{"id":2102,"date":"2014-03-06T22:39:43","date_gmt":"2014-03-06T12:39:43","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=2102"},"modified":"2014-03-06T22:50:49","modified_gmt":"2014-03-06T12:50:49","slug":"the-long-view-part-two-price","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2014\/03\/06\/the-long-view-part-two-price\/","title":{"rendered":"The Long View Part Two: Price"},"content":{"rendered":"
<\/a>Last time<\/a> I talked about the history of the video game industry; \u00a0how we got from coin-operated games to home consoles, and from open format consoles to proprietary ones, and how — and why — console makers keep control over the speed at which games are released on their consoles. \u00a0We also talked about how a mass, rapid-communications medium such as the Internet could perhaps have helped prevent the video game industry crash of 1983, which is still the defining moment of the modern industry.<\/p>\n Today, we’re going to talk about game finances; \u00a0how professional games are funded, how they’re purchased, and how these models have affected what kinds of games were built. \u00a0And how all of these have changed over time.<\/p>\n <\/p>\n At the start of the video game industry, in the days of the coin-op cabinets, games were built for the mass-market.\u00a0 They were designed to catch people’s attention and entertain them for a short period of time.\u00a0 People would pay (in the US) a quarter, and receive (on average) about 90 seconds of entertainment.\u00a0 A single company would both produce the game and construct the game cabinets.\u00a0 Those cabinets would then be sold or leased to property owners, who would then operate them.<\/p>\n As the industry expanded, things became a little different — studios created products, and those products were then sold via distributors to shops, who on-sold the games to consumers. \u00a0On the surface, this seems like a pretty sane approach; \u00a0the studio can think about making a great game, leaving the manufacturing and distribution logistics to the distributors, and the retail sales to the shops.\u00a0 This is how the industry worked for a very long time.<\/p>\n But this approach changed.<\/p>\n The mid-90s were a turbulent time in the video game industry. \u00a0There was a lot of new technology coming out which made it more expensive to make video games.\u00a0 Commercial video games have always, always been sold primarily on their graphics, and something happened in the 90s which changed the world of video games in a very fundamental way. \u00a0And that something was a little game called\u00a0Myst<\/a>.<\/p>\n Myst was revolutionary in a lot of ways. \u00a0It had better 3D graphics than anyone had seen at that point (although they’re quite primitive by today’s standards). \u00a0It had a largely non-confrontational plot. \u00a0It had real puzzles woven seamlessly into its world.\u00a0 And all of those were big changes.\u00a0 But the thing which changed the industry was that it was delivered on a CD-ROM<\/a> (which previously had primarily been used to deliver encyclopedias and other large reference works). \u00a0This was the moment when video games stopped being “as much as we can fit on a 1.4 megabyte floppy disk”, and started being “as much as we can fit on a 600 megabyte CD”. \u00a0In a heartbeat, consumer expectations about what would be included in a video game increased by a factor of several hundred. \u00a0The amount of work required in order to generate a “modern” game had just increased drastically, in a very short period of time.<\/p>\n The funny thing, of course, was that games still needed to be sold for approximately the same price. \u00a0Consumers simply wouldn’t bear higher prices for games, but now games required quite a lot more investment in order to bring to market.<\/p>\n So the cost to create a modern game was spiking upwards on the artistic front (have to generate enough art assets to fill a CD, instead of a floppy disk). \u00a0It wasn’t many years until the first consumer 3D accelerator cards were produced and became surprisingly (to me) successful. \u00a0As 3D accelerators became more and more complicated, achieving modern visuals started to require more and more programmers, in addition to those extra artists which had been required since Myst. \u00a0All of this was dramatically raising game creation costs, without an increase in the sale price of the final game, or much of an increase in the size of the market. \u00a0In effect, profits were dropping straight through the floor.<\/p>\n