Musings: Concord, Audiences and the present state of Play(station)

I don't think Sony's made good box art in over a console generation

Given how contemporary it is to writing this post, you already know this story if you've been following the wreck that is Concord, but it's worth recording for posterity.

Released for Playstation 5 and PC on August 23rd 2024, Concord was a team-based competitive multiplayer hero shooter developed by new studio Firewalk Studios, its staff comprised of a host of ex-Bungie staff with glittering resumes of exactly this type of game. On September 4th, 12 days after its release, publisher Sony Interactive, owner-operator of the Playstation 5 console platform and longstanding industry institution whose expensive, photo-realistic high-fidelity games routinely sell millions, announced Concord would be taken offline in light of its abysmal failure to sell and thus generate a workable playerbase. At the day of its release on Steam and in the days thereafter, Concord struggled to breach a player count of 700, a dismal number even by the standards of failed multiplayer games. The rough estimate is that across physical and digital sales, on both platforms, Concord couldn't have mustered more than 25,000 sales in total and globally, a number routinely outstripped by small indie games and the most niche of niche titles.

This was a game with around US$200 million in its budget (you've likely heard $400 mil being thrown around; put a pin in that, we'll get there) and 8 years of development (pre-production and planning plus actual dev time) that Sony bought from prior owner, studio-creation and accurately named firm ProbablyMonsters in 2023 for "an undisclosed amount". Concord, once its release window was due, got the red carpet treatment; it headlined and dominated this summer's State of Play (11 of the 35 minutes are given wholly to it), Sony's marketing stream and their equivalent to Nintendo's Directs, it had a whole series of luxuriously animated extremely high-fidelity cutscenes prepared to be released week after week to dripfeed a story to players, and it was revealed to be getting a separate luxuriously animated episode in Secret Level, a CG animation anthology series featuring episodes for top-shelf and highly popular brands like Warhammer 40K, Capcom's Mega Man and Sony's own God of War, which was one of the prime announcements of Geoff Keighley's Gamescom Opening Night Live, a major livestreamed press conference in the vein of the old E3 games reveal conferences and a show that routinely gathers hundreds of thousands if not low millions of viewers globally.

It got its own branded controller, it got a closed and then immediately open beta that would run the month before release, it got the entire vehicle of Sony's marketing grunt behind it. Emboldened by the earlier massive success of Helldivers 2, which released at a price point of £35/$40 instead of the typical £50-£60 (or for Sony, £70, these days)/$60-70 range, Concord got the same price point rather pointedly.

And no-one bought it. It's easy to say that because it's explicitly the case: Sony wouldn't chance the optics of killing one of their own major games in under two weeks and choose to up-front refund the desperate few who bought it no questions asked if it had even a small but workably tangible audience. The fact that they immediately went for refunding people is telling: it means they have no legal obligations or constraints if they choose (and it's more "when" than "if") to bury it and never bring it back.

This whole scenario gives plenty of meat to chew and stew if you like to muse about videogames as an art form and medium and/or as an industry, which is the point of this messy screed. Live-service games and multiplayer games failing and dying is a common story these days - the first half of this year saw the releases and functionally immediate deaths of Skull & Bones, Suicide Squad Kills The Justice League, Foamstars and Ubisoft's Tom Clancy's Xdefiant alone, and this has been a pattern going back many, many years now. But basically none are as massive and cataclysmic a failure as Concord, which, regardless of the accuracy of scuttlebutt about how it was internally regarded, was very obviously a flagship title Sony was banking tons on. Its size and its owner's status makes it a significant event.

 So, where do we start?

 Concord & Audiences

 

Look at this guy. He's just a regular dude from any given office, dressed for laser tag. It's John Concord. Johncord.
Image source is the tragic "Playstation Studios Fandom Wiki", and will be for other character portraits and the like as the sources are few and far between outside of ripping from videos.


Let's start with this one: why did Concord fail?

There's been a lot of debate and talk about the "why" of Concord's failure but let's be frank, even if you don't follow the industry at all you can probably deduce the core reasons pretty easily from what's been said so far. The first one is the one my rattled-off list of deaths shortly ago hits at: that there are too many of these things.

This is the commonly held wisdom about the ongoing mass extinction event of multiplayer and service games: there are too many, the audience for any given genre of them is already taken, and you aren't toppling the ones who have locked in their grips on them. And despite how my phrasing at the start of this paragraph sounds I actually agree entirely with this, I just think there's more nuance to it that's worth digging into to really understand what that means and why Concord ate shit so hard.

The way games are talked about normally, it is usually understood as there being a set 'online shooter' market or audience or 'MMORPG' market/audience or even a set 'gacha' market/audience. I think that's true, but these generic audiences/markets are actually much smaller than anyone thinks. This is best described by the guy who I got this thinking from, as it just makes sense to me and fits with what we can observe much more readily: all the way back in 2015, just shy of a decade now, creator of SteamSpy and later Epic Games Head of Publishing (he's since quit as he did not like the direction they were going) Sergiy Galyonkin wrote a post on Medium titled "Your target audience doesn't exist". It's a pretty quick post and it's extremely fascinating; as a guy very interested in market and audience data, as you can glean from him creating and running SteamSpy, one of the prominent Steam data-miners for collecting sales data for games, he's extremely tuned in to what an audience even is.

In that post, he reasons that the generic markets for any given genre aren't as big as everyone at the time believed - and frankly, most still operate with that same understanding. Instead, Sergiy argues that, for example, World of Warcraft did not build a gigantic tens-of-millions-strong audience for all MMORPGs to get a slice of, it just built a gigantic tens-of-millions-strong audience...for World of Warcraft. And that is plainly observable, as the 2000s and even early 2010s are littered with a litany of MMO corpses of wannabe "WoW-killers" that died almost immediately. The 'generic' audience for a genre still exists, but it's not the entire available userbase for WoW or these days Final Fantasy XIV or Phantasy Star Online 2; it's the scant bits of overlap between their userbases, the people who are drawn to the genre specifically and thus play multiple titles of it.

This, I think, is how things actually work and it broadly explains the ongoing mass-death of service games that we've been seeing for years now. There isn't one big gigantic blob of 300mil+ multiplayer or service game players, there's just many disparate audiences for each specific one drawn from all over the place, brought in by how much any given game appeals to them in terms of aesthetic, gameplay mechanics, story or so on. There are overlaps between many of them, and while you can find generic markets in the overlaps between games with shared elements, even then there's no guarantee that any given person in those overlaps is actually a member of that 'generic market' - for example, someone who plays both FFXIV and PSO2 maybe just really likes the aesthetics and 'dress-up' element of those games, and will not give a single shit about, say, New World just because it's an MMO.

