you, a console has no true life cycle or end of it. A system lives as long as the parent company decides to support it. However, the practice currently is to support one home console and one handheld at a time, thought the Switch really does both. All these reproduction consoles that are going about are an example how there is a market that’s untapped by the original companies. If Nintendo decided to develop and official GameBoy with a backlit screen, it would sell not only to the collectors, but to all interested parties. Reproducing cartridges nowadays is much simpler and cost effective. I’ve discussed this topic previously in a review. While it would increase the cost of the mini-consoles to add a port where consumers could use their own old cartridges, it is something these companies should have strongly considered. The games and their players have not gone anywhere. These same games are being published time and time again either as individual games or as parts of compilations. The game industry is almost schizophrenic in this. Something is supposed to have a limited lifetime, and yet people pirate ROMs to play these games and purchase compilations. Developers try to push for the new titles and games with high budgets and production values, and it’s the small side-game that’s more true to the older games that sells like hotcakes. We are still playing the same board and card games from hundreds if not thousands of years ago, and the could apply to electronic gaming if the industry wouldn’t treat them as one-time consumables. Yes, old cartridges and consoles will yield to time, to wear and tear, but the question really is why isn’t any of these companies willing to address this? There is a market that Sega, Konami, Sony, Nintendo etc. could go and tap.

Of course, developing a new console that would be planned to run old games would be time off from the more modern and current projects. Where’s the prestige in that? It would take some time and effort to see what made the original systems tick, if we’re to avoid emulation, and then expand what they can do. Using HDMI would be the first step, though if fans have created modifications to add HDMI output to old systems, so can the parent companies themselves. That is, if there is know-how and skill to do yet. Just like in the film industry, where colour and digitalisation effectively killed old skills (nobody knows how to make a true black and white movie anymore or how to properly run a reel, everything’s just a guess) the video game industry is in the process of forgetting how to develop for analogue platforms. Only the enthusiasts and retro-game programmers are keeping these skills alive. Hell, most big developers don’t even develop their engines any more, opting to use pre-existing engines. Capcom is one of the few developers that do their own in-house R&D, and it shows. Perhaps the kind of sameness games nowadays exhibit is partially because of this, and partially because games don’t develop as fast any more. In the 1980’s and early-to-mid 1990’s the industry kept developing fast and weren’t defined to the point of being set to stone. You had separation what kind of game was on what kind of system (PC, console or arcade) yet now more games are more the same. I’m ranting again about this, aren’t I?

There is money to be made with games and consoles, even if the industry perception is that they wouldn’t be much worth. The NES Mini outsold itself twice, the SNES Mini sold itself out about as fast, the Mega Drive Mini has been hailed from left to right as the best Mini system to date with excellent choice in games and the PlayStation Mini is still sitting on the shelves for being shit. There needs to be quality of course, as not even the hardest of the core customers will stand for lack of proper effort and lacklustre products. This market isn’t just for the small percentage of people stuck in the past. Old games, as long as they are available, will sell. A game is an ever-green product you can press again and again and sell it over and over again. They don’t grow old, playing games is an ageless pastime. They are mass consumer entertainment, and if you were to present them in their proper, original form with somewhat updated hardware for the new times, you’d have a new pillar to support your business with. Then again, we’ll always be an impasse, as that’d be looking back into the past and not trying to push the latest newfangled stuff.

The power of the Customer

The customer chooses whether or not you succeed or if you fail. This can’t be overstated, but what has been understated that not all customers are one group. Take a sample of any consumer group, be it fans of a franchise, soda drinkers, candy eaters or whisky juggers, you’ll always find that they have something in common and something very much uncommon with each other. Within your target audience, you can’t appease everyone. You can hit different parts of your target audience with multiple products that appease different varieties of tastes, even if those tastes might clash harshly against each other. There’s a reason one of my random banners at the top is quote from Sam Walton, the founder of Wal-Mart, stating the there’s only one boss, the customer. Money moves almost everything in our daily lives, from the power you’re getting from your wall outlet to the clothes you’re probably wearing. Simple change in spending habits, like going to another chain’s store than your usual one, can affect things rather strongly. While the Internet has made campaigning against and for something so much easier, compared to letter campaigning or phone calling, the best form of stance taking is still hitting where it hurts the most; the wallet. However, wallet voting has taken hit on how effectively it is. The Internet has allowed movements to become louder and more obtuse, especially with the advent of social media. This has obfuscated the real amount of consumers doing anything, as majority of consumers are still silent. That is to say, most companies hear the voice of the minority of their customers, which leads only small sects sometimes impacting production, sales and whatnot of products that would otherwise have normal sales. Reasons vary, from mother’s campaigning to pull out GTA V from Target’s store shelves in Australia or some animal awareness group pointing out how Pokémon is animal abuse, you can take your pick from whatever ideological and political spectrum and you’ll find a group that’s making noise.

