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	<title>Comments on: Video Games Are Dead, Long Live Video Games</title>
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	<link>http://technologizer.com/2009/08/10/video-games-are-dead-long-live-video-games/</link>
	<description>Reviews, News, and Opinion About Personal Technology by Harry McCracken &#38; Friends</description>
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		<title>By: Will EA Lead a Games Industry Deflation?&#160;&#124;&#160;Technologizer</title>
		<link>http://technologizer.com/2009/08/10/video-games-are-dead-long-live-video-games/comment-page-1/#comment-29553</link>
		<dc:creator><![CDATA[Will EA Lead a Games Industry Deflation?&#160;&#124;&#160;Technologizer]]></dc:creator>
		<pubDate>Tue, 10 Nov 2009 00:13:02 +0000</pubDate>
		<guid isPermaLink="false">http://technologizer.com/?p=15562#comment-29553</guid>
		<description><![CDATA[[...] I&#8217;ve written before, the games industry is facing a crisis now, and not just because of the recession. The cost of game [...]]]></description>
		<content:encoded><![CDATA[<p>[...] I&#8217;ve written before, the games industry is facing a crisis now, and not just because of the recession. The cost of game [...]</p>
]]></content:encoded>
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	<item>
		<title>By: RSS For Gadgets &#187; &#8216;Freemium&#8217; reaps a premium for games</title>
		<link>http://technologizer.com/2009/08/10/video-games-are-dead-long-live-video-games/comment-page-1/#comment-26767</link>
		<dc:creator><![CDATA[RSS For Gadgets &#187; &#8216;Freemium&#8217; reaps a premium for games]]></dc:creator>
		<pubDate>Mon, 28 Sep 2009 05:27:58 +0000</pubDate>
		<guid isPermaLink="false">http://technologizer.com/?p=15562#comment-26767</guid>
		<description><![CDATA[[...] Hardcore gaming has led to a blockbuster culture, similar to Hollywood films, with high production costs. &#8220;The time is quickly approaching when development costs escalate beyond viability,&#8221; says the tech blogger Jared Newman. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Hardcore gaming has led to a blockbuster culture, similar to Hollywood films, with high production costs. &#8220;The time is quickly approaching when development costs escalate beyond viability,&#8221; says the tech blogger Jared Newman. [...]</p>
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	<item>
		<title>By: Why Shadow Complex&#8217;s Impressive Sales Matter&#160;&#124;&#160;Technologizer</title>
		<link>http://technologizer.com/2009/08/10/video-games-are-dead-long-live-video-games/comment-page-1/#comment-24928</link>
		<dc:creator><![CDATA[Why Shadow Complex&#8217;s Impressive Sales Matter&#160;&#124;&#160;Technologizer]]></dc:creator>
		<pubDate>Wed, 02 Sep 2009 15:57:28 +0000</pubDate>
		<guid isPermaLink="false">http://technologizer.com/?p=15562#comment-24928</guid>
		<description><![CDATA[[...] the cost of big-budget game development spiraling upwards, the games industry is practically killing itself. Smaller, downloadable games could be the way out, provided they&#8217;re substantial enough to [...]]]></description>
		<content:encoded><![CDATA[<p>[...] the cost of big-budget game development spiraling upwards, the games industry is practically killing itself. Smaller, downloadable games could be the way out, provided they&#8217;re substantial enough to [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Teddy Software Info</title>
		<link>http://technologizer.com/2009/08/10/video-games-are-dead-long-live-video-games/comment-page-1/#comment-23091</link>
		<dc:creator><![CDATA[Teddy Software Info]]></dc:creator>
		<pubDate>Wed, 12 Aug 2009 02:35:04 +0000</pubDate>
		<guid isPermaLink="false">http://technologizer.com/?p=15562#comment-23091</guid>
		<description><![CDATA[all video games are now days is movies you can play LOL and 60million dollars?]]></description>
		<content:encoded><![CDATA[<p>all video games are now days is movies you can play LOL and 60million dollars?</p>
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		<title>By: Seumas</title>
		<link>http://technologizer.com/2009/08/10/video-games-are-dead-long-live-video-games/comment-page-1/#comment-22937</link>
		<dc:creator><![CDATA[Seumas]]></dc:creator>
		<pubDate>Tue, 11 Aug 2009 04:35:45 +0000</pubDate>
		<guid isPermaLink="false">http://technologizer.com/?p=15562#comment-22937</guid>
		<description><![CDATA[It&#039;s unfortunate that they have to settle for making little time-wasters on cell phones, though. And even then, something to seriously compete costs a nice chunk of money to develop. You&#039;re competing with actual companies.

