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Scanlines's avatar

Lots of productive thoughts in here and the section about the Triple-A industry coughing up blood made me chuckle.

I think for me, my brief stint at university (hated it) and getting into retro really hammered home the sheer price of a lot of modern games/gaming for me. When you can buy a Wii or a DS for £40 in the UK, often cheaper and most Xbox, PS2 and 360 games are below £5, it really puts things into perspective; I can't look at a Triple-A game now without thinking "That costs 2 consoles."

As for your question at the end about worth and what I'm generally willing to pay? If something is £20 or below I'm inclined to try it even if I have only a vague interest in it; that's a sum of money as to where I feel even a single weekend of enjoyment out of it is fair. Between £30-50 I usually mull it over for a few days or make sure there's literally nothing else I want to play otherwise. Anything above £50? I only buy Nintendo games at full price at that bracket, they aren't perfect but I find them consistently not disappointing.

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Jim Mander's avatar

I'm with you on the idea that public funding of game development is essential to the establishment of the medium as a legitimate artistic outlet. In fact, plenty of countries DO publicly funded grants for smaller game developers - I see the loading splash for the German one all the time. However, there are two big issues with the idea of purely publicly backed, freely distributed games.

One is that very few people now actually want to release their passion project for free - back in the day, almost all indie games were free, and had incredibly restrictive releases, where even if they did catch on, they'd be reliant on other unpaid fans working to localize them and patch them. But with XBLA and Steam, publishing to a global platform was no longer out of reach for indies, and the instant they started seeing a few of their contemporaries making numbers, most people abandoned the idea of not eventually trying to turn their work into a profitable venture. Even some of the original freebies, like Cave Story and La Mulana got re-releases to turn a buck - and those were both games that had been available for anyone on the planet to download and play for free, with more content and craft than a lot of AAA games of the time.

The other problem is best illustrated by a story. There was a developer called Tale of Tales, a husband and wife team of artists in Belgium who for a while were semi-notorious for releasing very strange, almost anti-games, like The Path, The Endless Forest, and The Graveyard. Then, in 2015, they released Sunset, which was widely ridiculed, a financial disaster, and caused them to abandon development altogether. At the time, most of the focus was on how they were another victim of Gamergate, and Sunset was simply too political, and so on, but the truth is a bit more complicated. It turns out that they had been developing games while funded by artistic grants in Belgium, and so the numbers they made with their projects didn't really matter as much as how many people got a chance to check them out. However, going into Sunset's development, it seems that the grant system got overhauled, and a specific carveout for game development in particular was added, which they then had to apply to, and it had very different requirements and expectations. The big picture is that they got less of the development costs covered, and the game was generally considered to be a product primarily rather than just an art piece. In trying to adapt, they tried crowdfunding, wound up losing a lot of their money to bad promotional hustles, doubling the price of the game, and all for something that was hopeless as a marketable product anyway.

I don't think it has to be this way, but I also think one of the things driving strong indie success is the idea that they CAN strike it big - they COULD be the next Balatro or Palworld, and they don't necessarily need to hitch their wagon to a big publisher to make it happen. On the other hand, I think more 'artistic' endeavors should probably be handled differently from commercial or more broadly gaming ventures. We deserve to publicly fund both in some way, but I don't know if the nuance is there for anyone who would be in charge of those decisions.

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