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By N2H
Velkommen til Raph Koster's personlige hjemmeside: MMOs, spil, skrivning, kunst, musik, bøger.

What will the gamers do? Hvad vil de spillere gøre?

January 18th, 2008 18 januar 2008

As I have spent the last couple of years yelling loudly that the game industry (despite record years ) is actually in dire trouble in a business sense (not just creatively), I have repeatedly run into one comment from core gamers. Som jeg har brugt de sidste par år råben højt, at spil-industrien (på trods optage år) er rent faktisk i frygtelige problemer i en virksomhed forstand (ikke kun kreativt), har jeg gentagne gange løbe ind i en kommentar fra centrale spillere. You see, I keep saying that the rising landscape has a lot more lower-budget, asynchronous, low time investment, web-based games. Du se, jeg altid siger, at de stigende landskab har meget mere lavere budget, asynkron, lave tid investeringer, web-baserede spil. And the response is usually, Og svaret er normalt,

“But the landscape you are describing doesn’t sound like games I would like.” "Men det landskab, du beskriver lyder ikke som spil vil jeg gerne."

And that is absolutely right. Og det er helt rigtigt. I don’t know what happens to the core gamer in that scenario. Jeg ved ikke, hvad der sker med de centrale gamer i dette scenario. Maybe sometimes, they are made very happy by a title like Rock Band , which frankly isn’t designed for them, but which epitomizes many of the characteristics I have been talking about (including the microtransaction business model — 2.5 million songs sold! ). Måske handler det nogle gange, de er gjort meget tilfreds med en titel som Rock Band, som ærlig talt ikke er designet til dem, men der er indbegrebet af mange af de egenskaber, jeg har talt om (herunder microtransaction forretningsmodel - 2.5 millioner sange solgt!).

iQ212 has a great post about how the 300m user mass market is making games for Your Hypothetical Mom. iQ212 har en stor post om, hvordan de 300m bruger masse marked er at gøre spil til din Hypotetiske mor.

Your Mom has a household annual income of $48,201 and lives in the state where she was born. Din mor har en husstand årlig indtægt på $ 48.201 og bor i den stat, hvor hun var født. She listens to CDs by Carrie Underwood, or Daughtry, or some other American Idol. Hun lytter til cd'er med Carrie Underwood, eller Daughtry, eller nogle andre American Idol. She watches four hours of TV a day, and her favorite shows are Dancing with the Stars, American Idol, CSI, Grey’s Anatomy, Wheel of Fortune and Oprah. Hun ser fire timers tv om dagen, og hendes foretrukne viser, er Vild med dans, American Idol, CSI, Grays Hvide Verden, Lykkehjulet og Oprah. Mom drives a white or silver Japanese car, but almost half of her friends own big American trucks or SUVs. Mor drev en hvid eller sølv japanske bil, men næsten halvdelen af hendes venner egen store amerikanske lastbiler eller SUV'er. She saw most of the Spider-Man, Shrek, and Pirates of the Caribbean movies in the theater. Hun oplevede det meste af Spider-Man, Shrek, og Pirates of the Caribbean film i biografen. Odds are she is Christian, owns a Bible, and prays almost once a day. Odds er hun er kristen, ejer en Bibel, og beder næsten en gang om dagen. She reads Nora Roberts, James Patterson, Mitch Albom, and anything Oprah suggests. Hun hedder Nora Roberts, James Patterson, Mitch Albom, og noget Oprah antyder. Mommy talks on her Motorola cell phone about 25 minutes a day, but has never downloaded a game to it. Mor samtaler med hendes Motorola mobiltelefon omkring 25 minutter om dagen, men aldrig har downloadet et spil til den. (By the way, did you know her ringtone is “My Humps” by the Black Eyed Peas?) Her favorite restaurants are Outback, Red Lobster and Ruby Tuesday. (I øvrigt vidste du, hendes ringetone er "My Humps" af Black Eyed Ærter?) Hendes foretrukne restauranter er Outback, Red Hummer og Ruby tirsdag. Your mom shops at Walmart, Sears and Costco. Din mor butikker på Walmart, Sears og Costco. She websurfs 30 minutes a day on her dial up connection (though she uses broadband at work and will upgrade to broadband at home next month) and visits Yahoo, Ebay and Pogo. Hun websurfs 30 minutter om dagen på hendes dial up-forbindelse (selv om hun bruger bredbånd på arbejdspladsen og vil opgradere til bredbånd i hjemmet i næste måned) og besøg Yahoo, Ebay og Pogo. She has no idea what a WoW Guild, XBLA, Free BSD, BlueRay, or Podcast is. Hun har ingen anelse om, hvad en WoW Guild, XBLA, Free BSD, BlueRay, eller Podcast er. Oh yeah, she wants you to call her more. Åh ja, hun ønsker, at du kan ringe til hende mere.

Yah, that’s not us , now is it? Yah, det er ikke os, nu er det? I’ve used some pretty provocative language in the past to describe this problem, including the catchy phrase “numbers talk, niches walk,” which got some folks mad. Jeg har brugt nogle ret provokerende sprog i de sidste til at beskrive dette problem, herunder den iørefaldende ordene "antal tal, nicher gå," der kom nogle folk gale. But is hard to argue with the numbers. Men er svært at argumentere med tal.

The thing about niches is that businesses try to monetize them more . De ting om nicher er, at virksomhederne forsøger at tjene penge på dem mere. Basic math: if you are making a title for a passionate minority who loves their hobby, you charge them more to cover the costs of operating in a smaller market. Grundlæggende matematik: Hvis du vil lave en titel til en lidenskabelig mindretal, som elsker deres hobby, du oplade dem mere til at dække udgifter til drift i et mindre marked. And, well, because you can . Og godt, fordi du kan.

This often manifests in things like ongoing premium service fees, or tiered service plans, or some form of premium upsell. Denne ofte manifesterer sig ved ting som løbende præmie service gebyrer eller differentieret service planer, eller anden form for præmie upsell. Look at TV, for example. Ser på TV, f.eks. Sure, you have an antenna signal. Sikker på, du har en antenne signal. No, wait, you have basic cable. Nej, vent, du har kabel-tv-grundpakke. But if you’re serious about TV watching, you upgrade to one of the nicer packages. Men hvis du er alvorligt TV ser, at du har opgraderet til en af de pænere pakker. If you’re really really serious about it, you want stuff like HD signals. Hvis du virkelig virkelig mener det alvorligt med det, du vil ting som HD-signaler. Or pay-per-view. Eller pay-per-view. If you’re a phone nut, you start getting not just a better phone, but stuff like all-you-can-eat data plans, and buying things like ringtones, apps, etc. Or maybe you live in Beaumont, Texas, where Time Warner is testing this sort of plan for your high-speed Internet . Hvis du er en telefon møtrik, kan du begynde at få ikke blot en bedre telefon, men ting som alle-du-kan-spise data planer, og købe ting som ringetoner, apps osv. Eller måske du bor i Beaumont, Texas, hvor Time Warner er afprøvning denne slags plan for din højhastighedsadgang til Internettet.

