• Re: It's not just you... developers hate MTX too

    From Rin Stowleigh@21:1/5 to All on Tue Aug 20 07:16:53 2024
    Of course developers don't like them. MTX and related monetization
    tricks are what happens when marketing douchebags and bean counters
    are allowed to make decisions about product direction. And in any
    industry, allowing such has never done anything but result in an
    inferior product.

    I guess the only real news is that historically gamers have a history
    of referring to "the developers" of a game in a way that includes the
    marketing douchebags and bean counters into the same category, as if
    everyone in the company has common interests.

    Perhaps the real enemy is bonuses and stock options as incentives for
    the development team. A lot of these endeavors have creative
    directors who have financial incentive to increase the games sales.
    This puts pressure on them to cave into the money grabs, if not even
    focus on sales numbers as a goal rather than focusing on how enjoyable
    the game is.

    Actual software developers also usually have stock option incentives,
    but either their options package isn't attractive enough in terms of
    earning potential to really make a difference, or (more commonly) it's
    not the developer's first rodeo, and he's already savvy enough to know
    that options are a scam.

    Flat salaries are probably the only solution, but don't count on them
    ever happening.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Rin Stowleigh on Tue Aug 20 07:23:42 2024
    On 8/20/2024 4:16 AM, Rin Stowleigh wrote:

    Of course developers don't like them. MTX and related monetization
    tricks are what happens when marketing douchebags and bean counters
    are allowed to make decisions about product direction. And in any
    industry, allowing such has never done anything but result in an
    inferior product.

    I guess the only real news is that historically gamers have a history
    of referring to "the developers" of a game in a way that includes the marketing douchebags and bean counters into the same category, as if
    everyone in the company has common interests.

    By "developers" we mean the company developing the game.

    Perhaps the real enemy is bonuses and stock options as incentives for
    the development team. A lot of these endeavors have creative
    directors who have financial incentive to increase the games sales.
    This puts pressure on them to cave into the money grabs, if not even
    focus on sales numbers as a goal rather than focusing on how enjoyable
    the game is.

    Actual software developers also usually have stock option incentives,
    but either their options package isn't attractive enough in terms of
    earning potential to really make a difference, or (more commonly) it's
    not the developer's first rodeo, and he's already savvy enough to know
    that options are a scam.

    Flat salaries are probably the only solution, but don't count on them
    ever happening.

    This is not limited to software, it is the way almost ALL companies are.
    Flat salaries aren't going to help, you need to get rid of
    shareholders with their demands for "money NOW!" and business schools
    teaching "the next quarterly report is the only thing that matters!"

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Rin Stowleigh@21:1/5 to dtravel@sonic.net on Tue Aug 20 19:22:59 2024
    On Tue, 20 Aug 2024 07:23:42 -0700, Dimensional Traveler
    <dtravel@sonic.net> wrote:

    On 8/20/2024 4:16 AM, Rin Stowleigh wrote:

    Of course developers don't like them. MTX and related monetization
    tricks are what happens when marketing douchebags and bean counters
    are allowed to make decisions about product direction. And in any
    industry, allowing such has never done anything but result in an
    inferior product.

    I guess the only real news is that historically gamers have a history
    of referring to "the developers" of a game in a way that includes the
    marketing douchebags and bean counters into the same category, as if
    everyone in the company has common interests.

    By "developers" we mean the company developing the game.

    Then it becomes impossible to categorize their perspective in a single
    bucket. Different roles within an organization bring many different perspectives.

    I just call them game companies or vendors, usually. Development is
    one of many roles within.

    Perhaps the real enemy is bonuses and stock options as incentives for
    the development team. A lot of these endeavors have creative
    directors who have financial incentive to increase the games sales.
    This puts pressure on them to cave into the money grabs, if not even
    focus on sales numbers as a goal rather than focusing on how enjoyable
    the game is.

    Actual software developers also usually have stock option incentives,
    but either their options package isn't attractive enough in terms of
    earning potential to really make a difference, or (more commonly) it's
    not the developer's first rodeo, and he's already savvy enough to know
    that options are a scam.