It used to be that you could develop on the main gaming platform with little or no investment cost in a team of as little as one person doing it only as a hobby (as mentioned previously).

Now, you can&#039;t even develop for the main platform(s) without spending tens of thousands of dollars for their development kits. That&#039;s assuming you just happen to know how to use their tools.

You can&#039;t even be a Carmack or Cliffy B anymore. You don&#039;t just strike out, make something cool, found your own company along the way and become successful development/design gods. Those paths have already been taken. It&#039;s like a lot of other aspects of the tech industry. Two decades ago, you could get to the top with some ambition and self-education. Now, most people have to go to college for a degree specifically aimed at the career that didn&#039;t even exist a couple decades ago. Then -- and this goes both for game development and most of the tech industry in total -- you step into a bottom-end job and work your way up in a big fat corporation where everything is structured and every move has to impact the corporate bottom line and some day you might have a break through and get noticed and get your own project. It strike me as becoming a more traditional work path and less an art. Like being a public accountant and joining a company that needs an accountant. Nothing more.

There are some indies and some under-dogs, but as I mentioned, it seems like even those guys -- aside from knowledge -- need massive investments of cash to do their thing. Didn&#039;t Braid cost Blow well over six figures? And that was a one man operation that took several years.

I would be interested to know what the smallest game production company is that ever got a game published on the 360 or PS3 as a retail full item (or for that matter, even on the playstation network store or xbox live arcade). I bet it would still be a multi-million dollar company -- other than Blow&#039;s Braid who I guess just lucked out and had the right connections or something.

I understand a lot of this is because we, as gamers, demand a lot out of our games now. Even though they&#039;re ridiculously short for the most part, we demand great music and sound tracks and voice acting and graphics... but still... why does a game like Grand Theft Auto IV *have* to cost $60,000,000?! What exactly about it necessitates that much money?]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s unfortunate that they have to settle for making little time-wasters on cell phones, though. And even then, something to seriously compete costs a nice chunk of money to develop. You&#8217;re competing with actual companies.</p>
<p>It used to be that you could develop on the main gaming platform with little or no investment cost in a team of as little as one person doing it only as a hobby (as mentioned previously).</p>
<p>Now, you can&#8217;t even develop for the main platform(s) without spending tens of thousands of dollars for their development kits. That&#8217;s assuming you just happen to know how to use their tools.</p>
<p>You can&#8217;t even be a Carmack or Cliffy B anymore. You don&#8217;t just strike out, make something cool, found your own company along the way and become successful development/design gods. Those paths have already been taken. It&#8217;s like a lot of other aspects of the tech industry. Two decades ago, you could get to the top with some ambition and self-education. Now, most people have to go to college for a degree specifically aimed at the career that didn&#8217;t even exist a couple decades ago. Then &#8212; and this goes both for game development and most of the tech industry in total &#8212; you step into a bottom-end job and work your way up in a big fat corporation where everything is structured and every move has to impact the corporate bottom line and some day you might have a break through and get noticed and get your own project. It strike me as becoming a more traditional work path and less an art. Like being a public accountant and joining a company that needs an accountant. Nothing more.</p>
<p>There are some indies and some under-dogs, but as I mentioned, it seems like even those guys &#8212; aside from knowledge &#8212; need massive investments of cash to do their thing. Didn&#8217;t Braid cost Blow well over six figures? And that was a one man operation that took several years.</p>
<p>I would be interested to know what the smallest game production company is that ever got a game published on the 360 or PS3 as a retail full item (or for that matter, even on the playstation network store or xbox live arcade). I bet it would still be a multi-million dollar company &#8212; other than Blow&#8217;s Braid who I guess just lucked out and had the right connections or something.</p>
<p>I understand a lot of this is because we, as gamers, demand a lot out of our games now. Even though they&#8217;re ridiculously short for the most part, we demand great music and sound tracks and voice acting and graphics&#8230; but still&#8230; why does a game like Grand Theft Auto IV *have* to cost $60,000,000?! What exactly about it necessitates that much money?</p>
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	<item>
		<title>By: mathiastck</title>
		<link>http://technologizer.com/2009/08/10/video-games-are-dead-long-live-video-games/comment-page-1/#comment-22932</link>
		<dc:creator><![CDATA[mathiastck]]></dc:creator>
		<pubDate>Tue, 11 Aug 2009 02:37:06 +0000</pubDate>
		<guid isPermaLink="false">http://technologizer.com/?p=15562#comment-22932</guid>
		<description><![CDATA[Now is a great time for a 1 man or small team to put out an Iphone or Android game (according to preference).]]></description>
		<content:encoded><![CDATA[<p>Now is a great time for a 1 man or small team to put out an Iphone or Android game (according to preference).</p>
]]></content:encoded>
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	<item>
		<title>By: AJ</title>
		<link>http://technologizer.com/2009/08/10/video-games-are-dead-long-live-video-games/comment-page-1/#comment-22929</link>
		<dc:creator><![CDATA[AJ]]></dc:creator>
		<pubDate>Tue, 11 Aug 2009 01:51:38 +0000</pubDate>
		<guid isPermaLink="false">http://technologizer.com/?p=15562#comment-22929</guid>
		<description><![CDATA[@Seumas,