This is really common across all sorts of industries. Dette er virkelig fælles på tværs af alle mulige brancher. The reason is that while everyone may want a given service or product, they often want it to different degrees, and they often have very different price thresholds for what they want. Årsagen er, at mens alle ønsker måske en given tjeneste eller et produkt, de ofte ønsker, at de forskellige grader, og de har ofte meget forskellige priser tærskler for, hvad de vil. Me, I’m willing to buy the full-on Rock Band set and even some downloaded songs, or a DDR mat, or whatever, but I am not going to buy a $250 dance mat from Red Octane (though if they send me one, I’ll gladly try it out Mig, jeg er villig til at købe den fulde-on Rock Band sæt og endda nogle downloadede sange, eller en DDR måtten, eller hvad ved jeg, men jeg vil ikke købe en $ 250 dans måtten fra Red Octane (men hvis de sender mig en Jeg vil gerne prøve det : D ).

This is a huge part of why I have been saying that microtransactions are the rising business model. Dette er en stor del af grunden til, at jeg har sagt, at microtransactions er stigende forretningsmodel. Unlike the single flat fee, they allow users and businesses to arrive at the price point they feel comfortable with for the service they get. I modsætning til det indre fastpris, at de tillader brugerne og virksomhederne at nå frem til den pris punkt, de føler sig trygge, for den service, de får.

But if the offerings from the businesses shift direction overall, then what? Men hvis tilbud fra virksomheder skift retning overordnet, hvad så? Like, there’s not much on Facebook for the core gamer. Gerne, er der ikke meget på Facebook for de centrale gamer. If stuff like Facebook becomes the dominant model, then what does the core gamer do? Hvis ting som Facebook bliver den dominerende model, så hvad betyder det centrale gamer gøre? Under circumstances like that, you’d expect prices to rise for core games. Under omstændigheder gerne, at du forventer priserne til at stige til kernen spil.

In some ways, that’s exactly what is happening, using microtransactions and premiums as the way to do it. På nogle måder, det er præcis, hvad der sker, ved hjælp microtransactions og præmier som måden at gøre det. Is the fancy metal tin on a collector’s edition actually worth an extra $30? Er smarte metal tin på en opkøber's udgave faktisk værd en ekstra $ 30? Not to most people — it’s for the niche. Ikke at de fleste mennesker - det er for niche. The same goes for selling you dashboard themes and gamer pictures on XBLA. Det samme gælder for sælger du instrumentbrættet temaer og gamer billeder på XBLA. You’re paying real money for an icon or a desktop background — and nobody else can even see the latter. Du betaler rigtige penge for et ikon eller en desktop baggrund - og ingen anden kan endda se sidstnævnte.

The question of what sort of offerings need to be in the overall portfolio is a tricky one, when you look at it this way. Spørgsmålet om, hvilken type tilbud skal være i den samlede portefølje er lidt vanskeligt, når man ser på det på denne måde. For some, chasing after the mass market is very hard, because their expertise is simply not in that area. For nogle, der jager efter det brede marked er meget hårdt, fordi deres ekspertise er ganske enkelt ikke på dette område. They have lots of experience at making core gamer titles, and are entirely geared towards high-budget titles. De har masser af erfaring at gøre centrale gamer titler, og de er helt gearet til high-budget titler.

For others, it’s sort of a bird in the hand, and the question is whether they double down on it or whether they service their traditional audience. For andre er det sådan en fugl i hånden, og spørgsmålet er, om de dobbelte ned på det, eller om de service deres traditionelle målgruppe. Consider the dilemma Nintendo faces , where they are actually facing a fair amount of anger from core gamer loyalists wondering if they are being abandoned. Overvej dilemma Nintendo ansigter, når de rent faktisk står en hel del vrede fra centrale gamer loyalister spekulerer på, om de bliver opgivet.

This has hit home in the MMO world recently as everyone watches the painful process that the Star Trek Online title has gone through. Dette har ramt hjemme i MMO verden for nylig som alle ure den smertefulde proces, at Star Trek Online titel har været igennem. Consider Robert “Apache” Howarth’s reaction to the reports that the game was going to refocus to aim for a more casual audience, when he covered the news over at Voodoo Extreme . Overvej Robert "Apache" Howarth reaktion på nyheden om, at spillet skulle koncentrere at stræbe efter en mere afslappet publikum, da han dækkede nyheder over på Voodoo Extreme.

Set phasers to suck. Set phasers suge.

Whoa. One could say quite easily that World of Warcraft is “EverQuest done more casual.” Suckage is not a mandatory consequence in the least. Man kunne sige helt let at World of Warcraft er "Everquest gjort mere afslappet." Suckage er ikke et obligatorisk konsekvens i det mindste. And one of the darling titles of the last year among core gamers was Puzzle Quest. Og en af de Darling titler i de seneste år blandt centrale spillere var Puzzle Quest.

Core gamers are almost certainly going to have to adapt to a world in which a lot of developer attention is going towards a much broader array of titles than in the past. Core spillere er næsten helt sikkert nødt til at tilpasse sig en verden, hvor en masse af bygherren opmærksomhed går i retning af en langt bredere vifte af titler end tidligere. The bookstore is changing from having mostly genre stuff and pulps, to having nonfiction aisles, music aisles, coffeetable books, and so on. Den boghandel er ved at ændre sig fra at have det meste genre ting og Pulp, at der nonfiction midtergangene, musik midtergangene, coffeetable bøger, og så videre.

The fat fantasy, sci-fi, and military novels are going to end up relegated to a section of the store, where once they owned all the shelf space. Fedtet fantasy, sci-fi, og militære romaner vil ende med at rykke til en del af butikken, hvor når de ejes alle hyldeplads. We’re already seeing burgeoning growth in areas like non-fiction (Like with Wolfquest , perhaps), self-help (hello Brain Age 2 ), personal essays (such as Passage ), and so on. Vi kan allerede se spirende vækst i områder som non-fiktion (Ligesom med Wolfquest, måske), hjælp til selvhjælp (hello Brain Age 2), personlige essays (såsom Passage), og så videre. And the growth here will, to some extent, distract developers from making stuff aimed at the core gamers. Og væksten her vil til en vis grad aflede udviklere fra at gøre ting der tager sigte på de centrale spillere.

Who will also have to get used to being dinged repeatedly for their love of their hobby, buying ever nicer editions of stuff they already have (yes, I mean you, Absolute Sandman). Hvem bliver også nødt til at vænne sig til at blive dinged gentagne gange for deres kærlighed til deres hobby, opkøb nogensinde pænere udgaver af ting, de allerede har (ja, jeg mener du, Absolute Sandman).

Overall, I think this is a good thing for the core gamer, not a bad thing. Alt i alt mener jeg, at dette er en god ting for de centrale gamer, ikke en dårlig ting. But it’s definitely an adjustment. Men det er absolut en justering.

The flip side that is equally interesting, of course, is that the mainstream will get tugged in the direction of the niche. Klappen side, der er lige så interessant er naturligvis, at mainstream får tugged i retning af den niche. As the world has become more science-fictional, we have seen the memes of SF appear in everyday life. Som verden er blevet mere videnskabs-fiktive, vi har set de memes af SF synes i dagligdagen. Stuff from James Bond and Lord of the Rings is now common currency. Ting fra James Bond og Lord of the Rings er nu fælles valuta. The boundary lines between niche and mass market are very thin these days, and will likely get thinner. , Hvor grænsen går linjer mellem niche og masse-marked er meget tynd i disse dage, og vil sandsynligvis få tyndere. So even the casual stuff is going to have a heavy tinge of the stuff that we the geeks love. Så selv de tilfældige ting vil få en tung tinge af de ting, at vi den Geeks kærlighed.

