Wednesday, October 21, 2009

THE ESSAY!!










For the essay I decided to do the 3rd question in regards to 'Professionals' versus amateurs and the challenges that 'Professionals' face when amateurs are able to create digital content that was once a job left to 'Professionals'. I chose to do it on Video Games.


The production of video games was once a job left to professionals but the Internet has enabled everyday users to access the tools needed to create a reasonable gaming experience that anyone can enjoy. With the speed of the Internet, a cost effective, easy-to-make game can turn into a social phenomenon that can have millions of people playing worldwide within minutes. This raises questions about where professionals of game design for consoles, such as the Play Station 3 (PS3),
are left when amateurs produce content quickly and cost effectively, with a larger audience of players. This essay will explore the effects that cheap online games have on the consumption of large budget games made for consoles, starting with the price of games.

As the prices of games get more expensive consumers are expected to pay more for their games, but this does not mean companies are bringing in more profits. (
Richtel 2009) Free or low cost online games have millions of player’s everyday (Richtel 2009) which are taking valuable customers away from the retail games that are available. A study conducted by GFK Australia showed that Australians bought 15.4 million video games in 2007 (Australians spend 1.3 billion on games 2008) . But this is a small comparison compared to the amount of people who play online games, a staggering 217 million people worldwide (Comscore 2007). This is a problem for companies who spend millions of dollars to create a visually enticing game that no one will buy because they are able to play games online for a fraction of the price. The average cost to make a game for consoles like the PS3 and Xbox 360 is now about $26 million.(Richtel 2009) This is a huge price considering that the average game can go for around $65.The price of purchasing retail games is a big reason why players tend to play more games online.

Free or low cost online games can take from as little as an hour to make. (
Instructables 2008) This is a tiny fraction of the time that it takes to produce a large budget game that has been worked on by professionals for hours. It is hard to establish the average amount of time and money that is put into games made for expensive consoles but figures like three years and five million dollars may sound about right. (Bethke 2003, p.261) In 2007 ‘forty-five businesses in Australia involved in game design made $136.9 million and incurred costs of $128.5 million.” (Australian Bureau of Statistics Releases Data on Local Games Industry 2008) This meant a very small margin of profit for the game designers. Over two-thirds of the amount spent on producing the game went on the hiring of employees (Australian Bureau of Statistics Releases Data on Local Games Industry 2008). Game designing is a time consuming job that may not pay what it is worth and there is no way to raise paychecks if the industry is finding it hard to profit.

The video games equal violent children debate has now been disagreed by many, as most consumers are considered to be adults who play games that can improve ‘problem solving skills, team-building skills and better communication skills.’ (Chappell et al 2004, p.1) This shows that adults, who have choice to play what they feel, are more likely to buy games from stores. But statistics have shown that the controlling of youth by parents and guardians may have an effect on the games that are actually purchased in stores. (
Martin & Oppenheim 2007, p.2) A study in America found that over half of adolescents are restricted to play games found suitable by their parents. (Martin & Oppenheim 2007, p.2)This can have a decreasing effect on the games that are purchased from stores. It can also cause adolescents to play more games online as parents don’t have as much control over what they do while they are on the computer.

It is interesting why those who are interested in games would rather play a game with hardly any narrative and a poor gaming experience then the professionally made games that offer an excellent game experience that sometimes stimulates real life. One reason that Choi and Kim offer is because customer’s practice ‘customer loyalty.’ (Choi & Kim 2004, p. 12) Customer loyalty is when customers return to games made by the same company as they are loyal to that particular brand. This can be evident with games from brands such as
Zynga and Playfish. These brands have released numerous games since they were established which shows customer awareness to that brand. These brands incorporate ‘social interaction’ in their games, where people are able to meet and interact with others playing the same game. (Choi & Kim 2004, p. 14) Linking these games to Facebook offers a closer social interaction as they enable users to play with people they are friends with. Although game consoles like the PS3 and Xbox 360 offer online play it is less personal as many of the games don’t offer a personalized avatar and the gaming experience can remain anonymous for most.

The point to make about video games is that it is just another form of entertainment that is a different experience for different people. (
Poole 2000, p.13). Whether or not it is made by an amateur game designer or a million dollar company the point is that the programs available have made it easier for people to create something that others can enjoy. As long as the professional’s talents are recognized, as there is a huge difference in the quality of the final product, then there should be no problem with people having a go at designing a game that will bring joy to someone’s life, or in some cases do the opposite. Although the game industry has been threatened by cheaper computer games the more expensive consoles will always offer a better gaming experience, as well as a more Professional standard of gaming, which will stabilize their place in the gaming world.



References


Australian Bureau of Statistics Releases Data On Local Games Industry 2008, Kotaku Australia Website, April 11
http://www.kotaku.com.au/2008/04/australian_bureau_of_statistics_releases_data_on_local_games_industry/

Australians Spend $1.3 Billion on Games 2008, News.com.au, January 22,
http://www.news.com.au/technology/story/0,25642,23089959-5014239,00.html

Bethke, Erin 2003, Game Development and Production, Wordware Publishing, US

Chappell, Darren Gri ffiths, Mark Wood, Richard, 'The Structural Characteristics of Video Games: A Psycho-Structural Analysis,' CYBERPSYCHOLOGY & BEHAVIOUR, vol 7, no. 1, pp. 1-10

Choi, Dongseong & Kim, Jinwoo 2004, 'Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty,' CYBERPSYCHOLOGY & BEHAVIOUR, vol 7, no. 1, pp. 11-24

How to make real computer games 2008, Instructions on how to make a computer game in one hour, The Instructables Website, March 23,
http://www.instructables.com/id/How-to-make-simple-computer-games.

Martin, Suzanne & Oppenheim, 'Video Gaming: General and Pathological Use,' Trends and Tudes, vol 6, no.3, pp. 1-7

Poole, Steven 2000, Trigger Happy: Video Games and the Entertainment Evolution, online edition,
http://stevenpoole.net/blog/trigger-happier/

Richtel, Matt 2009, 'Video Game Makers Challenged by the Next Wave of Media,' New York Times, 29 March, 2009

Worldwide Online Gaming Community Reaches 217 Million People 2007, Comscore Website, Online Press Release, London, UK, July 10,
http://www.comscore.com/Press_Events/Press_Releases/2007/07/Worldwide_Online_Gaming_Grows