    Flat salaries are probably the only solution, but don't count on them
    ever happening.

    This is not limited to software, it is the way almost ALL companies are.

    That's why I opened with "And in any industry, allowing such has never
    done anything but result in an inferior product."

    Flat salaries aren't going to help, you need to get rid of
    shareholders with their demands for "money NOW!" and business schools >teaching "the next quarterly report is the only thing that matters!"

    Agree about shareholders but that's getting into a bigger discussion
    about a bigger problem that's related only in that it's about money
    (but so are many of life's problems not just corporate ones),
    inevitable long-term results of capitalism, yada yada. So I was
    trying to keep it semi-focused on the ideas around what the employees
    who are actually creating the product (not every employee in the
    company -- at least for the scope of my post) think about monetization
    schemes.

    Of course, folks who chose finance/accounting as a career are going to
    want to see impressive bottom lines and will care more about that than
    the actual product development team. Marketing wants to be able to
    brag about the measurable results of their campaign ideas .. again
    measured in profits.

    But what about product development? Everyone from testers to
    developers to leads to managers and directors and c-levels. If their
    salaries were not incentivized around profit, they would have only
    incentive to create a product they would be proud of (not just be
    proud of the sales of).

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Wed Aug 21 10:27:06 2024
    On 19/08/2024 18:21, Spalls Hurgenson wrote:

    DevCom is a developer conference in Germany where developers --largely
    from the video-games industry-- can come together to discuss and learn
    about various industry-wide issues. Although it's been around for
    almost a decade, it's a fairly low-key event because it's a lot less
    about marketing specific games, and more about the nitty-gritty
    details of coding them. After all, it doesn't make for exciting
    marketing copy to say "developers of 'Call of Battlefield 19' went to
    talk about AI-assisted texture-upscaling". So DevCom doesn't get a lot
    of press.

    Still, there's sometimes a few bangers that come out from the
    conference.

    Like this year, when nearly 90% of respondents* answered that they
    believe that video-games (more specifically, AAA games on console and
    PCs) can survive just fine just from the revenue taken in from initial
    sales, and that additional purchases (MTX, cosmetics, lootboxes,
    whatever) aren't necessary. The vast majority also said they PREFERRED
    that revenue model over any other one too.

    All the bullshit extra expenses aren't being pushed on end-consumers
    because the developers think it's a good idea. They aren't building it
    into their games because they think it makes them better, or offers
    features that they otherwise couldn't provide. It's entirely something
    the upper-levels are forcing upon them (and then down onto the
    end-users) to milk the customers for every penny.

    Keep that in mind the next time some exec or marketing hack tells us
    about how excited they are to offer us "live service" features because
    they feel it will "add to the experience" and how things like MTX and
    season passes are the only way to fund them. You know it's bullshit.
    The guys actually making the games know it is bullshit. The old-school "buy-to-play" model is perfectly viable, and the only reason companies
    like EA, Activision and Ubisoft are pushing towards 'live service'
    models is to grab ever more money for themselves.


    Obviously we are never going to go back to the the likes of the 80's
    when the driving force beyond quite a few games is they were developed
    as the developer wanted to play that type of game. Nor would I say that
    you don't need people in businesses who actually understand how to run
    them beyond implementing games*.

    Where it seems have gone wrong is instead of all groups having a level
    of control of the game experience it's the one whose only interest in
    games is how to make money from that gets to call all the shots.

    Personally I'm not sure how it will change as regardless of how much
    'moaning' gamers do about not liking MTX there's still a substantial
    number that keep it as not just viable but lucrative. Personally I doubt
    I'll ever play a live service game again due to my experience in the
    direction World of Tanks went and just generally what seems to be going
    on with them. To put it simply the games are driven too much by how to
    push MTX and not enough of will I enjoy playing it.

    *Admittedly, having no talent in how to run a business often seems to be
    no bar to getting paid handsomely for doing just that.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)