Given the nature of games, I’d expect to see a continuation of the trend to complexify the casual, because that’s what games do: grow more complex as people master the basics. I betragtning af arten af spil, jeg ville forvente at se en fortsættelse af tendensen til at complexify det afslappet, fordi det er, hvad spil gøre: vokse mere komplekst, efterhånden som folk behersker den grundlæggende. The high-end casual market isn’t very casual anymore (some match-3 games are not only expensive to make, but downright esoteric in their rules). Den high-end afslappet marked er ikke meget afslappet længere (nogle match-3-spil er ikke kun dyrt at gøre, men ligefrem esoteriske i deres regler).

In other words — gamers may not want to become like Your Mom. Med andre ord - gamere måske ikke ønsker at blive som Din Mor. But Your Mom is gradually becoming more of a gamer. Men Din mor er efterhånden ved at blive mere af en gamer.

What will the gamers do? Hvad vil de spillere gøre? Complain, then play on, probably. Klag, derefter spille på, sandsynligvis. :)

*

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  1. Your Mom! Din Mor! Beyond opposites and 1-dimensional design: Can the core/casual assumption be upheld? Ud over modsætninger og 1-dimensional design: Kan det centrale / afslappet antagelse tiltrædes? « Thoughts on Moroagh - MMORPGs and other distractions wrote on "Tanker om Moroagh - MMORPGs og andre forstyrrelser skrev den

    [...] I go on I want to contrast another two sources, one is hard to cite though. [...] Jeg går om jeg vil derimod en anden to kilder, en er svært at nævne selv. One is a recent “scare” by Raph Koster (and I think I have figured him out, he sure knows how to create buzz by [...] Den ene er en nyere "skræmme" af Raph Koster (og jeg tror, jeg har regnet ham ud, han er sikker ved, hvordan man kan skabe Buzz ved [...]

  2. E view news wrote on E se nyheder skrev om

    What will the gamers do?As I have spent the last couple of years yelling loudly that the game industry despite record years is actually in dire trouble in a business sense not just creatively, I have repeatedly run into one comment from core gamers. Hvad vil de spillere gøre? Som jeg har brugt de sidste par år råben højt, at spil industrien trods optage år er der faktisk i frygtelige problemer i en forretningsmæssig mening ikke bare kreativt, har jeg gentagne gange løbe ind i en kommentar fra centrale spillere. You see, I keep saying t Du se, jeg altid siger t

  3. Gamasutra - Opinion: An Uncertain Future For The Core Gamer? wrote on Gamasutra - Udtalelse: en usikker fremtid for Core Gamer? Skrev den

    [...] [...] [...] [...]

  4. Opinion: An Uncertain Future For The Core Gamer? Opinion: en usikker fremtid for Core Gamer? - GameCareerGuide.com wrote on - GameCareerGuide.com skrev den

    [...] [...] [...] [...]

  5. YiGG.de - Warteschlange wrote on YiGG.de - Warteschlange skrev den

    [...] (0) Deutsches Team bei “The 48 Hour Film Project” erfolgreich  Senden  anhören What will the gamers do? [...] (0) Deutsches Team bei "The 48 Hour Film Project" erfolgreich Senden anhören Hvad vil gamere gøre? eingereicht von eriktechn vor einer Stunde und 59 [...] eingereicht von eriktechn vor einer Stunde und 59 [...]

  6. Raph’s Website » What will the gamers do? wrote on RAPH hjemmeside »Hvad vil de spillere gøre? Skrev den

    [...] What will the gamers do? [...] Hvad vil gamere gøre? [...] [...]

  7. Game On Sales Are Up, But Is "Core" Gaming Doomed? wrote on Game On salget er steget, men er "Core" Gaming Doomed? Skrev den

    [...] gets a lot of its assumptions…I won’t say wrong, but let’s just say not persuasively right. [...] Får en masse af sine antagelser ... Jeg vil ikke sige forkert, men lad os bare sige ikke overbevisende ret. Go read the original post as well if you like (the Gamasutra version’s been “adapted”) but in essence, he’s simply saying [...] Gå læse det oprindelige indlæg, og hvis du har lyst (det Gamasutra version er blevet "tilpasset"), men i det væsentlige, han er bare sige [...]

  8. What Will Happen to the Core Gamer? Hvad der vil ske med Core Gamer? - CGEmpire wrote on - CGEmpire skrev den

    [...] Podcast is. [...] Podcast er. Oh yeah, she wants you to call her more.This is the message from Raph Koster in one of his recent blog posts. Åh ja, hun ønsker, at du kan ringe til hende more.This er budskabet fra Raph Koster i en af hans seneste blogindlæg. In this post he writes about how the Wii and browser based games are invading the industry and [...] I dette indlæg skriver han om, hvordan Wii og browser-baserede spil invaderer industrien og [...]

  9. New Rule » The Casual Skeleton in the Hardcore Closet wrote on Ny artikel »Den Casual Skelet i Hardcore Skab skrev den

    [...] A recent post on Raph Koster’s blog describes a tectonic shift in the games industry—particularly the console segment—towards a repositioning of target audiences to the casual crowd… or at least more casual than in previous generations. [...] En nylig post på Raph Koster's blog beskriver en tectonic skift i spil-industrien især konsollen segment-mod en repositionering af målgrupper til afslappet crowd ... eller i det mindste mere afslappet end i de foregående generationer. “Away from the core gamers” is the salient detail, at any rate. "Væk fra de centrale spillere" er de væsentligste detaljer, i hvert fald. Core gamers, it seems, are upset by this. Core spillere, ser det ud, er forstyrret af dette. Some seem to feel that the niche markets are being abandoned, and the games they grew up on will become fewer and more scarce in a steady downward spiral until they virtually cease to exist by any mainstream consideration. Nogle synes at føle at niche-markeder er ved at blive opgivet, og de spil, de voksede op på bliver færre og mere knappe i en konstant nedadgående spiral, indtil de næsten ophører med at eksistere ved enhver mainstream overvejelse. [...] [...]

  10. Social and family gaming #1: Preamble « Thoughts on Moroagh - MMORPGs and other distractions wrote on Sociale og familiemæssige gaming # 1: Præambel "Tanker om Moroagh - MMORPGs og andre forstyrrelser skrev den

    [...] and in fact if you look back you’ll find some on social gaming in various guises already. [...] Og i virkeligheden, hvis man ser tilbage kan du finde nogle af de sociale spil i forskellige afskygninger allerede. The following comment by PurpleCar caught my interest: I am the Mom. Følgende kommentar ved PurpleCar fanget min interesse: Jeg er mor. I have a lot to say about this. Jeg har meget at sige om dette. In fact, I could go on for hours [...] Rent faktisk, jeg kunne fortsætte i timevis [...]

  11. johnswords.com » Blog Archive » Technology In Search of a Purpose wrote on johnswords.com »Blog Archive» Teknologi I Search af en Formål skrev om

    [...] think Raph is on to something when he suggests here that the gaming industry is in trouble because its too focused on hard core gamers. [...] Tror RAPH er videre til noget, når han foreslår her, at gaming industrien er i vanskeligheder, fordi dens alt for fokuseret på hårde kerne gamere. I think all [...] Jeg tror, alle [...]