The creative industries have a hard time dealing with consumer wants and demands from time to time. Individual entrepreneurs have probably the hardest time finding and keeping a customer base. Individuals have to do everything on their own, and very few realise early on that having sensible finances and being able to keep your own book is highly important. Nowadays it is easier to find your own niche, though competition is even fiercer. Despite the rosy image of an artist giving his heart and soul to the piece and sees the world celebrating it, the reality is that artists still work in a service industry and their work needs to reflect the consumers. While art is culture, it is also a consumable. Only a fraction of a fraction of works that get cited as art will enter the cultural lexicon, something that’s becoming ever increasingly difficult as out 24/7 cycle of everything sees everything getting old within a matter of days. Fifteen minutes of fame has been reduced to closer to five.

The net’s full of comparisons like this

This has lead some to question if fans, a.k.a. consumers, have too much power over the products they consume. Or to put it like BBC Culture did, are fans too entitled? To touch the opinion piece a little bit, it mostly covers history of fans able to change and influence creators, citing examples like Sir Conan Doyle resurrecting Sherlock Holmes ten years after killing him off due to an intense reaction from the readers. For 1893, maybe ten years was long enough time for the books to spread. That, or in reality the considerable large sums of money ultimately changed his mind. After all, that made him one of the most well paid writers of his time. Stephen Kelly, the aforementioned piece’s writer, considers the change of Sonic’s model change in Sonic the Hedgehog unprecedented in modern relationship between artist and fan, something that is false. Video game characters have seen redesigns from time to time for numerous reasons after fans backlash, or have the perceived atmosphere has directly impacted the designs. This most notably has affected female characters, while the male characters have been left mostly alone. From Final Fantasy VII Remake‘s Tifa being more toned down compared to her original design (despite still getting riled by some) to something minor like a win pose being changed in Overwatch. While changing how Sonic looks in his movie resulted in tons of good PR, and the staff have been saying the fan feedback was invaluable. Whether or not this is a positive example is really up to you. Whether or not you prefer the original movie Sonic design compared to the current one.

The point of the piece is whether or not fans have entitlement over the things they buy. One example she cites where a minority of fans hammered down a movie despite critics and other fans liking it is The Last Jedi, though now that we’re two years after the fact looking at the results of the film, and how it affected the franchise as a whole, it wasn’t exactly a minority that rejected the movie. Sure it has its core fans, but the culture and general consumers at large simply for numerous reasons, which all can ultimately be bogged down as They didn’t like it. The franchise is feeling and reeling from the after shakes still, and will be for the foreseeable future. Kelly tying identity politics with Star Wars and the 2016 Ghostbusters is false, as the 2016 Ghostbusters is simply a terrible movie that failed to launch a new franchise for Sony to bank on. Then again, #GG is used as a boogyman in the piece and represented highly inaccurately, and really has nothing to do with anything aforementioned. There is no true conclusion to Kelly’s writing outside Fans are the problem, but fans are also the solution, which really means jack shit.

Let’s take a recent case about fans being split about a character redesign. A Japanese illustrator and character designer named Ban was employed by Flame Toys to redesign a Transformers character named Windblade for their Furai Model line of model kits. Flame Toys is known to redesign characters while working under Hasbro’s license, and these redesigns can be drastically different from the original works. If you check Ban’s Pixiv, you will notice at least two things; clean and smooth style, and that a lot of his works are Adult Only. His works are hard to represent in plastic due to him employing some shading and linework that works only in 2D. After Flame Toys revealed Windblade’s physical prototype in New York Toys Fare, there was a backlash against the design, forcing them to take down their posts on social media. The designer, Ban, still retained the prototype images on his Twitter.

