MudMan

joined 1 year ago
[–] MudMan@kbin.social 0 points 10 months ago (13 children)

See what I mean? That's nuts. That's a nuts sentence right there. Imagine having a brand so sticky that people go "but did they do something really bad recently?

For the record, Valve's games run loot boxes today. Like, right now you can buy loot boxes from Valve. CS gambling is also still happening, although I'm not into it enough to know how much better it is these days.

They invented the battlepass, too, that's a Dota 2 thing. Hey, remember how people refer to buying cosmetics for games as "buying hats"? That one's from TF2. Oh, and technically the trading cards you get for purchases are NFTs,, since the term doesn't require the tokens to be stored in a blockchain.

And then there's the dev side. Everybody was super pissed with them on that end while they were figuring out greenlight processes, which... I'm not sure if they did or people just kinda got used to what's there. And if you're around devs you'll know that Valve's whole deal is to tell people what to do and give them zero support to do it. And there are other horror stories about shadowbans and Apple-style manual rejections and delistings and stuff, but at that point you're getting more into inside baseball and I wouldn't expect it to be shaping public perception at all.

[–] MudMan@kbin.social -2 points 10 months ago

Sony have very, very few straight exclusivity deals these days, they have a super robust first party network. Nintendo and them are very comparable, in fact. Especially in that Nintendo works with more third parties or partially owned "second parties" than you'd think, since people presume anything using their IP is their game, even when it's not.

In any case, they're both as not-comparable, in that Epic games run on the same hardware and platform as Steam games, Linux compatibility aside. You don't have to pay any extra money to switch back and forth.

Epic legitimately hasn't done anything Nintendo, Sony or Microsoft haven't done on the regular. In fact, the current "boo, we hate non-Steam PC launchers" trend overlaps with the old "boo, we're pissed that former console exclusive X is going multiplatform", which was a surreal few years there.

Also, hell yeah, it's morally superior to give more of the money to the dev while charging the same up front to consumers. 100%. Every time. Epic is not doing it because they're nice, they're doing it to attract talent to their platform, which is exactly why you want competition between multiple storefronts instead of a monopoly. But that doesn't take it away from them, that's the better answer.

[–] MudMan@kbin.social -4 points 10 months ago (10 children)

Well, that's cultivating an image.

I have this conversation weirdly often around here. Steam launched under a TON of pushback. They effectively did what people criticise Epic for doing and locked down Half-Life 2 under Steam, and in turn under always-online DRM. People were very angry, nobody wanted that crap and it was pretty controversial. As I recall, Valve didn't react much. They just kept going, adding more first and third party content until they were the de facto storefront. They targeted their publishing and purchasing strategies to keep content first and consistently avoided controversy via the silent treatment, outside of having Gabe talk in public here and there and keeping his persona out there, along with a couple of select employees, although once they phased out game development for pure publishing even that went away.

They are very careful to not demistify themselves and to keep that semi-accidental conflation of being the de facto monopoly with being pro-consumer. It's kind of insane how resilient to speaking publicly or being perceived as speaking publicly they are, especially with how much they had to let go of that in regards to the scandals related to CS gambling grey markets, game greenlighting processes and a few other key snafus. But it works. The brand is sticky and they know if they don't say anything the community will do the job for them, so they just... shut up, avoid constructed corpo PR when they can and favor having their content makers handle communication whenever they can, including product launches.

By the numbers Valve is a fairly standard tech upstart: comes from Microsoft vets, uses traditional disruption tactics, throws everything against the wall to see what sticks, fixes broken things later. Their branding is up there with Coca-Cola, though. Hell, Disney wishes they looked as squeaky clean as the "we had kids gambling on gun skins" guys. It's kinda nuts.

I mean, good for them. I don't know why they aren't more of a mainstay in PR and marketing degrees. It's kind of amazing.

[–] MudMan@kbin.social 2 points 10 months ago

To be clear, it's not less DRM-y, it's straight up DRM-free.

They had a poll at one point asking the community whether they were fine with DRM-enabled games and/or modern releases. As I understand it, the community said yea to modern games, nay to DRM, so now they do games of all ages but only if they're willing to give up on DRM.

I'm amazed they haven't turned back on that, because a couple years ago they were bleeding money and you can tell they really need to cut costs or increase revenue somewhere. But hey, at least you can back up your library.