Reader Comments Reader Comments
  1. Wolfgang Wozniak said on Wolfgang Wozniak sagde den

    Interesting, Insteressant,
    I had actually just gotten to the part of your book where you talk about Niches and mass market. Jeg havde faktisk lige fået at den del af din bog, hvor du taler om nicher og massemarked.

    I’ve decided that Niche games remain classic to some people (Blade Runner), while mass market media is quickly forgotten (Spiderman 3). Jeg har besluttet, at Niche spil forblive klassiske at nogle mennesker (Blade Runner), mens massemarked medier er hurtigt glemt (Spiderman 3). Classic games are like classic movies, and are/were all Niche games. Klassiske spil er ligesom klassiske film, og er / var alle Niche spil.

  2. Silona said on Silona sagde den

    Hey raph - have you seen malcolm’s talk at TED about spaghetti sauce! Hey RAPH - har du set Malcolm's tale ved TED om spaghetti sovs!

    http://tedblog.typepad.com/tedblog/2006/09/malcolm_gladwel.html http://tedblog.typepad.com/tedblog/2006/09/malcolm_gladwel.html

  3. danwilkins said on danwilkins sagde den

    Hopefully there will still be a strong effort to make games that are considered for the more core demo in the future. Forhåbentlig vil der stadig være en stærk indsats for at gøre spil, der anses for mere grundlæggende demo i fremtiden.

    Understandably, right now there is the realization that designers can make games for a more casual audience, and reach more people in this way. Forståeligt, lige nu der er erkendelsen af, at designere kan gøre spil til en mere afslappet publikum, og nå ud til flere mennesker på denne måde. Many of the core gamer games are much more involved than the used to be, and rake up much time and effort, and only seem to come out with 12 to 15 hours of game time; which a core gamer is going to blaze through and then want to move on to the next title. Mange af de centrale gamer spil er langt mere involveret end det plejede at være, og rippe op i meget tid og kræfter, og kun synes at komme ud med 12 til 15 timers spil tid, som en kerne gamer vil gå igennem, og derefter ønsker at gå videre til den næste titel.

    Perhaps that is why there is an overall rise in the MMO market right now across the board. Måske er det grunden til, at der er en samlet stigning i MMO markedet lige nu over hele linjen. Casual and hardcore gamers alike are moving over there, and continue to play their normal games. Afslappet og hardcore gamere både bevæger sig derovre, og fortsætte med at spille deres sædvanlige spil. Some focus mostly on the MMO of their choice and use other games as a break, some use the MMO as a consistent break from their other games. Nogle fokuserer primært på MMO efter eget valg og bruge andre spil som en pause, nogle bruge MMO som en sammenhængende pause fra deres andre spil.

    Hopefully there is some more creativity involved in future development for the core model gamer as well; many are complaining about how unoriginal many games are, and with the growth of facebook games and a fall back to board game roots beginning to heat up again, perhaps we can appease casual and hardcore gamers alike, and still boom. Forhåbentlig er der nogle mere kreativitet involveret i den fremtidige udvikling for den centrale model gamer såvel; mange klager over, hvordan unoriginal mange spil, og med væksten i Facebook-spil og et fald tilbage til brætspil rødder begynder at varme op igen, måske vi kan berolige casual og hardcore gamere mage, og stadig boom.

    Yeah, we’re talking about a utopia, haha. Ja, vi taler om en utopi, haha.

  4. Matt said on Matt sagde den

    So as the mainstream of games become CSI and Law and Order on CBS and NBC, the unfortunate core gamers get stuck with The Wire and Dexter on HBO and Showtime? Så mainstream af spil bliver CSI og Lov og Orden på CBS og NBC, den uheldige centrale spillere går i stå med The Wire og Dexter på HBO og Showtime? Dark days for gamers, indeed. Mørke dage til gamere, ja.

  5. Raph said on RAPH sagde den

    I haven’t… will check it out. Jeg har ikke ... vil tjekke det ud.

  6. Raph said on RAPH sagde den

    It’s dark days if you factor in the fact that you have to pay for HBO or Showtime… higher costs. Det er mørke dage, hvis du faktor i det faktum, at du skal betale for HBO eller Showtime ... højere omkostninger. And the fact that The Wire and Dexter aren’t anywhere near as high-budget as the hit TV shows for the broader audience. Og det faktum, at Wire og Dexter er ikke nær så højt budget som hittet TV viser for det bredere publikum. There ARE tradeoffs. Der er tradeoffs.

  7. Solok said on Solok sagde den

    I think the current core of gamers is so large that the “niche” in this case probably won’t have the downsides of say what automobile companies have. Jeg tror, den nuværende kerne af spillere er så stort, at den "niche" i dette tilfælde sandsynligvis ikke vil have ulemper i sige, hvilken bil virksomheder har. In the case of automobiles you pay money for the product and for the fact that the company is addressing the niche need because niche in this case also means very low volume. I tilfælde af biler, du betaler penge for det produkt og for det faktum, at selskabet nu fat på den niche behovet fordi niche i dette tilfælde også betyder meget lav lydstyrke.

    Hopefully, in the case of games the niche for current gamers will be so large that the extra “niche tax” will be sufficiently low enough as to not make a difference. Forhåbentlig når det drejer sig om spil den niche for nuværende spillere bliver så stort, at de ekstra "niche-skat" vil være tilstrækkeligt lav nok til ikke at gøre en forskel.

    I have a feeling that the as the technology and knowledge for creating games becomes pervasive that the barriers to entry will become low enough to offset the increasing cost of games through other options like open-source. Jeg har en fornemmelse af, at den som den teknologi og viden til at skabe spil bliver omsiggribende, at adgangsbarriererne bliver lav nok til at opveje de stigende udgifter til spil gennem andre muligheder, som open-source. That may be 5-10 years away, but I doubt that substantial cost increases to “core gamers” are going to happen before then anyway. Det kan være 5-10 år ude i fremtiden, men jeg tvivler på, at betydelige omkostningsstigninger til "centrale spillere" er på vej til at ske inden da alligevel.

  8. Len Bullard said on Len Bullard sagde den

    You’re business analysis is perspicacious: translate, dead on. Du er Brancheanalyse er velovervejede: oversætte, døde om. You may or may not have been there for the early web when a really bad browser (Mozilla cum Netscape) caught fire. Du måske eller måske ikke har været der for hurtig web når en virkelig dårlig browser (Mozilla cum Netscape) ild. The disgruntled among the pioneers who had developed systems that were far superior was very real. De utilfredse blandt pionererne, der havde udviklet systemer, der var langt overlegne var meget reel.