This, incidentally, should be fucking obvious because the platform holders spell it out for us. Sony's financial reports put PS+ active subscriptions at 47.4 million, but the monthly active users of all Playstation consoles in December 2023, subscribed or not, is 123 million. In other words, only about a third of Playstation owners across PS4 and PS5 pay for the subscription required to play online multiplayer...so, two-thirds or 80 million active players don't play online. Incidentally, there's been suggestions of downturns in PS+ sub counts; it's hard to gauge as Sony completely innocently decided to stop reporting their exact counts in 2023, a move Microsoft pulled years earlier to obfuscate the obvious decline of Xbox as a platform. The take-away from this is that of course the audience is much more limited than it seems, two-thirds of the active player-base don't play online games!

Hell, the article citing the Sony report of 123 million MAUs (monthly active users) also has Sony declare 40% of those are PS5 owners...so just over a third of their playerbase are PS5 owners, and the rest are PS4 users or lapsed PS4 users using their PSN accounts for Sony's PC releases. Concord didn't release on PS4, so its console audience is...40% of the Playstation playerbase.

I want to know who approved this armour suit. It almost looks like some AI generated thing that mixed up a Warhammer 40K Space Marine with a golf course, somehow; why else does she have the exact colour scheme of one and that fuckin little red flag?

What this means is that having really strong core elements, "killer edges" that really distinguish your game from all of the others about the place, is more important than ever. It's worth reading the other posts on Galyonkin's blog, especially around the time of 2015-2016, as he gets into quite a lot of the specific adjacent topics and nuances of the 'target audience' discussion - this isn't the first time where AAA Western games have seen massive drop-offs in sales, for example, and his discussion of that happening back in 2016 to Call of Duty: Infinite Warfare and Watch Dogs 2 also hits upon the other key point here: there is so much more choice now that people aren't just stuck with "the game of the month" and the audiences are not just white young adult men from North America and Western Europe. The successful service and multiplayer games will persist for years upon years, people have an entire bank of older things they can go back to, and the choices for single player experiences are even more numerous and stockpile even more. There are so many games coming out that people can afford to be picky, and can hunt down things that are very specifically for them and their tastes in the moment rather than having to make do.

People aren't automatically or by default members of any given audience, their "membership" for any given audience is always fluid. And even then, the big Western AAA things like Concord are not meeting the specific tastes of any audience.

And as storefronts like Steam and GOG and itch.io continue to do business, and as the home consoles start to maintain compatibility across generations to avoid the legal repercussions of breaking the consistency of digital game availability, this just keeps getting more and more true. What need have I of Concord if I desperately need entertainment in the form of a shooter this month? The list of readily available and easily playable boomer shooters that are more to my specific tastes grows a little more each year, to the point that I can easily winnow off some of them to get very specifically exactly what I want.

To that end, it's dual-pronged; the audience for team-based online multiplayer hero shooters is not as big as CEOs dream of it being, the online multiplayer audience on Playstation is the minority, and more specifically, there is no audience for Concord. There provably, demonstrably isn't because it did not materialise. In this moment of time, in these conditions with the spreads of games and the desires and tastes of all the possible people an audience can be formed out of, there are so very few as to be functionally zero audience members for Concord.

Thus, the question of "why did Concord fail?" is more accurately, and perhaps hilariously cruelly, better put as "why did no-one want Concord?". After all, a game can fail because it failed to reach an audience, but Sony blasted Concord all across the airwaves, to millions of people through their own streams, Gamescom ONL, sponsored Twitch streamers, through emails and the PSN storefront and app notifs and online trailer ads and more. Helldivers 2 got nowhere near that push and spawned an audience 12 million strong - it is not that Concord failed, per se, it's explicitly that no-one wants it.

"Bafflingly ugly and weird outfits" is the trend across all of Concord's character designs. Does this look like a spacefaring mercenary/space pirate field medic to you? Looks more like an SSX character found a weird chimera of various rifles and decided killing people is more fun.
 

The answer to "Why did no-one want Concord?" (besides "its character designs are all fucking ugly and unappealing") that I think sits right is a bit of a peculiar one, one I think is more 'theoretical' at the moment and is steeped in something that came long after Galyonkin's 2015-2016 posts: the pandemic fucked up a lot of our understanding of the world. In general, yeah, but also within the sphere of games as an industry, a market and a medium.

Spending on games skyrocketed during the height of the COVID-19 pandemic, to record levels never before seen even at the height of the mobile game craze, across the board. A big part of the ongoing cratering of corporations and studios around us now is a ton of them hired up and expanded rapidly under the braindead assumption that this massive spike was permanent and games would eternally float at these heights forever more. Surprise surprise, when things opened up and people could go outside again and things began settling down, the status quo began reasserting itself and spending on games went back down to more normal levels.

However, I think it had an unforeseen effect that I've only heard some consider: in making the wider public get more invested in games with their new heaps of time and saved money, it exposed more of that public to more games. And when you get deeper into an art medium and explore more works from it, you start to develop your own specific tastes as you move from thing to thing. To put it simply, yes, I think the pandemic resulted in the wider public...growing taste.

It's funny to put it that way but outside of slandering people I think it's legitimately true: people who only buy games some of the time now have a better idea of what they actually like and their tastes, their notions of what they like and don't like has changed. We see the knock-on effects of this all over the place: people decide they like things that the typical AAA game does not provide, and so, we see the likes of Elden Ring do numbers normally reserved for those Western AAA mega-franchises, or Helldivers 2 be the break-out hit of the year when it was obviously deemed to be a footnote by its own publisher. Black Myth Wukong, which released at basically the same time as Concord, has now sold 18 million copies worldwide - the bulk of that is in its native China, delighted at receiving a home-grown game that meets their tastes, but it's been no slouch globally either.

The quirkier games, the games that shy away from the things that Western AAA studios decided were the norm and the "correct" way to make games and interfaces and more, these things are selling better and better and the typical, standard AAA stuff is selling worse and worse. I think the pandemic exposed a ton of people to a wider range of things, and revealed to them possibilites they hadn't considered, and changed the tastes of the wider market beyond the online discourse sphere. I think that combines with the natural progression of interest and tastes that sees phenomenons and fads and trends shift naturally over time to result in a probably accelerated shift away from what people considered the eternal norm.