[–] MudMan@kbin.social 9 points 10 months ago (8 children)

Yeah, man, screw Nintendo.

Brand perception is a universal mystery.

[–] MudMan@kbin.social 2 points 11 months ago* (last edited 11 months ago)

Schreier has not published any of his gossipy pieces because he had a deal with anyone, at least that I know of. If what you mean is that he publishes the gossip because that's the red meat what keeps him employed at Bloomberg so he can write more thorough coverage of the really interesting stuff.... well, you have a worse opinion of Schreier than I do.

Honestly, you guys are doing little to get me on board with that sort of thing. From the way you talk about it I'm getting the distinct impression that this sort of "investigative journalism", which often boils down to "game development went poorly for reasons", is only feeding into the antagonistic relationship and not, as I'd hoped, creating more awareness of how the process goes so people can have more informed opinions.

[–] MudMan@kbin.social 5 points 11 months ago (1 children)

Honestly, my response to everything you said is on my first post. Including the "you'd love doing IT for a game studio" part.

[–] MudMan@kbin.social 1 points 11 months ago (2 children)

Huh. Normally, you'd think when somebody takes longer to rephrase a post than it'd take to read the original they're trying to straw man the hell out of it...

...but no, you mostly got it.

Define "investigative journalism" when it comes to television. Radio? Maybe movies.

At best it's generalist journalism looking into a major issue, like the Ronan Farrow work that resulted in the whole MeToo movement. Other times it's straight-up business journalism, like the mainstream coverage of mergers or tech regulations. There is no reason why gaming can't be treated the same way, and in fact it is, as we saw through the whole Activision/Microsoft merger.

The idea that gaming needs a specific brand of "investigative journalism" as a matter for the daily gaming trades, such as they are, is based on this weird, antagonistic perspective that gaming fandom has about game development and it is, very much, part of the same problem as the hype cycle.

Sometimes, "investigative" journalism comes down to gossip, too, which is less relevant and I do not love. Schreier's brand of "I have insider buddies and they tell me this stuff" coverage can stray into that. He walks the line, for sure. Some of it is genuinely interesting intrahistory, some of it doesn't clear that bar for me.

What I do care about, though, is good journalism, and there are definitely people doing that, including those in-depth, after-the-fact analysis and historical documentaries. If those don't qualify for what you want to see in games journalism, then we just disagree about what is needed.

[–] MudMan@kbin.social 4 points 11 months ago (3 children)

Heh. It's a LOT more complicated than that. Especially post-covid, with everybody ready to support working from home.

Hey, good luck getting hundreds to thousands of people, ranging from engineers to a bunch of kids doing QA to technically illiterate administrative positions and office workers to keep rigid, government-level security standards when each and every one of them has some degree of remote access and mostly are just... you know, going about their lives and going to work every day. You sound like you'd love doing IT for a game studio.

And hey, guess what, all of their work hardware and accounts are probably connected to their personal hardware and accounts. Or are, in fact, the same hardware and accounts. Nobody has time or money to equip every single employee with a second phone and laptop overnight and all of them had to work remotely during the pandemic, just as much as everybody else. It's kind of chilling to know that the games industry is under this level of harassment and these leaks keep happening, because I guarantee any other non-tech industry that has shifted to remote work the past few years is doing much worse at this. Gaming was already weirdly secretive, even when compared to movies and TV or other similar cultural industries.

For the record, games are full of open source software (and closed source as well). Go check out the list of OSS on any game's credits. They still have to comply by disclosures required by most licenses, so it'll be in there somewhere.

[–] MudMan@kbin.social 0 points 11 months ago (1 children)

There is no obligation for publishers to send early copies, although when you don't do it selectively you're sending a bad message that you have something to hide or an axe to grind, so it's pretty bad PR to handle things that way.

Plus nothing stops an outlet from still getting a copy and reviewing the game day one. With so much of today's content being live video the kind of thing you're describing is... pretty inefectual? I get that it's the stuff people remember from the old days when there were more gatekeepers and print media could be reliably delayed by months by doing that, but... yeah, that's pretty anecdotal these days. It's mostly messing with critics' free time, which isn't the best way to get them to be nice to your game, if that's what you're trying to do.

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