    And almost totally irrelevant to what would follow. Og næsten fuldstændig irrelevant for, hvad der ville følge. The market recycles simpler designs as soon as the needs make it profitatble. Markedet genvinder enklere design, så snart de behov, gør det profitatble. Consider that a Tata Nano is almost precisely an Izetta from 55 years ago. Mener, at en Tata Nano er næsten præcis en Izetta fra 55 år siden. My Dad had one. Min far havde en. They were great. De var stor.

    http://www.worldcarfans.com/5050328.001 http://www.worldcarfans.com/5050328.001

    Tier one markets collapse into tier two and even tier three markets as they commodify. Klasse en markeder sammenbrud i lag to og endog liste tre markeder, som de commodify. Lots of forces cause that and you can even model it using low-energy orbital transfer systems (vs a Hohman transfer). Masser af kræfter årsag, og du kan endda model den ved hjælp af lav-energi banepositioner transfersystemer (vs en Hohman overførsel). It is hard on the company economics because legacy businesses have set their costs and salaries in the tier one times. Det er svært på selskabets økonomi, fordi arven virksomheder har sat deres omkostninger og lønninger i det enstrengede en gange. They become ripe for buy-outs. De bliver moden til buy-outs. Talent whines but they adapt unless they want to take up another trade. Talent whines men de tilpasser medmindre de ønsker at tage op en anden handel. Core gamers begin to be perceived like big ticket items: too expensive a business to be in. Core spillere begynder at blive opfattet som store billet elementer: for dyrt en virksomhed at være i.

    On the other hand, as the market commodifies, the quality comes back after one or two cycles depending on the costs of resources. På den anden side, som markedet commodifies, kvaliteten kommer tilbage efter en eller to perioder afhængigt af omkostninger til ressourcer. So cheap gets better and better gets cheaper. Så billig bliver bedre og bedre bliver billigere. As much as it frosts the early adopters, it is a good thing overall. Så meget som det frostvejr det første er det en god ting samlet.

  9. Rick said on Rick sagde den

    Raph, Thanks for the link and iQ212 mention. RAPH, Tak for linket og iQ212 nævne. Nice to know that someone reads my rants! Rart at vide, at nogen læser min optionsindehaverne! Do you think they will port Panzergruppe Tactics 4: Eastern Front to the Wii? Tror du, de vil havn Panzergruppe Taktik 4: Eastern Front til Wii? ;-)

  10. Matt Mihaly said on Matt Mihaly sagde den

    I’m with you about 99% of the way here Raph, but this bothers me: Jeg er med dig omkring 99% af vejen her RAPH, men det generer mig:

    It’s dark days if you factor in the fact that you have to pay for HBO or Showtime… higher costs. Det er mørke dage, hvis du faktor i det faktum, at du skal betale for HBO eller Showtime ... højere omkostninger. And the fact that The Wire and Dexter aren’t anywhere near as high-budget as the hit TV shows for the broader audience. Og det faktum, at Wire og Dexter er ikke nær så højt budget som hittet TV viser for det bredere publikum. There ARE tradeoffs. Der er tradeoffs.

    How is it a trade-off that the Wire’s budget is lower than CSI (for instance) from the audience point of view? Hvordan kan det være en trade-off, at Wire's budget er lavere end CSI (for eksempel) fra publikum synspunkt? CSI could pay their stars $50 mil/episode and cater the shoots with caviar and peacock tongue, but that doesn’t give us as viewers anything extra. CSI kunne betale deres stjerner $ 50 mil / episode og højde asparges med kaviar og Peacock tungen, men det giver os ikke som seerne noget ekstra. It still sucks. Det stadig stinker.

    Perhaps in theory the Wire could be better with a larger budget, but I don’t think that claim is any more or less likely to be true than saying it’d be better if the producers were forced to get even more creative by a smaller budget. Måske i teorien den Wire kunne være bedre med et større budget, men jeg tror ikke, at kravet er alle mere eller mindre tilbøjelige til at være sandt, end at sige det ville være bedre, hvis producenterne var tvunget til at få endnu mere kreative ved en mindre budget.

    –matt -Mat

  11. Morgan Ramsay said on Morgan Ramsay sagde den

    Raph wrote: RAPH skrev:

    The bookstore is changing from having mostly genre stuff and pulps, to having nonfiction aisles, music aisles, coffeetable books, and so on. Den boghandel er ved at ændre sig fra at have det meste genre ting og Pulp, at der nonfiction midtergangene, musik midtergangene, coffeetable bøger, og så videre.

    With regard to music aisles at bookstores, that offering could be attributed to the decreasing space for music at major retailers. Med hensyn til musik gangene på boghandlere, at tilbyde kunne tilskrives de faldende plads til musik ved store detailkæder. Digital distribution, as well as microtransactions, in the music industry is greatly affecting music sales at retail. Digital distribution samt microtransactions, i musikindustrien er i høj grad påvirker musik salg i detailleddet. The games industry will probably be more affected at retail in the future when games can be more easily digitally distributed. Spillene industrien vil formentlig være mere påvirket i detailhandelen i fremtiden, når spil kan lettere digitalt distribueret.

    Core gamers are almost certainly going to have to adapt … But it’s definitely an adjustment. Core spillere er næsten helt sikkert nødt til at tilpasse ... Men det er absolut en justering.

    While Kristen undoubtedly has a better grasp on economics than I do, I don’t think the “core gamer” market will have to adapt or adjust. Mens Kristen utvivlsomt har en bedre forståelse for økonomi, end jeg gør, jeg tror ikke, det "centrale gamer" marked bliver nødt til at tilpasse og justere. They represent a demand and there will be, and are, businesses out there to meet that demand. De repræsenterer en efterspørgsel, og der vil være, og er, virksomheder derude til at dække efterspørgslen.

    “But the landscape you are describing doesn’t sound like games I would like.” "Men det landskab, du beskriver lyder ikke som spil vil jeg gerne."

    I don’t see the “new landscape” in terms of doom-and-gloom for the “core gamer” market. Jeg kan ikke se den "nye landskab" i form af Doom-og dysterhed for "kerne gamer" marked. What’s happening is really typical to any sort of product life cycle: a niche becomes a mass market and that mass market eventually becomes a niche again. Hvad sker der virkelig er typisk for enhver form for produktets livscyklus: en niche bliver en masse marked, og at masse-markedet i sidste ende bliver en niche igen. There are just more products and services in the marketplace and a lot more businesses ready to take the places that were once occupied by the majors. Der er bare flere produkter og tjenester på markedet og mange flere virksomheder klar til at tage de steder, som engang blev besat af de store olieselskaber. Life goes on, basically. Livet går videre, dybest set.

  12. JuJutsu said on JuJutsu sagde den

    Hmmm. The landscape you’re describing still doesn’t like games I would like. Landskabet du beskriver stadig ikke kan lide spil jeg vil gerne. Shrug. Trække. If there are no online games I want to play I guess I won’t play online games. Hvis der ikke er nogen online-spil jeg ønsker at spille jeg gætte vil jeg ikke spille online spil. I managed to have fun before mmorpgs came along, I’ll still find ways to have fun if they go by the wayside. Jeg formåede at have det sjovt før mmorpgs kom sammen, jeg vil stadig finde nye veje til at have det sjovt, hvis de går hen i glemsel.

