I’m confused. How would you judge the size of an audience other than by how many computing units are sold?
You judge the size of the platform by the number of Computing Units sold. You can't use that to judge the audience.
I'll use my Baseball reference again, but I'll make it clearer. How many people do you think like Baseball? A few? Ok, now, Major League Baseball is very different to games played in your local Baseball park, but both sets of people still love Baseball. Do you think there are people out there who love those local games more than Major League? Sure are, a small number. Everyone can go and see local games, but not all Baseball fans do - some like the big lights of the Major League.
The audience on PCs is similar to this; most people can game on their PCs exclusively however not everyone does, some people like sitting on their couch and playing games on their TV. So, you can't use the number of PCs as an indication of the size of audience for PC games. Consoles, however, are designed to play games. Everyone who owns a Console plays games. The install base is an indication in this situation of the size of the audience.
...I’m not talking about console games selling more than console to PC ports, I’m pointing out that traditional areas of PC, such as FPS, now sell more on console. Look at a game like operation flashpoint: dragon rising - definitely more hardcore than any other shooter available on console, not your typical arcade button masher, yet it still wiped the floor with the PC sales (according to codemasters). Even if your hypothesis is correct, you still haven’t explained why traditionally PC-centric developers have shifted to console, for game genres that I wouldn’t consider to be obvious console friendly (such as GPG with supcom 2).
I'll address this point in particular since this also addresses some of your other points and will save us both some time.
What you're asking basically asking is why are companies like Bioware, previously focused on PC only games, making games for consoles and then why are they focusing on consoles more so? You attempt to answer the question with piracy: piracy lowers PC sales so vastly that Developers are forced to develop for consoles to simply stay in business.
Firstly, because the console install base is large enough to support niche markets and thus large enough to see a returns on niche titles that don't appeal to the typical console gamer games sell. Bioware, and any other company in the industry, are in the business of making games. Since the Playstation and PS2 shot gaming into the social mainstream, console gaming has been making a lot of money. And I mean a lot. Tapping into that mass market is simply a business decision to make more money, which is what most business are out to do. Its simple numbers.
The reason they stay and eventually change focus to consoles is merely because they're following the money. Mass Effect on the PC is considered fairly average compared to the titles of yesterday, like Baldur's Gate II, while on Xbox 360 it's one of the best RPGs available. Baldur's Gate II on the console would be considered too 'wordy' and 'slow'. I, personally, appreciate both. The Console market, being more mainstream, features around a 1/2 ratio of shovelware; half the games released during a consoles lifetime aren't really worth playing. Look at the 360s release of Supreme Commander. Also, look at the Wii, for another example. Thus, titles that are merely good on the PC are exceptional by Console standards and thus make more money in the Console market. Low Standards equates to more sales.
Why are Developers, like GPG, releasing Console ports of their PC centric titles that have a history of not selling so good on Consoles? Because more money is simply better than less money. The ease of porting a title to the Xbox 360, for example, from a PC is fairly simple thanks to the unified architexture of the systems Microsoft designed. This means its fairly inexpensive to make a PC titles and then port it to the Xbox and vice versa. Even if you don't sell many titles on the 360, because the market is so damn massive you'll more than likely make back your porting costs and then some. Combined with the sales from the PC title, and the risk associated with producing a game decreases significantly. It's smart business. What Developers are seeing is - obviously - more sales on the Xbox and thus shift focus to where the money is. See Supreme Commander 2, which changed quite a bit from its previous itteration to broaden its appeal. Fans of the first one, like me, who would've laid down their money on launch for the title where put off, while Console gamers put off by the firsts one inaccessibility and terrible porting where treated to a superior game and thus they purchased it. Now, Supreme Commander 2 also sold fairly well on the PC - clearly there is still a market there for it. GPG's decision to focus on the Console market paid off. Why wouldn't they continue to make console games for the PC if it reaps greater financial benefits?
If the market for PC is so strong, why is every single developer saying otherwise, and why are they changing their business model?
This is going to sound backwards, but the reason why this is apparent because PC Developers who have made games for the consoles have tasted greater success with the latter; its not so much about the PC market being weaker, or filled with pirates, its that the console gamers outnumber the PC ones and outnumber their purchases thus creating demand.
Why do they outnumber their purchases? Hard to really place a single definition on it. Keep in mind its taken Consoles from the release of the NES to release of the Xbox to really step up to PC Gaming. PC Gaming has no single marketing push, PC Gaming doesn't have the unified backing of a large multi-billion dollar company. Advertisements for Xbox 360 games are advertising the Console as much as they are advertising the platform while a PC Game advertisement is pretty much just advertising the game. When you buy a game console, you do it because you want to buy games. When you a buy a PC, you do it because you want to do PC Stuff and possibily also play games. A person who buys a console often doesn't just buy one game - what would be the point in shelling out the money for the console for one title - thus the purchasing habits are very different for both markets.