Good comment. I agree, the high development costs sometimes get away with innovation in games.]]></description>
		<content:encoded><![CDATA[<p>@Seumas,</p>
<p>Good comment. I agree, the high development costs sometimes get away with innovation in games.</p>
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	</item>
	<item>
		<title>By: Seumas</title>
		<link>http://technologizer.com/2009/08/10/video-games-are-dead-long-live-video-games/comment-page-1/#comment-22922</link>
		<dc:creator><![CDATA[Seumas]]></dc:creator>
		<pubDate>Tue, 11 Aug 2009 00:51:55 +0000</pubDate>
		<guid isPermaLink="false">http://technologizer.com/?p=15562#comment-22922</guid>
		<description><![CDATA[Production costs exceeded viability for all but the biggest a long time ago. We&#039;ve gone from the guy making a videogame in his spare time at home and bundling it in a zip-loc bag with a hand-made manual and map that he sold for ten bucks to massive production houses financed by multi-billion dollar companies that make or ruin careers in a single title with a $50mm budget.

Not only are fewer risks taken, but there&#039;s less variety and less advancement even with each iteration (see the Call of Duty series, for example). Every game ends up playing like a movie and the ultimate goal seems to simply make games interactive movies.

There are indie developers out there, but even that is not cheap. You might be one guy making Braid, but you&#039;re still going to have to put your house up to raise capitol to make the game.

Videogames aren&#039;t the only arena where this has been seen, though. A lot of technologies that once catered to the enthusiast with an idea and a passion are quickly becoming out of reach. For example, it is less rare for a single guy today to just pop out an idea on the internet and have a new sensation. A decade ago, a couple guys in a dorm room could manually add some websites to an index and call it a search engine and a decade later they&#039;re billionaire search engine moguls. Today, you have to either know every aspect of the backend technologies and develop them yourself as well as all the front-end presentation and interface technologies or you have to pay through the nose for a team to help implement your idea at a couple hundred bucks per hour.

It&#039;s myopic to say &quot;everything has already been done&quot;.

It&#039;s realistic to say &quot;pretty much all of the easy, cheap, low-entry stuff has been done&quot;.]]></description>
		<content:encoded><![CDATA[<p>Production costs exceeded viability for all but the biggest a long time ago. We&#8217;ve gone from the guy making a videogame in his spare time at home and bundling it in a zip-loc bag with a hand-made manual and map that he sold for ten bucks to massive production houses financed by multi-billion dollar companies that make or ruin careers in a single title with a $50mm budget.</p>
<p>Not only are fewer risks taken, but there&#8217;s less variety and less advancement even with each iteration (see the Call of Duty series, for example). Every game ends up playing like a movie and the ultimate goal seems to simply make games interactive movies.</p>
<p>There are indie developers out there, but even that is not cheap. You might be one guy making Braid, but you&#8217;re still going to have to put your house up to raise capitol to make the game.</p>
<p>Videogames aren&#8217;t the only arena where this has been seen, though. A lot of technologies that once catered to the enthusiast with an idea and a passion are quickly becoming out of reach. For example, it is less rare for a single guy today to just pop out an idea on the internet and have a new sensation. A decade ago, a couple guys in a dorm room could manually add some websites to an index and call it a search engine and a decade later they&#8217;re billionaire search engine moguls. Today, you have to either know every aspect of the backend technologies and develop them yourself as well as all the front-end presentation and interface technologies or you have to pay through the nose for a team to help implement your idea at a couple hundred bucks per hour.</p>
<p>It&#8217;s myopic to say &#8220;everything has already been done&#8221;.</p>
<p>It&#8217;s realistic to say &#8220;pretty much all of the easy, cheap, low-entry stuff has been done&#8221;.</p>
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