Combine that with the blindspots that the pundits and journalists have for audiences outside the sorts that mainly occupy the online discourse sphere (older men, middle-aged and older women, children, and nationalities beyond the Western hemisphere) and you get way more of the "surprises" happening more often, to the point that it shouldn't be surprising any more.

Concord was dreamed up for and designed for a specific audience at a specific time that stopped existing in the numbers Sony imagined some years ago. You might nominally call it the "Overwatch audience"; while still trucking along, the days of Overwatch's cultural and multiplayer dominance passed years and years ago. I have to get more ancedotal here and draw on the opinions of those who actually played it and its betas, but it's remarked that Concord felt a lot like a Bungie game, their specific style of shooter, which makes sense as the key staff are ex-Bungie.

We can thus intuit that the great seas of potential audience members no longer have a taste, at large, for Bungie-style shooters. The ever-diminishing player counts and cultural reach of Destiny 2, alongside the long-ago death of Halo as an IP anyone cares about, have seen Bungie's star wane. This isn't to slight them, this sort of thing happens often and sometimes is simply unavoidable; tastes change. You have to notice the changes and adapt or die. That's fucking hard.

And with the studio continuously shedding long-time key staff, their ability to land that "style" that people may want is fading ever more, too.

It's not just Concord, either; reporting goes that Bungie proper are hitting against these issues. Take the sources on this with a grain of salt as several of them have been wiped in the intervening time, the one I could find was here: Marathon was allegedly some time ago presented to big Escape From Tarkov streamers, it being the champion of the "extraction shooter" genre a number of studios and executives have become obsessed with lately, of which Marathon sought to dominate. None of them were impressed, they did not want to play Marathon, much less stream it for a wider audience. These people were sought as advertisement vectors because they are thought leaders and prominent community members in the audiences Bungie is hunting for, but what they represent is exactly what I spoke of: there is not a gigantic millions-strong audience for extraction shooters. There's just a big Escape From Tarkov audience. They don't want a Bungie-styled game either.

Of course, we don't have any concrete word for that event occurring, but I think something of its nature must have happened somewhere because Marathon has basically been radio silent going on a year and a half (revealed May 2023; it's the last week of September 2024 now, and it's unlikely to just "shadowdrop" in the rest of 2024, so we can be sure it won't show again til 2025). You don't just vanish for so long after a dramatic reveal trailer without there being something wrong - and evidently there is, as now some report it's being retooled as a hero shooter.

You know, a hero shooter. Like Concord.

Before we move on, one last thing: there is a growing apathy for the concept of live service games, of games that will simply cease to exist if they don't get enough players to sustain them. This is having the increasingly noticeable effect of people just pre-emptively refusing to give a game a go under the assumption it will simply die within half a year or less. The thing about "service" games is that the bulk of them by design demand massive amounts of player time to get their content, to keep them playing long enough for new content to arrive to get more money out of them - players have to "invest" in them to get the most out of them. As more fail to make it, more people get burned and never want to do that again, or just go to the established names with such massive audiences that they won't be dying any time soon, if ever (many the victors of the old 2000s MMO wars are still around to this day, operating small servers in "maintenance modes" for the people who keep paying to play them - it's a profitable model, apparently). This makes the task of manifesting an audience ever more difficult for all future live service games, compounding the other mountains of problems these things are suffering from.

Concord's immediate and viciously fast failure will compound this significantly - why on earth would anyone sensible consider Sony's as-yet-not-cancelled Fairgame$, a team-based online multiplayer competitive shooter very much like Concord, when Sony has demonstrated the willingness to kill such projects before the launch month has passed? To be frank you'd have to be fucking stupid - and thus Fairgame$ is now an infinitely tougher sell than it already was. And as this happens frequently across the entire industry (often prominently so, with the failures reported, discussed and danced over widely), it becomes ever harder to convince players of bothering to try to begin with. Why bother when it'll be gone in three months if you're lucky?

Concord: A Conspiracy Theory, and the state of play(station)

Former Sony Interactive Entertainment president Jim Ryan, here photographed in the act of yearning to close more studios for not producing more Horizon games or winning the Bungie Seal of Approval.

 Hear me out on this one.

If we go back to that beginning summary, about Concord, Firewalk Studios and the history that got us here, there's a little thread to pull out: ProbablyMonsters, the firm that put together Firewalk Studios, was formed in 2016 by former Bungie chairman Harold Ryan. The staff of Firewalk Studios consists of a lot of former Bungie staff per this post:

  • Studio head Tony Hsu, formly Activision manager of Destiny
  • CEO Harold Ryan, former Bungie chariman as mentioned
  • Executive producer Elena Siegman, producer for multiple Destiny expansions

    Separate from the article, elsewhere we can find:

  • Lead character designer Jon Wesinewski, lead character designer for Destiny
  • Lead gameplay designer Claude Jerome, designer on Destiny
  • Director Ryan Ellis (now stepped down), director on Destiny 2

Etc, etc.

Per this tweet from one of them, Concord had been in development for 8 years - since 2016, when ProbablyMonsters formed, and by the wording of that Playstation Blog post the pre-production work was done with some number of the staff in place before Firewalk Studios was then built and the staff shuffled into it in 2018. That post itself is from 2021 when Sony publicly announced the 'partnership' with Firewalk, likely committing fully to its infamous live service plans where they intended to have 12 or so active live service multiplayer games on the market simultaneously by 2025-2026.

You know what else was going on at that time of the commitment and ramp-up? Sony acquiring Bungie proper in February 2022 (article from when the purchase cleared and was locked in in June 2022), the negotiations for which naturally must have been carried out in 2021 when they formally locked in to this other studio comprised of more Bungie staff. Indeed, the announcement of the plan to have 12 live service games by 2026 was made that same month, February 2022.

In November 2023, Sony president Hiroki Totoki stated that they were "reviewing" their slate of live service games, this public statement coming after it was announced that former Playstation head Jim Ryan was to be cast out in Spring 2024. This was followed in December 2023 with the surprisingly open declaration by Naughty Dog that the planned The Last Of Us service game was being cancelled because making it was requiring all hands on deck, preventing them from developing anything else, particularly the sorts of games they were actually used to making. This was foreseen as there were a number of layoffs from the studio relating to monetisation of a service game before this.