    You can lead a core gamer to the mass market but you can’t make him[her] play Du kan føre en kerne gamer til det brede marked, men du kan ikke gøre ham [hendes] spille ;)

  13. Raph said on RAPH sagde den

    Kind of a combo response to both Matt and Morgan: Form af en combo reaktion på både Matt og Morgan:

    It matters because the businesses (content developers) are nt operating in a vacuum. Det er vigtigt, fordi de virksomheder (indhold udviklere) er nt opererer i et vakuum. They have to assess which markets to target, and how much to spend. De skal vurdere, hvilke markeder til at target, og hvor meget at bruge. It matters for The Wire that they may have less budget to work with, because they do have to hit a connoisseur market — that is the market they are targeting. Det spørgsmål for Den Wire, at de kan have mindre budget at arbejde med, fordi de har at ramme en feinschmecker marked - det er det marked, de er rettet mod. It also matters that if they try to hit a bar, and cannot justify it with sufficient advertiser dollars, then they may not be as profitable as if they were doing something else — there’s an opportunity cost issue there. Det tæller også, at hvis de forsøger at ramme en bar, og kan ikke begrunde det med tilstrækkelig annoncør dollars, så kan de ikke være så rentable som om de var i gang med noget andet - er der en mulighed for omkostningerne spørgsmål der.

    Even if there is a core market demand, it doesn’t mean that the economics of it for a given content developer will make sense, versus oher possible market opportunities. Selv om der er en kerne efterspørgslen på markedet, betyder det ikke, at økonomien i det for et givet indhold bygherren vil give mening, versus oher muligt muligheder på markedet.

  14. TheAmazin said on TheAmazin sagde den

    I’d just like to say that I don’t think the Wire could possibly be any better than it already is. Jeg vil blot sige, at jeg ikke tror, at Wire vil muligvis være bedre end det allerede er.

  15. Morgan Ramsay said on Morgan Ramsay sagde den

    Raph wrote: RAPH skrev:

    It matters because the businesses (content developers) are not operating in a vacuum. Det er vigtigt, fordi de virksomheder (indhold udviklere) ikke opererer i et vakuum.

    …but that’s what I’m saying. ... Men det er, hvad jeg siger. I’m also saying that when you talk about how a certain category of consumer will either have to adapt to new products or exit the market completely, you’re sort of approaching the issue from a “businesses are operating in a vacuum” perspective. Jeg kan også sige, at når man taler om, hvordan en bestemt kategori af forbrugerne vil enten nødt til at tilpasse sig til nye produkter eller forlade markedet helt, du slags nærmer sig spørgsmålet fra en "virksomheder opererer i et vakuum" perspektiv.

    Although companies are creating new markets and focusing on those markets, that doesn’t mean there will no longer be a place for that particular category of consumer. Selv om virksomhederne skaber nye markeder og ved at fokusere på disse markeder, betyder det ikke, vil der ikke længere være et sted for den pågældende kategori af forbrugere. There will be more more entrepreneurs, more new products and services, and simply more effort to create supply to meet existing demand. Der vil være mere for flere iværksættere, flere nye produkter og tjenester, og simpelthen en større indsats for at skabe udbuddet til at opfylde eksisterende efterspørgsel. For example, consumers still buy The Beatles, Creedence Clearwater Revival, and The Mamas & The Papas. For eksempel, forbrugere stadig købe The Beatles, Creedence Clearwater Revival, og De mamas & The Papas.

    I don’t think everyone will be centering their attention on only the next generation of entertainment because the fact of the matter is that businesspeople tend to go where there’s green to be had. Jeg tror ikke, at alle vil være centrering deres opmærksomhed på kun den næste generation af underholdning, fordi det er et faktum, at forretningsfolk har tendens til at gå, hvor der er grønt for at være haft. If the “core gamer” doesn’t want to “get with the program” than clearly there will be opportunists who step up to service their needs. Hvis "kerne gamer" ikke ønsker at "komme med programmet" end klart der vil være opportunister, der trin op til tjeneste deres behov.

    Not all businesses seek to be innovative. Ikke alle virksomheder ønsker at være innovative. There are lucrative, sensible opportunities in resale, refurbished goods, and middleman services. Der er lukrative, fornuftige muligheder på videresalg, renoverede varer, og mellemmand tjenester. You don’t have to “challenge conventions” to be successful. Du behøver ikke at "udfordre konventioner", der skal vellykket. That’s just one way… and it’sa lot more fun. Det er bare en måde ... og det er en meget mere sjov. ;p , p

  16. Raph said on RAPH sagde den

    Right…so we’re in agreement there. Right ... så vi i enighed dér. All I am saying is that the cost of servicing the core gamer is pretty high, so that process you describe may result in less choices for core gamers. Alle, jeg siger, er, at omkostningerne ved servicering kernen gamer er temmelig høj, således at processen du beskrive kan resultere i mindre valg til centrale spillere.

  17. Morgan Ramsay said on Morgan Ramsay sagde den

    Raph wrote: RAPH skrev:

    … so that process you describe may result in less choices for core gamers. ... Således at processen du beskrive kan resultere i mindre valg til centrale spillere.

    Yeah, that’s probably true, but I think what some people forget is that less quantity doesn’t always mean less quality. Ja, det er sikkert rigtigt, men jeg mener, hvad nogle mennesker glemmer er, at mindre mængde ikke altid er ensbetydende med ringere kvalitet. There might be less choices, at least less preferred choices, for that category of consumer; however, who’s to say that big value can’t come in a small package? Der kan være mindre valg, i det mindste mindre foretrukne valg, for denne kategori af forbrugerne, men folk der er at sige, at store værdi kan ikke komme i en lille pakke?

  18. Bart Stewart said on Bart Stewart sagde den

    This is a huge part of why I have been saying that microtransactions are the rising business model. Dette er en stor del af grunden til, at jeg har sagt, at microtransactions er stigende forretningsmodel. Unlike the single flat fee, they allow users and businesses to arrive at the price point they feel comfortable with for the service they get. I modsætning til det indre fastpris, at de tillader brugerne og virksomhederne at nå frem til den pris punkt, de føler sig trygge, for den service, de får.

    I think we can see the value of this from the business side. Jeg tror, vi kan se værdien af dette fra erhvervslivets side. For the producer, it’s “just-in-time” servicing, which is more efficient. For den producent, er det "just-in-time"-service, som er mere effektiv. For the consumer, pay-as-you-go seems more in tune with an unfettered capitalist vibe; you can have whatever you want right now if you can pay for it. For forbrugeren, pay-as-you-go "synes mere på linje med en uhæmmet kapitalistiske Vibe; du kan få, hvad du ønsker lige nu, hvis du kan betale for det. So the business case for mictrotransactions seems strong. Så de forretningsmæssige fordele for mictrotransactions synes stærk.

    My problem is the gameplay side: microtransactions are intrusive . Mit problem er gameplay side: microtransactions er påtrængende. They break the magic circle. De bryde den magiske cirkel.

    Having a monthly subscription fee deducted nearly invisibly on my credit card leaves me free to immerse myself completely in a gameworld (or at least as completely as the game’s obsession with rules-based play allows). Under en månedlig abonnementsafgift trækkes næsten usynligt på mit kreditkort giver mig frihed til at fordybe mig helt i en gameworld (eller i det mindste så fuldstændigt som spillets besættelse med overholdelse af regler-baseret spille tillader det). The grimy commercial details are out of sight, and so out of mind. Den beskidt kommercielle oplysninger er ude af syne, og således ude af sind.