Arguments about this design were conflicted. While a portion disliked it, a larger portion seems to like it. Difference is, most of the detractors on social media were English speaking customers, while the customers with positive feedback shared both English and Japanese. Unsurprisingly, few different posts explaining the backlash to the Japanese fans popped up, to which some Japanese laughed at and some thought the situation was unfortunate. Criticism ranged from it not being aligned with the original design of the character, which should have been a given seeing this is a Flame Toys product and that The Transformers toyline is full of redesigns of all sorts, to all the way how Ban’s design gave the character bikini, despite Wingblade’s bust and crotch always had red accents, as seen on the right. The wings where a sticking point to some, as they seem to be clipped in Ban’s redesign. This is of course natural, as Ban emphasized their nature as the bow in obi, the sash Japanese use with kimonos. I didn’t hear anything about the head crest’s size, but some issues with the second proto photo’s pose, and some were asking why the other, masculine models weren’t put in the same position. This is an example of false equivalency though, as what attracts men and women, and what shows their best sides, is different between the two sexes. The two sexes also value each other in different ways, emphasizing regions of body in altogether different manner, which is very much apparent in most more designed Transformers toys, where masculine emphasizes can be seen on broad shoulders, well defined chest and flat, sixpack stomach regions. Let’s not forget strong chins.

If I’m honest, I never liked Windblade’s design. The head crest is silly, the wings looked dull and generic, turbines everywhere, they manage to make the face look terrible, not much unique body definition after seeing what sort of design Animated series had. Personally, I don’t think Transformers as a whole needed sex, the species is mechanical in nature and could’ve been treated as one-sex or sexless

The fans were split, and not evenly even. This is an example where smaller sections of the target consumer group was split on a character design. You had a section that disliked it, you had a section that was as vocal about liking it, and then you have those who don’t really care. This is a gross simplification, as the reality is that there are thousands of small fractured groups working under similar umbrellas. Some have echo chambers, some don’t even interact with the rest of the fandom, and some simply had no interest on the topic as it was about a model and not about a transforming toy. Considering Furai Model kits are targeted at adult collectors, the niche audience this model was targeting most likely already excluded a lot of voices on both sides. A French Youtuber put many peoples’ thoughts rather well; There is a store package version for children, and this model kit is clearly not for them, but one of the many adult collector’s figurines. It’s pretty funny to use the term “objective” about a machine… Last bit of course refers to the complaint that Ban’s design is sexist and makes women sex objects. It considering this is a robot toy, objectification of a fictional robot is expected, as that’s what making a toy is. The design is sexy without a doubt, with expected curves, but as a friend so elegantly put it, You’re telling me Ban draws something else than boys with dicks? the design is rather held back from what it could have been.

If we are to consider the creative industries, or just arts, as something untouchable by external forces, why shouldn’t Flame Toys celebrate Ban’s redesign of Windblade and sell it to the customers? Or should they listen to the part of their broader possible customers and cancel it, losing whatever money they’ve had thus far in the production? If we were to stick with the idea that art should be independent and ignore both positive and negative feedback, Sonic’s designs wouldn’t have changed and Flame Toys would still have their New York Toys Fare posts up just fine. Some might see this as false equivalency due to supposed ideologies and whatnot, but stripping all the excess fat off and getting to the point, it’s all about customers voicing their opinion on a revealed character design.

Every kind of design and form of media has its customers. One thing has more than other, I doubt anyone really contests that in a serious discussion. However, not all products require to sell high numbers. Prestige and deluxe products are intended to be produced in relatively low quantities but in high quality. Their price tag represents this, often tacking more than few zeros at the end. The main difference between the two main examples in this post, Sonic the Hedgehog is intended for all audiences at an open marketplace. Furai Model Windblade on the other hand is (maybe was at this point) targeted at a niche of a niche market, an adult collector who builds robot models. The two markets are at rather opposite ends in popular culture media landspace, but not quite.

There’s no real stance here regarding the blog. While one of the stances this blog has is pro-consumer, it also supports the idea of companies looking at the cold data over customer response. The reason for this is that the customer doesn’t know what they want. We as customer think what we want, but when we’re given options to choose from, we often find ourselves picking something completely new, something we didn’t expect we’d want further down the line. Despite customers voicing their disagreement at times, offering variety of products is as important to hit all the niches in your targeted customers. This of course leads into juggling with the PR, both positive and negative such move creates, but that’s business as usual, as this is a chance to use both positive and negative attention for net positive gain.