No, we cannot agree on that. there is no reason to assert that the PC player base is any more “niched” than any other platform, there is no reason that a hardcore RTS fan isn’t also a JRPG fan.
Agreed on that point, however if they were a hardcore JRPG fan the PC market leaves a lot to be desired with the best in the JRPG business - Square Enix - making titles for consoles for as long as I can remember. This is my point. The console has FPS, RTS, RPG, Racing, Shooters, Fighting, Casual, Download, Arcade, etc. The average console gamer is going to cross genres and is going to own many different titles.
I own an Xbox and a PC and so does my sister. On the PC, I play Torchlight and Supreme Commander Forged Alliance and I also play RPGs. On the consoles I play FPS, Racing, Fighting, etc. My sister on the PC plays The Sims. On the consoles she plays RPGs like Fable II and Oblivion and Eternal Sonata and Blue Dragon, etc.
Now, the market for those titles exists on the PC, its just much, much smaller. Racing fans - at least, the majority - probably watch racing events on their TV. Sitting on their computers probably doesn't compare to sitting in front of their TV with their friends playing whatever racing game. The industry has shifted, evolved. It shifted because Consoles appeal to more people in more ways every day. The proof is simply in the numbers and the attitudes. I'm not saying one niche is exclusive to one platform and that niches don't overlap, I'm saying Consoles have captured the market from the PC. The PC didn't lose it because of piracy it lost it because the consoles simply delivered what the majority wanted and continue to want.
I don’t understand your point. Firstly, WoW has sold far more copies than the sims, and secondly nobody would expect any single title to sell as many copies as an entire platform of units (other than WoW of course). It’s a complete non sequitur.
In terms of per-unit sales The Simss series, thats number, number two and number three and all of their expansion packs and console releases combined, have sold more total units than the World of Warcraft franchise.
And actually thats exactly what developers like Epic are doing. They're making console games like Unreal Tournament 3, releasing them for console markets like that of the PS3 and Xbox and then holding the PC platform to the same standards in terms of sales. If games like The Sims and World of Warcraft continue to sell literally tens of millions of copies on the PC, then it stands as a clear indication that there is a market on the PC. The problem is it requires a diffrent type of game than the larger, more lucrative console market and developing two different games costs twice as much as developing one game and releasing it on two different markets.
Again, I am unsure of the relevance of your argument. I bet it will be easy to buy a $400 PC and run crysis 2 just fine. Hell, my 3.5 year old PC will run crysis 2 fine, and I bet its worth little more than $400 these days. But since you raised Crysis, another hugely pirated game, I’ll point out that piracy has sent crytek into cross-platform development.
A $400.00 PC capable of running Crysis 2 to the same degree as the Xbox 360? By all means please point out this incredible machine. A Widescreen monitor alone will set you back around $150.00. And that plays into the appeal of the consoles; console gamers just want it to work. They don't want to tinker, they don't want to mess around with drivers; PC Gamers don't mind any of that, in fact some of us prefer it that way.
Crysis was so successful for Crytek that it allowed them to develop an entirely new cross-platform engine to provide them with even more money. How is this evidence of priacy killing Crytek and forcing it to the consoles? The allure of the success of Grand Theft Auto IV, Halo 3, Uncharted II and Call of Duty had more to do with a developers change in direction than piracy. I promise you the advertisements of Crysis pushed its technical achievements quite hard; most people probably pirated it to see if it ran and how good it looked, even people who weren't going to buy it. Again, part of the issue. Piracy pushes some impressive numbers, however this doesn't equate into those same numbers as lost sales. Weird things happens when you make something free, and this has to be taken into consideration. People who wouldn't have bought a title download it since it costs nothing. Thus, the number of pirated copies increases. This cannot be used as an indication of lost sales.
How many TV shows or movies have people watched simply because they were on TV. It doesn't cost anything apart from time to take a look. Similar thing here. As I've said, piracy is a problem, but it's not the problem.
...my 3.5 year old PC is still smashing modern games, because 90% of them are required to run on a console, which keeps PC system reqs quite low.
Which is why they don't sell.
...What caused this sudden shift in business models? I’d love to hear your reasoning, because its pretty obvious to most people that the key issue here is piracy. Companies didn’t decide on a whim to start watering down their titles for shits and giggles. It occurred because of market forces, or more correctly, black market forces.