    Not so with microtransactions; they interrupt the kind of exercise of imagination I enjoy by forcing me repeatedly to make decisions about real-world money. Ikke så med microtransactions; de afbryder den form for udøvelse af fantasi jeg nyder ved at tvinge mig gentagne gange for at træffe beslutninger om den virkelige verden, penge. That pops me right out of the play experience. Det springer mig ret ud af spille oplevelse. So why should I pay anything at all to play such games, since they’re guaranteed to shred the immersiveness I prize as entertainment? Så hvorfor skal jeg betale noget som helst at spille sådanne spil, da de er garanteret at sønderdele det immersiveness jeg prisen som underholdning?

    Maybe there’sa gameplay-driven way to contextualize spending little bits of real money inside a game world that it’ll feel like a fun way to spend play money, thus not breaking immersiveness too much. Måske er der en gameplay-drevet måde at contextualize udgifter små bidder af penge inde i et spil verden, at det vil føles som en sjov måde at tilbringe spille penge, og dermed ikke bryde immersiveness for meget. (But imagine the field day the anti-game people would have with that… “Bob here lost $20,000 in one month in World of Barcraft without even realizing it!”) (Men forestille området dag anti-spillet folk ville have med, at ... "Bob her tabt $ 20.000 i en måned i World of Barcraft uden selv at indse det!")

    More likely, I’m simply not representative enough of the big field of gamers (including Mom tomorrow) to justify setting aside the business advantages of microtransactions to preserve gameplay advantages. Mere sandsynligt, jeg er bare ikke repræsentativt nok af det store felt af spillere (inkl. Mor morgen) for at retfærdiggøre at afsætte de forretningsmæssige fordele af microtransactions at bevare gameplay fordele. Maybe the edge of the magic circle is somehow sharper to me than to most other people. Måske kanten af den magiske cirkel er noget skarpere til mig end til de fleste andre mennesker. Or maybe there are gameplay advantages to microtransactions to which my own interests are blinding me. Eller måske er der gameplay fordele til microtransactions, som mine egne interesser er blænding mig. If so, then my concerns about gameplay probably aren’t strong enough to warrant second thoughts about moving to microtransactions. Hvis ja, så mine bekymringer om gameplay sandsynligvis er ikke stærk nok til at berettige anden tanker om at flytte til microtransactions.

    Just a thought. Bare en tanke.

    What will the gamers do? Hvad vil de spillere gøre? Complain, then play on, probably. Klag, derefter spille på, sandsynligvis. :)

    Funny; this is almost exactly what Eric Heimburg, former systems designer for Star Trek Online, said in his “ Advice for Cryptic’s Star Trek Team ” blog entry. Funny; det er næsten præcis hvad Eric Heimburg, tidligere systemer designer for Star Trek Online, sagde i sin "Vejledning for kryptiske's Star Trek Team" blogoptegnelse.

    It hasn’t gone over well with the fans. Det har ikke gået mere end godt med fans.

    I wish there were a single site that gamers could go to that showed them — with great clarity — just how hard it is to create a conventional MMORPG of any depth…. Jeg ville ønske, der var et enkelt websted, at spillere kunne gå til, som viste dem - med stor tydelighed - blot, hvor svært det er at skabe en konventionel MMORPG af en hvilken som helst dybde ....

    –Bart -Bart

  19. Morgan Ramsay said on Morgan Ramsay sagde den

    Bart Stewart wrote: Bart Stewart skrev:

    My problem is the gameplay side: microtransactions are intrusive. Mit problem er gameplay side: microtransactions er påtrængende. They break the magic circle. De bryde den magiske cirkel.

    The actual problem, Bart, is that you (along with many others) have conceived of a single notion of microtransactions that imagining anything involving microtransactions beyond that notion is, well, unimaginable. Det egentlige problem, Bart, er, at du (sammen med mange andre) har udformet af et enkelt begreb microtransactions at forestille sig noget, der involverer microtransactions ud over, at begrebet er godt, utænkelig.

    Plus, I love the pro-immersion argument because that argument is, quite frankly, ridiculous. Plus, jeg elsker den pro-nedsænkning argument, fordi dette argument er, helt ærligt, latterlig. Ever been to a casino? Nogensinde været i et kasino? Ever watched all those zombies at the slots? Nogensinde set alle de zombier på slots? They’re plenty immersed in the games they’re playing, regardless of what sitting at one stool, pulling a lever, for hours upon hours does to their health. De er masser nedsænkes i spil er de spilleregler, uanset hvad der sidder på en skammel, trækker en løftestang, for timer efter timer betyder for deres helbred. At best, the pro-immersion argument is idealistic, even noble. I bedste fald er pro-nedsænkning argument er idealistisk, selv noble. People love to write about and poetically criticize the “unfettered capitalist vibe.” In practice though, the argument is irrelevant because nobody blinks an eye—figuratively and literally speaking. Folk elsker at skrive om og poetisk kritisere "uhindret kapitalistiske Vibe." I praksis Men det argument er irrelevant, fordi ingen blinker en eye-billedligt og bogstaveligt talt. But again, that’s just one version of microtransactions. Men igen, det er kun en version af microtransactions.

    I’ll give you another version: subscriptions. Jeg vil give dig en anden version: abonnementer. Yes, subscriptions are a form of microtransaction. Ja, abonnementer er en form for microtransaction. You pay a fixed fee every month (or whatever terms you agreed upon) for access to a service . Du betaler et fast gebyr hver måned (eller hvad det ord, du er aftalt) for adgang til en tjeneste. The only difference between subscriptions and the popular notion of microtransactions is that subscriptions are automated. Den eneste forskel mellem abonnementer og populære begrebet microtransactions er, at abonnementer er automatiserede. Unfortunately, subscriptions are on their way out. Desværre, abonnementer er på vej ud. Most people don’t want everything that a service offers. De fleste mennesker ønsker ikke alt det, en service tilbyder. Most people don’t want to develop their character to Level 80, spending thousands of hours in a game world, just so they can play the almighty End Game with their friends or guildmates or whoever. De fleste mennesker ønsker ikke at udvikle deres karakter til Level 80, bruger tusindvis af timer i et spil verden, bare så de kan spille den almægtige End Game med deres venner eller guildmates eller hvem. Most just want bits and bytes here and there for the brief time they’ve allotted themselves to playing games in their busy lives. De fleste vil bare bits og bytes her og der for kort tid de har tildelt sig selv til at spille spil på deres travle liv.

    That’s where microtransactions as personalization comes into play. Det er, hvor microtransactions som personlige kommer ind i spillet. If I wanted to resolve the pro-immersion argument, I’d probably look to balancing the overwhelming demand for transparency and the desire for privacy, or what might be called freedom from so-called “real-world elements.” Hvis jeg ønskede at løse pro-nedsænkning argument, jeg vil formentlig se en afvejning af de overvældende krav om åbenhed og vilje til privatlivets fred, eller hvad man kan kalde frihed fra såkaldte "virkelige verden elementer."

    Microtransactions don’t have to take place in-game; that would just make microtransactions more convenient. Microtransactions ikke behøver at finde sted i spillet, og det vil blot gøre microtransactions mere bekvem. Microtransactions don’t have to be upfront and in-your-face; they can be just as invisible as a recurring subscription fee. Microtransactions behøver ikke at være på forhånd og i-dit-ansigt, og de kan være lige så usynlige som en tilbagevendende abonnementspriser. Unlike a single, fixed and recurring subscription fee, microtransactions empower consumers with the freedom to personalize their entertainment experiences, enabling consumers to get what they want whenever they want. I modsætning til en enkelt, fast og tilbagevendende abonnementspriser, microtransactions give forbrugerne frihed til at tilpasse deres underholdning erfaringer, der gør det muligt for forbrugerne at få, hvad de ønsker, når de ønsker. I could probably go on to write an article on microtransaction myths, and probably will as part of a new venture I’m working on, but I think you get my point. Jeg kunne måske gå over til at skrive en artikel om microtransaction myter, og sandsynligvis vil som en del af et nyt venture jeg arbejder på, men jeg tror, du får min pointe.