There's no strict source for this next bit as it's rumours, murmurs, industry scuttlebutt: the word goes that Jim Ryan, perpetual idiot and a blight who has left a lasting black mark on the industry, desired Bungie so bad that he bought them for a massively inflated price because he wanted their "expertise" in making live service games. In essence, it was his belief that with Bungie's knowledge, Sony could successfully launch, maintain and wire up 12 live service games to the believed-to-be endless Playstation playerbase and just live off the infinite money machine forever - not how any of that would be phrased by him or Sony, but that's the intent and belief. The word goes that sometime in 2023, particular staff from Bungie were sent round the Sony studios to review and pass judgment on the lineup, to determine which games would make it and which would need to be reworked, tweaked, or outright cancelled because they believed they would never work. Let's look at the lineup that we know of:

That's 9 of the 12 planned live service games, and of those 9, 4 were killed in or after this review, 2 have gone completely MIA and are presumably in development hell, 1 is obviously in development hell, and 2 released. Of the two who made it, one succeeded beyond anyone's wildest expectations, and the other failed beyond anyone's wildest expectations and brought the kill count to 5. There are potentially 3 more blocking up Sony's surviving studios.

Back to bagging on Concord designs to break up the text. What the fuck were they doing with her outfit? What is with the display case helmet? What's the tube with a pink spot on her back even for? The fuck is with that gun handle?

My conspiracy theory is this: Sony contracted ProbablyMonsters, ran by a former Bungie executive, to get the wheels turning on a new game. Under Jim Ryan, this became a new live service game; the studio put together to make it consists .rimarily of ex-Bungie staff the former Bungie executive likely has contact and credit with - some even seemed to be poached from Bungie during development. Jim Ryan, separately, negotiates an acquisition of Bungie for an insane amount far beyond any reasonable measure of their value. Jim Ryan then has Bungie start up another live service game for Playstation, and is now funding two studios of Bungie staff making live service titles, to the tune of tens of millions per year - if we go by the average budget for Sony first party titles (Spiderman 2's leaked $300 million, and Concord's reported $160 million), probably like $20-30 million a year for Firewalk Studios.

Not only is Firewalk Studios put together partially on Sony's dime, but Sony eventually buys them entirely for "an undisclosed amount" from ProbablyMonsters, in addition to continuing to fund Concord's expensive development, another Jim Ryan move. Issues begin to develop in the planned portfolio of infinite money machines as few of Sony's studios have the infrastructure or expertise to develop and maintain these things, and so a review is called. Jim Ryan, having bought Bungie for basically this, puts it to a cadre of Bungie staff to decide what lives and dies.

The Bungie staff basically write off every single other title except the one closest to release, Helldivers 2, and...the one made by other Bungie staff, Concord. All the rest are given the choice of die or be reworked, prolonging their already long, expensive development times. Sony ends up with basically no games to release in 2024, and obviously the advice for Helldivers 2 wasn't kind, as they received little promotion by Sony and weren't allotted much in the way of server resources.

Yes, I am proposing that Jim Ryan, fucking public idiot that he is, and Hermen Hulst as well were scammed completely back-to-front for near a decade by Bungie executives in and outside the company, who used their positions of influence to functionally remove or delay all of the competition their own titles would have faced in Sony's lineup, excepting one they figured would fail (which then defied all odds to succeed massively), for whatever reasons.Their own idiocy and incompetence led them to waste untold billions of dollars and unfathomable amounts of opportunity cost chasing an obvious pipe dream, completely devastating Playstation's first party title output for years to come while actively gutting many of its studios, all to free up more money to pay into this scam.

And at the end of it all, after supposedly expecting a cap of around 50,000 players for Helldivers 2, Sony was faced with Concord probably selling half of that at best.

More than anything her face perturbs and annoys me. And as said, every time the outfit is fucking ugly and ill-fitting.

It's here that I go back to that pin from earlier about Concord's budget. Mark the difficulty of finding sources with how fucked search engines are these days, I need to start locking in bookmarks/screenshots of shit; around the time of Concord's closure, the scuttlebutt went that Concord's budget was about $160 million, which was the number I've been going with when writing this so far. Since I wrote that part, games journalist Colin Moriarty came out with an alleged Concord developer as source that the game's budget by the end was $400 million - specifically, it took $200 million initially and then was "in such a state" that Sony speedily bankrolled another $200 million to get it into the shape it launched in, in the last year or so of development. He also talks about how there was a culture of "toxic positivity" in Firewalk, a refusal to take criticism or acknowledge the difficulties and problems of the game that resulted in this scenario.

To be clear, Moriarty's track record is spotty to the point that I wouldn't blame anyone for dismissing his claims outright, but there's been corroboration about parts of it from other journalists - specifically the bits about the "toxic positivity culture" - with their own alleged sources. The budget claim is also asserted as not including the money Sony spent acquiring Firewalk from ProbablyMonsters, and it's here that I don't think it holds.

Yeah, Concord had two years of pre-pro and around six years of active development, but I just don't see how it could outstrip the budget of Spiderman 2 with what it has. Yes, it was expensive - $160-200 million sounds right for it and is stupid expensive. You can cite the credits list, but that's a tricky thing; yes, there's great swathes of people from Playstation Creative Arts support studios for motion capture and animation and so on, which is extremely expensive stuff, but also great chunks of that list are finance, business, communications and executive staff who don't specifically do much for any given game they're credited on, just a few hours of time here or there at most for some roles (and executives of the parent company don't do anything at all!).

By that same measure, the Playstation Creative Arts studios do such work for all of the Playstation first party stuff, they exist as support studios dedicated to that work for that reason, which further dilutes the project-specific cost of their work.

I could see it if it included the studio buyout. Long development with extremely high fidelity assets and lots of motion-capture for the special animated cutscenes, a big marketing campaign, buying a spot in Secret Level and also buying Firewalk Studio outright, that could go to $400 million especially because prior owner ProbablyMonsters is a firm based around making studios and selling them like that. Given the evidence of a significant push behind Concord specifically, and the allegations from Moriarty and others that Concord was the special darling project of Hermen Hulst, CEO of Sony Interactive Entertainment, it's likely all sorts of merchandising shit was also paid for and now has to be scrapped or cancelled, which doubtlessly incurs fees. 

Factor in whatever Harold Ryan, founder of PM and CEO of Firewalk, got for presumably detaching from one or the other for the sale and absolutely $400 million makes sense. If the story of having to hastily redo the game in the final year is real - probably it involved getting the Creative Arts studios to focus in on Concord and drill out a lot of work on a strict timetable, that'd drive costs up - then that would also secure it.

At the same time it feels like an attempt to specially damn Concord by making it the most expensive Sony first party title of this generation, above Spiderman 2's $300 mil and the earmarked $350 mil for Spiderman 3, when it doesn't really need the extra boot to the corpse.