Sudden shift? Clearly you don't know your history. Why did Microsoft make the Xbox? Why did Sony make the Playstation? Piracy? They did it because they saw the potential that developers are catching wind of; to turn gaming into the largest possible industry on the earth. This isn't some massive, overnight trend that pirates created - it happened because companies like Microsoft and Sony paid a lot of money to help it happen.
Once they had their consoles in peoples lounge rooms, developers learned that in order to broaden the appeal and make more money the games had to be simpler, easier to pick up and play. Long winded tutorials and hour long exposition pieces from PC titles didn't fly, so the game quite literally changed.
Now, with everyone gaming on their couches, the backlash is reaching breaking point. PC Gamers want PC titles, and we're not getting them. We're getting games dumbed down to broaden the appeal to try and get more profits because developers have seen that its possible. Getting a 50% return your game's development was probably considered at one point a pretty good return. Now that profit margain expectation has jumped thanks to the success consoles were able to achieve, and developers are expecting PC titles to keep up. Its a trend that has been happening for a long time. I've addressed it many times. It has little to nothing to do with piracy.
You have no evidence for any of these assertions. If it was a small percentage, we wouldn’t see PC devs deserting the platform in droves.
They're not deserting, they're changing focus. They're following the money and releasing PC ports or multi-platform games. Development costs have sky-rocketed thanks to the expectations for visual presentation, voice acting and general polish. Making normal maps wasn't an issue ten years ago. To keep up, they need to make more money from their games, thus they must either target the biggest market - consoles - or lower their games technical prowess and be prepared to accept less profits. Again, piracy doesn't enter into the picture. Once you add it in, it places additional support for console focused development, but it in no means provdies the only or the biggest reason.
Yes I have, I’ve pointed out that virtually every single PC developer has shifted to multi-platform development. From bioware to Id to valve to epic.
Targeting the largest market is simply good business for companies looking to make money. Why do you think chasing the money means they're running away from piracy when these companies still make PC games?
Because they spread the costs around between the 3 platforms.
Bingo. Why? To increase profit margins. Piracy doesn't enter into the picture.
And there’s more money on the consoles because of piracy levels on the PC. Piracy came first, watered-down console ports second.
Sorry, you're simply not understanding the market forces at play.
Piracy didn't create consoles. Piracy didn't create the Xbox or the Playstation.
(Actually, I read an interesting piece about how chipped PSOnes became so common they actually created a larger intended audience for the Playstation 2 (can't find it on Google, sorry).)
Anyway, there's more money on Consoles because, as I've said, companies like Microsft, Sony and Nintendo have spent billions making it that way. They moved gaming out of the basement on PCs and into the lounge room on Xboxs and Playsation and are making a god damn fortune because of it. Why does this market change suddenly mean piracy killed the PC market? The PC Gaming Market declinded because of the efforts of Consoles infringing on their market and delivering what the majority of customers wanted, not because Piracy pushed Developers to make games for the Consoles to stay in business.
PC gaming is doing just fine, PC sales are not.
Hahaha, what?
"Oh my business? Don't worry, she's going great. We're just dead, is all".
How can you claim that the PC Gaming Industry is dead because of piracy, but that PC Gaming Industry is also doing just fine?
I think it’s a little retarded to point to DRM as if that shows that piracy isn’t a problem for the platform, rofl.
DRM doesn't prevent piracy, it prevents game re-sales. If DRM prevented piracy there wouldn't be a problem, now would there? Thats its intended purpose; to prevent reselling of games to maximise profits on PC titles to bolster the total sales of a PC title. They're doing the same thing to Console titles, as well. Why, is piracy killing console gaming too?
...complaining about the console port rather than explaining the shift to multi-platform development. Like I keep saying, piracy first, shift to console development second. Not the other way round
You've missed my point entirely: remove piracy from your thinking, because its an issue, not
the issue.
Consoles were made because they appeal to a different market than PCs. Nintendo realised this way, way back with the NES.
Consoles now make more money per title because console gaming appeals to more people than PC gaming. Thus, more sales on the Consoles compared to the PC in total. Why? PC Gaming appeal to people who like computers
and games. Consoles appeal to anyone who simply like games. More people like games than the number of people who likes games who
also like to game on their PCs.
Console ports make developers money by increasing the number of potential customers to inclusde all platforms.
Low PC sales result because PC Gamers don't like console games, which have replaced PC Games, which is kind of why the console market was created in the first place.
So, now we're supposed to believe that it actually piracy that has caused PC Gaming's numbers to drop?