    If not, my point is simple: use your imagination. Hvis ikke, min pointe er enkel: brug din fantasi. If you were responsible for making microtransactions “work” in accordance with your criteria for acceptable implementation, and you could not simply say “no microtransactions,” what would you do? Hvis du var ansvarlige for at gøre microtransactions "arbejde" i overensstemmelse med dine kriterier for acceptabel gennemførelse, og du kan ikke bare sige "nej microtransactions," hvad ville du gøre? In this day and age where everyone is held up high as a content creator, I should be seeing more and more people trying to solve problems instead of merely excusing themselves from the effort with simple “just don’t do it” and “it’s not my job” quips. I denne tidsalder, hvor alle er holdt op høj som et indhold skaberen, jeg skal se flere og flere mennesker forsøger at løse problemer i stedet for blot undskylde sig fra indsats med simpel "bare ikke gør det" og "det" er ikke mit job "quips.

  20. PurpleCar said on PurpleCar sagde den

    I am the Mom. Jeg er mor. I have a lot to say about this. Jeg har meget at sige om dette. In fact, I could go on for hours about how I feel that the gaming industry is ignoring me and my family. Rent faktisk, jeg kunne fortsætte i timevis om, hvordan jeg føler, at gaming industrien er at ignorere mig og min familie. For one thing, my husband and I, both in our mid 30’s, have a hell of a time trying to find an E or Teen rated multiplayer quest game to play with our 7 year old girl (we’ve played every playstation 2 game there is that remotely fits that description). For en ting, min mand og jeg, både i vores mid 30's, har et helvede af en gang forsøger at finde en E eller Teen bedømt multiplayer søgen spil at spille med vores 7-årig pige (vi har spillet hver PlayStation 2 spil der er, at fjernstyre passer til den beskrivelse). For another thing, I have no real games of interest for me. For en anden ting, jeg ikke har nogen reel spil af interesse for mig. Sims was too un-end-user friendly, and generally stupid/boring. Sims var for un-end-brugervenlig, og generelt dumme / kedeligt. The rest have too much fighting, which is again, boring. Resten har for meget at kæmpe, der er igen, kedeligt.

    Don’t give me that crap that there ‘isn’ta market’ for me and my family. Må ikke give mig, at lort, at der »isn'ta marked« for mig og min familie. I’m not the only mom out here who grew up in the arcades and see nothing wrong with a little family game play. Jeg er ikke den eneste mor her, der voksede op i spilleautomater og kan ikke se noget galt med en lille familie spil. And don’t tell me to buy the Wii - we don’t want tennis. Og du behøver ikke at fortælle mig at købe Wii - vi ønsker ikke tennis. We want more shrek, teen titans, spongebob, etc. 4 player adventure games where we work as a team against bad guys and not against each other. Vi ønsker mere Shrek, teenage-Titans, SvampeBob osv. 4 player adventure spil, hvor vi arbejder som et team mod onde og ikke mod hinanden. And throw in a few games for just me, ya head-in-the-sand-prejudiced-blind-stupid-arrogant fucks. Og smid det i et par spil til netop mig, ya head-in-the-sand-skades-blind-dum-arrogant fucks.

    (sorry, that last bit wasn’t very ‘mom’ of me. I’m seriously pissed off, though) (beklager, at sidste bit var ikke meget 'mor' for mig. Jeg er alvorligt sur ud, selv om)

  21. Raph said on RAPH sagde den

    I just read Moroagh’s reply post to this… where there’s the mistaken assumption that *I* am worried about the moms taking over. Jeg har lige læst Moroagh svar stilling til dette ... hvor der er den forkerte antagelse, at * jeg * stiller mig tvivlende over for den moms, der overtager. As I said in the opening to the article, I’m commenting on something I get a lot from core gamers. Me personally, I’m not particularly worried.

  22. Bart Stewart said on

    Morgan, I think you may be reacting a little too strongly to how I actually feel on this subject. I expressed a concern that I haven’t seen discussed much (the gameplay impact of a microtransaction-based revenue model); I tried to explain the reasons for my concern; I even acknowledged that my understanding could be limited. I used some relatively strong adjectives but I didn’t froth or rave to the point of needing a smackdown. Even so, I take your objections seriously. I won’t be making any “it’s not my job” quips.

    (Sorry for the wall of text, though. Taking your objections seriously means addressing them.)

    First (and least), I’m actually a happy and committed capitalist. I’ll take Hayek and Mises over Marx and Keynes any day. And you probably don’t want to know who I’ll be voting for in November. :-) But that doesn’t render me incapable of seeing the pathologies that can emerge from barely-restrained free-market capitalism in a semi-anonymous setting… for which I think a good argument could be made that this is precisely what we have in most MMORPGs. Pay-as-you-go may indeed be a better fit for that kind of fast economy. In fact, I don’t really disagree with you that it probably is a very good fit for the casual gamer. The question I don’t hear asked much is whether the typical very free-market game economy needs to become even more so at the expense of other game effects I believe are also valuable, namely, immersiveness. So I asked. Maybe the question isn’t worth asking. But I’d hate to just assume that.

    More importantly, I hope you won’t mind too much if, after careful consideration, I disagree with your assertion that the common subscription model is a special case of microtransactions. Firstly, there’s nothing “micro-” about a monthly bill. Secondly, monthly subscriptions that get debited almost invisibly to the gamer (and definitely invisibly to the character) are functionally different from paying a small fee of real-world money for numerous individual items from inside a gameworld (especially an RPG gameworld). To equate these two kinds of payment activities is to balloon the concept of “microtransactions” so far that it no longer means what even the people who like it think it means.

    Next, do “most people” (most Americans? Westerners?) really reject flat-rate revenue collection models in favor of a more frequent per-usage collection system? I’m old enough to remember when BBS systems charged by the hour of usage… and I remember that this per-usage model got dropped like a glowing ingot of death by service users as soon as online service providers started offering flat-rate agreements. Yes, we could argue that these aren’t perfectly analogous situations (perhaps because of pricing), and of course they’re not perfectly equivalent. But they’re close enough to suggest to me that per-usage revenue collection is unlikely to be anywhere near as popular among service users as you appear to believe will happen.

    Finally, as I already admitted, it’s possible that I really am suffering from a lack of imagination on this subject. I honestly don’t see any truly good way to encourage microtransactions that don’t run afoul of my current view that they can’t help but intrude into the fiction of the gameworld. Still, I want to give you the benefit of the doubt that there are obvious solutions to this problem (if it really is a problem, as seems to me to be the case).

    So to answer your “how would you do it if you had to” challenge, the best I can come up with is segregating microtransactions to the vicinity of the character login screen. That’s low on convenience. It badly lowers the likelihood of players actually making a micropurchase as an “I need it now!” impulse buy. (Presumably I’d ha