Any which way: is it any wonder Jim Ryan was ejected this year? And yes, he was kicked out - you get to gracefully "leave" at that level instead of being openly booted to the curb, but no respected executive suddenly ups and leaves in the midst of a review process of the company's product portfolio that discovers that shit's fucked and results in near half of it being cancelled. With Concord's galling failure, some wonder if Hermen Hulst is soon to follow.

That's why we're staring down the barrel of a Tokyo Game Show State of Play from Sony that reportedly has remasters of late PS4 titles Horizon Zero Dawn and Days Gone, to go along with the ones for The Last of Us and Until Dawn, the latter of which has already seen its studio gutted before launch. They have no games because their entire pipeline has been corkscrewed by Jim Ryan's total incompetence, and the level of graphical fidelity they have tied their brands to means that any projects out of the studios now freed up are going to intrinsically take in the region of 4-5+ years and hundreds of millions of dollars. Again, Spiderman 2 spent $300 mil pointlessly redoing existing work and Sony has earmarked $350 mil so presumably expect them to do it again - that shit won't exist until near the end of the decade.

Yes, this is all purely speculation drawn from what we do know, but hey, I called it a conspiracy theory. It makes about as much sense as any other explanation for the absolute clown shoes period the PS5's lifespan has been, especially of late with the total embarrassment that the PS5 Pro is.

The funniest thing is you just know Concord was going to be a centrepiece, the flagship, the showboat for that fucking mess, too. And then they had to hastily redo it when it died horribly.

Unlike everyone else tripping over themselves to mock this easily and justly mockable thing, I pick a screenshot of an actually fucking silly part. Yeah man, making really distant crowds...sharper! £825 well spent!

This brings us to the current state of Playstation and Sony Interactive, or whatever the division's name is these days (Sony Computer Entertainment just sounded better).

What more needs to be said? It's fucked. The PS5 is tracking below the PS4's lifetime sales at the same point in their lifespans, this year has been a litany of PR disasters for Sony as they kill studios and gut the headcounts of others to try and stop the bleeding of all these hyper-expensive live service failures, they only have Until Dawn Remaster with a release date left on their upcoming slate, and outside of Marathon the only officially announced game they have in the hopper is Insomniac's Wolverine, which could very well still be over a year out. Is it any wonder they're trying to "remaster" PS4 games that already run at 4K60 on PS5? The same PS4 games they already gave out through the PS+ Collection for the first few years of the PS5's life to fill the gap in releases, and whose disc copies can be bought for £15 or less new?

I mean for fuck's sake, Bloodborne is right there and they refuse to touch it! If ever you needed confirmation that the executive suite really dislikes Japanese games (besides killing off the Japan Studio and having their censorship policies target Japanese games more than others), there it is!

The PS5 Pro, in all truth, solves a pretty serious problem for PS5 games; as developers won't fucking lower their resolutions or reduce their fidelity, good temporal anti-aliasing is key to smooth over jagged edges and keep things clean because of how Unreal Engine and most other modern engines work. The PS5 doesn't have that; it has AMD's FSR2 and any homebrew solution by individual studios, most of which suck, as does FSR2, making games extremely blurry and often causing trailing ghost images of components on screen, which combines horribly with things like motion blur features that try to smooth things over more. The PS5 Pro's special all-purpose solution, PSSR (pisser), is high quality and legitimately good.

It's nowhere near fucking £825 (including the disc drive and stand costs, as it comes with neither!) good, not in any universe and never will be. The PS5 Pro announcement and presentation was a massive unforced error that completely undermined what few values this shitbox has to offer, and the thing is so prohibitively expensive and clearly built to bilk more money out of people that everyone hates the fucking thing, and rightfully so! It should be hated! There's a world where the PS5 Pro launches at the regular PS5's price and only has the Pisser tech in it, none of the gaudy raytracing or other completely pointless boosts, and in that world I'm putting on my clown makeup to get it! But Sony's current management can't do a single fucking thing right (other than "kill Concord ASAP") so here we are!

They have no games coming. There is no knock-out PS5 title for Christmas 2024. The PS5 Pro is startlingly near twice the price of the regular PS5 if you want it to have all the same capabilities as that and the regular PS5 is already overpriced. Their development schedules are completely fucked. Games aren't selling enough on the PS5. They don't have anything for 2025 - Marathon might not even make it. 

We have passed the point of diminshing returns on high fidelity graphics and the technology associated with it; making them look better is a waste of money because no-one notices or cares and it's hyper-expensive and difficult to get to the current level never mind surpass it, resolution basically can't go higher because the TVs don't exist yet and no-one cares as Sony officially admitted people prefer frame-rate boosting modes, most PS5 owners don't have TVs capable of VRR or higher than 60Hz refresh rates or probably even HDR and no-one can fucking tell raytraced lighting apart from regular lighting solutions because they were solved ages ago and are so good they compete casually. People do notice the issues with bad temporal AA but they could be avoided by devs not making super realistic hyper-fidelity games and just calming the fuck down, instead of buying an £825 box.

And the tech in that £825 box, such as all the pointless dedicated hardware for fucking raytacing, also "steals from the future" - how on earth are Sony going to justify a PS6 in a few years' time? Advancements in CPU and GPU processing power have slowed straight down, they're hitting the theoretical limits of what the technology can do with what we presently have, and the possible focus features of a built-in superior anti-aliasing solution and dedicated hardware for raytracing are now spent. A PS6 has to compete with this; if the price can't be brought down to at least the normal PS5's price tag, they're fucked. They're trapped.

Sure you can spend hundreds of millions of dollars chasing realistic simulations of real American cities to serve as a backdrop for your extremely expensively animated Spiderman game, but then your sales figures are matched by Luigi's Mansion 3 and its sub-1080p resolution. It's sold at full retail price and cost a sliver of your budget to make and isn't paying licensing fees to Disney. The public are still buying Mario Kart 8 Deluxe to the tune of thousands of copies a week - based on the figures of the Insomniac leak, Mario Kart 8 Deluxe has outsold all of the PS5's first party library combined and can only be toppled by dipping back a few years into late PS4 games - and it's a repackaged Wii U game whose litany of popular paid DLC is just porting of mobile game assets with a bit of touch-up at most.

Their hardware costs too much and they're still increasing its prices. They have no new games, only the same three old ones re-released ad nauseum. Their mid-life refresh is so much of a leap that they have left themselves no room to grow with their next console, and is too expensive for the vast majority of people, and is dependent on people having TVs capable of displaying its features adequately. If the PS6 is just the PS5 Pro but cheaper, that directly shits on PS5 Pro customers.

