The Sim City issues are a little more complicated because EA/Maxis screwed up with the servers and if they choose to insist on online only play then they have an obligation to provide the service.
I happen to know many of the SimCity team, and I have probably more info than most of the internet, and while it was an appallingly messed up launch, I don't believe there was any malicious intent or for that matter intent to deceive.
They stated flatly that SimCity required always online because much of the simulation was being offloaded to their servers. They claimed it would be impossible to play without remote servers.
That is patently false as has been proved. How is this not intent to deceive?
Sure but it's not entirely false, the simulation does transmit state to the servers, but it's extremely latency insensitive as in you could do it once a week, they did choose a very aggressive maximum time for the DC.
It's unclear to me if Lucy was misinformed on the details or stretching the truth, she isn't a technical person. I guess experience with large companies is to err on the side of incompetence rather than maliciousness, since that's what I've largely observed from the inside.
A company can't hide any more, so you would think that the solution would be to put out good products. Instead, companies whine about not being able to have their cake and eat it too because those "entitled" customers complain when you take their money and ship a broken and unfinished product.
The only problem with this is that even good games fail to make money. Another thread mentioned how Hitman Absolution and Sleeping Dogs lost money. I played Hitman and really liked it, and I'm playing Sleeping Dogs now as well and also really like it. That's not enough anymore apparently as they still lost money. I think the answer is much simpler really, there are simply not enough paying core gamers out there to support the games available.
You do realize that, across all markets, the vast majority of new products don't make money, right?
So how well has that worked out for video game companies this past generation? There are new gaming consumers available today, rather than spend all money on just catering to the "core", they would be better served shifting some resources and going after other gaming markets. If 70% of your products don't make money then sorry, it makes no business sense to continue operating that way, as evidenced by the carnage of dead companies left behind this gen.
Again, take the movie business. 70% may lose money, but the other 30% (probably more like 20%) make that and then some. IMHO the biggest problem in both businesses is mismanagement and lack of innovation. Sure, there are guaranteed blockbusters (battlefield, CoD, etc.) but management (publishers) seem to feel more comfortable with a reboot of The Brady Bunch than something more risky and potentially more profitable. It's not a new story.
Indeed, many of the companies do focus a majority of their resources on "other gaming markets" like consoles, iPad, etc. In fact, I would have to guess that the amount of development going into strictly-PC gaming is minuscule by comparison.
I would have to guess that many problems stem from unrealistic expectations of publishers (along with their paranoia and board-excuses for missing targets owing to piracy rather than lukewarm products) tends to smother innovative developers. That's why more and more indy games are taking hold.
As to that, what kind of overhead/G&A structure gets levied on a developer once they become part of a big publisher? Is it realistic? Are the publishers bloated and passing the buck to the teams they "manage"? That would be my guess. Development cost is direct materials + labor + OH/GA. I'd really like to know that last bit of the equation since that's what the publishers skim for their offices, salaries and all that critical mentoring they give to their developers
Maybe they're money losers because they have a corporate structure that doesn't fit the market and needs to evolve.
I think this is only just scratching the surface right now, I expect non core gaming related products and services to explode over the next decade. The amount of untapped non core gaming revenue out there waiting to be grabbed is absurd.
Piracy is a very real problem, but I've learned to not bother discussing that on forums anymore. I'll say this much, even on my personal websites that I run for my business which sell digital content, I get massive sales spikes everytime a big file sharing site goes down. That's how I found out for example about Megaupload being taken down, not from news articles but because my sales that day went through the roof. Likewise when Pirate Bay had a brief outage, when Oron was taken out, etc, every single huge sales spike on my sales graph is tied to some piracy related site being taken down. But I digress, I've learned by now that no one on forums thinks that rampant stealing has any effect on sales so I'm not gonna argue this one any further.
Piracy is a very real problem, but I've learned to not bother discussing that on forums anymore. I'll say this much, even on my personal websites that I run for my business which sell digital content, I get massive sales spikes everytime a big file sharing site goes down. That's how I found out for example about Megaupload being taken down, not from news articles but because my sales that day went through the roof. Likewise when Pirate Bay had a brief outage, when Oron was taken out, etc, every single huge sales spike on my sales graph is tied to some piracy related site being taken down. But I digress, I've learned by now that no one on forums thinks that rampant stealing has any effect on sales so I'm not gonna argue this one any further.
How about this?
The bulk of Portugal's engineers (likewise, most of my friends) are being sent to developing countries for several months in a row because that's where most of the investment and revenues from portuguese companies is being made nowadays.
By going abroad, they receive 2 or even 3x more money than what they would get here. Many of them are gamers, and they want to contribute to the industry by paying for games, not pirate them.
Then guess what? Internet connections in Angola, Venezuela, Peru, Timor, etc. are an absolute crap. They have limited traffic, many of them are paid by the Megabyte (yes, I wrote mega and not giga) and the connection goes on and off every 10 minutes or so.
And you think it's okay for them not to be able to play games because... fuck them, right?
And fuck me if I ever spend a weekend in my family's house in a remote village/beach/whatever, where we just don't have an internet subscription and there's no 3G coverage.
I can read books, I can watch movies in DVD/Blu-Ray, but from now on I shouldn't be able to play games because now they're services. And only a select amount of people in the world are allowed to get services.
Well, don't buy games that require a constant internet connection then? What is the problem?
Really? You don't see the problem that more and more games are moving in this direction? Would you like the prospect of being stuck playing World of Goo in 2015 because all the latest games are anti-traveler?
I'm telling you, always on DRM will promote piracy among demographics that heretofore had not considered it.
Yes, I'm sure Ubisoft backtracked because they are such damn nice folks ...The problem is that online-DRM games seem to sell more.
That's only true in a fair market with suitable competition and/or consumer education. Take the latest Sim City. Chances are a lot of buyers had no idea what they were getting themselves in for, but even if they dislike the always online component, the choice is play with always online or don't play at all - there's no competing product to pick instead. It's like they can buy VirtualCity instead and show EA that DRM cost them the custom.