Weekend Confirmed 114 - Diablo 3, Max Payne 3, Lost Planet 3
by Garnett Lee, May 25, 2012 12:00pm PDTDiablo 3 has strengthened its hold on Jeff Cannata who really only wants to talk about his barbarian, but there's so much more to cover. Garnett returns to the driver's seat after spending last week getting a sneak peek at some of the big games ready to vie for the spotlight at E3. "Indie" Jeff and Andrea Rene complete the adventuring party that gets down to business discussing their varying degree of anticipation for E3, the demise of 38 Studios, and the plight of subscription model MMOs, whether Max Payne 3 actually improves the gunplay over previous Rockstar open world games, and a handful of other games including Lost Planet 3 and Rock Band Blitz. Put a bird on it with Finishing Moves and you've got one massive show to take along on the Memorial Day weekend.
Weekend Confirmed Ep. 114: 05/25/2012
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Weekend Confirmed comes in four segments to make it easy to listen to in segments or all at once. Here's the timing for this week's episode:
Show Breakdown:
Round 1 00:00:40 – 00:25:44
Whatcha Been Playing Part 1 00:26:31– 00:55:52
Whatcha Been Playing Part 2 00:56:46 – 01:23:42
Listener Feedback/Front Page News 01:24:34 – 01:57:49
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Original music in the show by Del Rio. Get his latest Album, The Wait is Over on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page, and follow him on twitter @delriomusic.
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Comments
Who are you referring to when saying, "people", "gamers", "them, they"?
One quite that is fantastically succinct by Andrea:
Well, that's the problem that (Kingdoms of Amalur) Reckoning had, right? People were still playing Skyrim and it wasn't a better game than Skyrim
I know who these people are. The same people. The gamers, the hobbyists, the hardcore; the most apt way of describing them is the people who play those types of games.
I've posted previously that the notion that similar products released around the same time get less sales is a fallacy. NPDs from 2006-2010 all proved this point when I cited it. Real quick, if you don't recall: iPhones were selling more and more and more and when a breakout game sold, it sold just as well and with whatever system it was on. Specifically, huge iPhone sales and App sales, but when Mario Kart debuted, Wii sales were insane. The same data even suggests that when a terrific game comes out, games similar sell better.
So back to the hobbyists. It is not a problem to be a hobby gamer, enthusiast gamer, what have you. I'm one, and I'm confident all lurking here and posting here are, too. We're only 1 million constant and 5-6 million periodically when out in force, purchasing games. We are a minority in the industry, and we only have so much time.
Jeff simply doesn't have enough time to play DIablo 3 and Tera. Add 6 million more people with that same problem, and bam: 6 million people playing Diablo 3 and not Tera, not Reckoning, not [insert game]. This isn't to say they won't play it eventually, but really we hobbyists tend to flock to the high-profile stuff. How do we know this? Back to the sales! The high profile "hardcore" games sell in the same range. The rest competing for our already RAVENOUSLY competitive market share get shoveled to the side like morning snow.
My interest here is information. I want you all to KNOW why X game isn't selling millions, why Y MMO isn't "succeeding". Yes, let's talk about "success". It's not as nebulous as you might think.
The goal of a business is to serve people. They get the infrastructure to serve people by making customers. Why customers? They have the money. Businesses that focus on short-changing, profit hustling, and make-or-break ventures that strive to capitalize beyond anything else fail in the end. Always. Every time. "Sustainability" is a bit of a shadow puppet thing. If you aren't generating more revenue though making new customers, you're business is dying. Why? Everything slowly gets more expensive. The electric bill in your studio building, costs of raises and bonuses to your staff to get them to make better content, the water bill, the lightbulb replacements, the internet service, EVERYTHING about the infrastructure of the process gets more expensive with time. If you want to sustain, you have to grow your market.
If you're an indi dev and just want to get out a game to please people and you bypass these traditional means of making and getting your game to customers, then any combination of these things can affect you. One of the great things about the scene is the ability to bypass some of the infrastructure problems plaguing high-profile and traditional game makers. Keep in mind, Minecraft has a general total of 9 million across all their platforms. The last 2D Mario game is staring down 50 million+.
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