The Switch 2 is coming.

Also, I want to roll back to focus on a point that really needs to be screamed from the rooftops more: Sony's last reported figures for active PS+ subscribers is 47.4 million as of early last year. As of the end of 2023, there are 123 million active Playstation users, not PS+ subscribers. You need PS+ to play online multiplayer, so only about a third of Playstation users are able to play online multiplayer games (that aren't free-to-play like Fortnite or have their own subscription, like Final Fantasy XIV). Concord isn't free-to-play and hasn't its own sub, so it's aiming for that 47.4 million set.

In other words, Concord's potential userbase is hard-capped to about one third of the overall Playstation userbase. Conceptually a significant PC userbase would make up the difference, drawing the vast seas of hundreds of millions of Steam users or whatever it's up to now, but, well, they got like 700.

Sony wanted 12 active separate live service multiplayer games all going at the same time, all targeting that same 47.4 million PS+ subscriber set, completely gumming up their world-renowned household name brands known for making cinematic single player titles regarded as some of the industry's best work. You know, the titles played by both that 47.4 million PS+ subscriber set and the other near 80 million people on their platforms. They set themselves up to completely stop serving the vast majority of their userbase in service of finding 12 different angles from which to milk the minority.

This has been the defining trait of Sony under the tenures of Jim Ryan and Hermen Hulst; completely ignoring the actual reality of things and attempting to just force reality to fit their desired ways to make money. It's not about what an audience wants or what the actual best way to make money is, it's about what they want the best way to be, and if no-one else wants it then fuck them, it's all they're getting so they better just show up. No-one wants to play old ugly games, only Modern Games with Great Graphics. You'll get the same three fucking open world games about dirty miserable people crawling about the woods whispering their own actions to themselves over and over again and you'll pay ever higher price tags for it.

Take a trip through the documents of the Insomniac leak sometime. One of them, about the sales figures of all of Sony's published games dating right back through the PS4's whole run, also contains data about the ratio of the physical-digital sales split. Just go find that one yourself, look over that specific dataset, and consider what it means that even with that information, Sony continue to twist numbers to say digital is vastly outperforming physical to justify removing disc drives from their consoles and selling them back to you.

Consider the PS5 Pro reveal, where Mark Cerny openly states that, in his words, three-quarters (75%!) of users actively seek out and set games to frame-rate boosting modes and not graphical fidelity modes, a setting that is not set by default. And then having said that, goes on to talk about increasing fidelity and providing more room to boost fidelity and ways to convey fidelity to players, and how the bulk of the PS5 Pro's tech (PSSR aside) is about increasing fidelity and resolution. You know, the things the vast majority of players have deemed lower-priority, if one at all, and the pursuit of which is actively killing vast swathes of the industry by inflating budgets massively for no tangible gains.

Sony's upper management has, for years, actively collected and acknowledged data about their users and their habits and preferences, and then worked to do the exact opposite of what they want, seek the opposite of what they seek and push things they do not care about or actively do not want. Because the executives want it the other way because they've convinced themselves they're right, all evidence to the contrary be damned, and so they attempt to force reality into the shape they want rather than fit their work to reality.

The Switch 2 is coming.

The sun is going down, and Hermen Hulst is getting cold.

Who does understand audiences?

Hermen Hulst, who I really should've slagged off more in this post, but the bulk of Sony's current woes are to be laid at Jim Ryan's feet, being initiatives and directions explicitly started by him.


The market research and knowledge of audiences at big publishers in particular seems years, probably even decades out of date. Marketing in general for videogames is just fucked; "I didn't know that was out/coming out soon" is being said basically everywhere more and more, the critical information for games isn't reaching people as much and the processes for doing that fail regularly.

The one notable exception, of course, is the one trucking along profitting off of every little thing they release, always having a full salvo for an annual release schedule and not choking under impossible budgets: Nintendo, for all the shit I can and do give them (they run their shit like a mafia and basically always have), are the only ones who seem to know what they're doing all of the time, instead of only half the time (the likes of Capcom go here) or none of the time (Sony, Microsoft). 

Their hardware is the cheapest and sells accordingly; their software lineup has an answer for damn near everyone, and their regular Direct marketing streams cleanly and concisely deliver a show of gameplay, the release date/window and availability for their titles and many significant third parties. Their focus on variety and diversity in tastes and styles gets them more announcements for these shows, which gets them more eyeballs who in turn are pleased by at least some of its offerings, which gives their marketing streams a prestige and reputation for being the place that announces the things you want so a wide variety of people show up just in case the game of their dreams does. It's a remarkably managed loop that they've maintained flawlessly for years now.

If there's anyone who has anything approaching actually accurate audience and market data and the knowledge of how to apply it, it's obviously Nintendo, and what I wouldn't give to see the demographic shakeout and how that affects their decision making. It's been many, many years since there's been a Nintendo Direct that has absolutely nothing for me, not even a single title; it hasn't been that long since the last State of Play that had nothing for me, or the last Geoff Keighley show or E3 stand-in stream, for that matter. I don't think it's a stretch to say that that is probably much more widely true than you or I realise.

The current videogame audience has changed quite a lot in recent times, with a wider spread of demographics becoming more involved and active but also a sweeping change in tastes, preferences and desires that all but completely throw out everything that pundits, journalists and devs and publishers believe to be the way of things. The people, I think, long for the PS2, even if they don't know to articulate it that way, but the marketers are firmly stuck in the mire of 7th gen and the poisonous out-of-touch ways of thinking it engendered. Taste-makers are out of step, publishers don't know what audiences want or probably even who the audiences are, and the people writing about games are too limited in their range of perspectives and tastes to be relevant most of the time.

And hell, the people running the publishers just actively and openly ignore what data and facts they do have because it upsets them when things don't work the way they've arbitrarily decided they should. In researching and reading and digging up source articles for this post, and having collated a lot of Sony's recent stupidity as a result, it's clear as day to me that more than anything, it's unfathomable industry-wide incompetence at the management and executive levels driven by personal preferences and the irrational drives to make reality fit them that's killing the Western games industry specifically.

I mean, for god's sake; Overwatch had a special strength in its being extremely optimised, so it could run okay on absolute toasters (like the Nintendo Switch!) and thus be played by as wide a range of people as possible. This also has the knock-on effect of its models having to use art style and art design to compensate for lower graphical fidelity, and also thus makes it easier to make costumes and skins to sell because the fidelity level is lower! And that also provides room to scale up and make fancier skins as time goes on and optimisation and performance improves! And people with superior hardware can more easily get insane levels of performance for less work on their computers' part, and we know from data like Sony's that people fucking love higher frame-rates over anything else.

Concord specifically aimed to have extremely high fidelity, photorealistic character models and flashy effects, meaning new skins are more expensive and time-consuming to produce, there's less overhead to grow into and also it locks it off from the significantly bigger and still-extant PS4 userbase. The article that I sourced for the 123 million MAUs; the same report, Sony says only 40% of those are PS5 owners. So Concord was limited to the smallest set of Playstation console users Sony could get it to, and the developers made their own lives difficult in the pursuit of fancier graphics over actual art style, art design and appealing work.

That, I think, is the actual legacy of Concord: a perfect crystallisation of complete mismanagement and a wild disregard for material reality, fuelled by a total lack of understanding about the current audiences for the medium and what they want or value. Ill-considered in every possible way, from every possible angle, on all possible fronts.

Looking forward to seeing Fairgame$ at the State of Play stream tomorrow.

History #1: The 1983 US Videogame Market Crash

link to it


There's already plenty of articles and shit about this but this is one of those cases where the buzzing is in my head because of a recent thing. This time it's a message that should resonate broadly: fuck Americans, man.

Today's post is collating a whole bunch of shit about the state of the videogame industry in the 1980s, with particular focus on the much acclaimed 1983 US Videogame Market Crash, a name I prefer to use in favour of, say, the Wikipedia article's "Videogame crash of 1983" for reasons I hope are screamingly obvious. The long and short of it is that the tweet above is completely correct, and within the deeper culture of videogames and 'gamers' (by which I mean the Youtube sort, you know, the ones who call themselves shit like TheFootlongSubGamer or watch such creatures), the mythologised version of these events is a noxious mix of nationalism and corporate hagiography. If you don't believe me I invite you to find that tweet, if it's still up, and look through the replies for all of the furiously pissing Americans.

This also helpfully dovetails with my interests in games this while back, which is to say, broadening horizons and getting a fuller view of how things are, were and will be; I think most people's notions of what the videogame industry in the 1980s was like basically starts and ends at the NES coming into existence and selling fuckloads.

What was the 1983 US Videogame Market Crash?

You've probably osmosed some form of this story somewhere along the way if you're even halfway into learning about videogames as a medium.

The broad-strokes version is this: Atari was an idiotically managed company that believed its market was functionally endless - this 1983 article from the New York Times quotes Raymond Kassar (chairman of Atari at the time) as saying that the market saturation point was when half of all American households had an Atari 2600, before noting he resigned just months later due to its immense financial failure because of market saturation. The 1970s were a time of money-making trends and hit products, especially aimed at kids, and videogames were acquitting themselves well in the arcades. In 1980, Atari put out a home release of Taito's Space Invaders, which was absorbing people the nation over in arcades, and sold some several million consoles.

To give you a sense of the actual scale here, in the modern market if you're one of the three console platform holders (Nintendo, Sony and Microsoft) , and your system is not over 65-70 million hardware units sold by the 4-5 year mark, you fucked up somewhere, as that's the sort of numbers expected of the industry now. At the time of their crash and their functional demise 6 years into their console run, Atari had sold 15 million 2600s. That was the best any home console manufacturer at the time had managed.

The mythologised version of events goes that Atari's bad movie licence game E.T. The Extra Terrestrial was the harbinger of the great dying, the one that laid low the whole market and broke the American spirit for videogames with its awfulness. Some will remember to mention that the market was flooded with other bad games but usually will stress or just imply, intentionally or not, that E.T. was the death blow. In truth E.T. was just part of the trend; once Activision won the right to produce their own games for Atari's consoles without Atari's say-so (but they did have to pay royalties, an early version of the platform holder licence fee you hear much about these days), the floodgates opened and every chancer with access to manufacturers of compatible cartridges and a small pack of gits who knew about the concept of programming could start running up orders of cartridges to sell to retailers, who had no real way of knowing what was good or bad or what could sell or not.

This meant that very swiftly, there were far more cartridges of games being produced than could be sold, and retailers made do by selling shit at discount prices to clear stock as usually the game producers had no money to refund them with, having spent it all on the game and cartridges. Consumers bought the cheaper shit because it was cheap, and most of that was bad, so they stopped buying and often sought refunds, so retailers began refusing to stock home console games, and so the feedback loop formed.

This feedback loop applied to all home consoles, not just Atari's, incidentally. In 1983 basically everyone got fucking hit and sales of videogames began to die off, in part because no-one wanted to sell the things any more if they could help it. Sales for the whole industry sank into the toilet and Atari's competitors basically all universally died, bringing the cash totals down with them. It did legitimately fall a shocking amount, with some reporting a fall from $3.2 billion in 1982 to $100 million in 1985 (you'll have to pan around, it's the bit about NEC). Most of the home console companies died off - Atari was sold off in 1984 to a former Commodore executive who focused in on home computers with the Atari ST, being the first of many sales, shifts and reuses of the Atari name over the industry's history.

In late 1985, Nintendo arrived with an initial limited run of the NES, before opening to general sales in 1986. You know the rest from here, more or less.

So, where's the myths?

The myth is not that there was a market crash - there was, visibly, obviously - it's usually in the causes and the effects and particularly the aftermath. I already mentioned the special attention given to E.T., for example, and while it was a prominent failure its importance in these events is vastly overstated because of the jokes and focus given to it by early youtubers and online writers. So mythologised is E.T. that there's the entire debate and story around the New Mexico landfill where Atari offloaded a pile of hundreds of thousands of cartridges. People raged and debated about it being unused manufacturing stock, unsold copies of E.T. and Pac-Man, that there were millions upon millions of carts out there. The last word on it was a mid-2010s dig that got writers of an earlier book about the same topic huffy and upset, with both sides using different sources from Atari of the time to assert what the contents were. As it turned out there were E.T. and Pac-Man carts in there, but there also weren't untold millions of them.

People get stupid about this topic, a lot. I bet someone out there has or is planning to find the landfill and abscond with carts from it to sell as special "graded" carts unique for being from it. If you do that I want royalties from money you do glean from suckers. I can't do it myself because I'm continent-ily disadvantaged.

The real myth is the "what if" stuff about the aftermath and how serious its effects were, such as "what if Nintendo didn't try to sell in America or failed to catch on?". The answer, as you can glean from the boiling piss beneath that tweet from the top of the post, is usually "videogames wouldn't exist and no-one would be playing them because Americans would not be playing them". Oh, no-one will actually phrase it so directly except when being huffy about someone suggesting other countries exist, but that is what is being asserted: that without the American home console market, there would be no game industry. The American market crash was so profound and devastating that if not stopped by fair and noble Nintendo, it would radiate outward like a force of evil and kill all videogames elsewhere.

I intrinsically can't phrase it in a way that isn't sarcastic because that's how stupid it is.

But alright, that's the proposed version: if the US market crash wasn't reversed by Nintendo in 1986, it would have led videogames as a medium to their end, as without the US home market there isn't a sufficient audience anywhere else to buy videogames/everything that happens in America is replicated everywhere else or follows suit. The US market crash needed to be stopped as it was threatening the core of the videogame industry.

We're going to start poking the holes in this with the obvious one.

Hole #1: hey where did them nintendo lads come from anyway


JAPAN

JAPAN IS RIGHT THERE

IT'S RIGHT FUCKING THERE

ALL THE REALLY SUCCESSFUL ARCADE HITS AND EVEN THE GAME THAT ACTUALLY "MADE" THE ATARI 2600 WERE JAPANESE GAMES

At the time Nintendo entered the US market in 1986, they had already sold several million Famicoms in Japan. They would sell many more by the time the Famicom/NES 'bowed out' and the SNES began to go on sale, and kept selling even as the system's successor was around. In other words, they were not far off of Atari's American install base back in Japan by the point they entered the US, and per Nintendo's own numbers from 2018, the Famicom would shift 19.35 million in Japan alone, outstripping or matching the height of the American Atari userbase of reportedly 15-20 million.

They had a market a decent bit bigger than what Atari had back at home; yes there's big bucks in America and getting more money is important for companies, but if that initial market of 15-20 million viable Americans that Atari had is so critical, why is the similarly sized one back in Japan not so?

The logical conclusion from people huffing about it seems to just be "they aren't American", which is part of why I got annoyed enough to vomit this up.

To be clear here, the 'shape' of the industry, the contours of it if American interest in games re-emerged even a bit later would be quite different: the fortunes of myriad players depend on having the NES audience to get their names out to, and if anything the industry might be far more Japan-heavy than it ended up being. There is a distinct possibility that if you push American interest in games out just another two years or so, you could butterfly effect a scenario where the Xbox doesn't emerge at all, or if it does, in a very different form, not carved out of the Dreamcast's husk but probably in some distinctly more original, perhaps more PC-aligned form. God knows, but it's fun to think about.

But of course, videogames and the industry wouldn't just wrap up shop and fuck off forever because America never got back into it, Japan's home market could have easily persisted and continued on its way, albeit with its chief players not being as disgustingly rich as they became. And also, you know, there's the other part.

Hole #2: Literally everyone else

Map source: Geology.com
 

Like, fucking come on.

The corners of Youtube that talk excitedly about these areas of the industry are more niche, usually not favoured by the algorithm and more to the interest of the people who lived in or after their time, but it's still baffling that some will just seem to assume no-one else had videogames of any shape or form until Nintendo showed up. I'm European, so I must admit that biases my focus here, but it's a good instructive example all the same.

The videogame industry across Europe was quite a different time - the Atari 2600 made little headway, only breaching a million sales across the continent and not in any one country, and the real stage for European videogames was actually the suite of computers at the time.

The nations of Western Europe each had their preference for one or another of the home computers of the 1980s, with the big names being the ZX Spectrum and the Amstrad CPC - while the likes of the Commodore 64 would sell more on the whole globally, due to being rooted in America, these computers still ruled the roost in Western Europe, and developed their whole own game scenes, and not without merit; the ZX Spectrum is so old and venerable that it plays host to the first game to ever use an isometric viewpoint, Ant Attack, to give you an idea of what we're looking at here. There were myriad others, many of them selling over a million and usually several million units each across Western Europe, and with a commonality of the same processors being used everywhere and being remarkably compatible (and accordingly, programming languages like BASIC being dominant across machines of all stripes in the time before centralised, complex operating systems), games could spread all over surprisingly quickly.

How quickly? Well, let's put it like this: World of Spectrum, a loving archive of all the material and software and games of the ZX Spectrum they can find, catalogues the existence of some 11,000~ ZX Spectrum games, albeit that does include things that never released but known to have existed, and games not yet retrieved and archived but known to exist, and also basically any little thing anyone had ever made and distributed for it. Wikipedia's list, self-described as incomplete, lists 1977 games; Mobygames claims 3582, though I'm unsure of their criteria. And per the musings and calculations of users at Spectrum Computing, a fan forum of all Sinclair computers, there's as many as 15,200 in the game packs passed around in their circles. The lists and collections and archives and sets of ZX Spectrum games are numerous, and their bounties unfathomable.

But videogames would've died without America's home console market, don't you know. And I'm just focusing in on one in particular!

And that number keeps growing, as people never stopped making games for the ZX Spectrum, or indeed really any of the old computers. Itch.io is a fun place to stroll through sometime; the 'ZX Spectrum' tag comes up with over 1100 results of games made for the computers now, as enthusiast and hobbyist scenes never truly die (they even make actual usable casettes for the real hardware for some of these!). The same goes for others like the Amstrad and the Commodore 64, mind you.

I think now would be a good moment for a more relevant example of the merit to be found in the Western European PC scene, for both our core subjects (namely, Nintendo) and for you the reader (most likely). In 1982, a pair of brothers who developed arcade games and arcade conversion kits in the UK formed the company Ashby Computers and Graphics Limited, and would do slightly later trade under the name/label Ultimate Play the Game. These two, Tim and Chris Stamper, made a series of very successful games for home computers such as the ZX Spectrum, with multiple selling hundreds of thousands of copies - titles such as Sabre Wulf, and Jetpac. Their seminal work was a game called Knight Lore, a game renowned for developing a technique that allowed on-screen objects pass over and behind each-other without graphical collisions (such was the limitations of the time!), a genuine massive technological advancement.

Within a few years, the company dropped the Ultimate Play the Game label and renamed itself, as it grew and moved to developing for the NES, to a much simpler name: Rare.

A ZX Spectrum 48K, image source: Wikipedia
 

I specified Western Europe so often not just to be inclusive and a pedant, but because it mattered; the 1980s were the last legs of the Cold War, with the Berlin Wall falling in 1989 to herald the fall of the Soviet Union and the reunification of Germany. The 'Iron Curtain', the functional giant border and 'buffer zone' the Soviet Union seized and demanded in the wake of World War II to protect it from the West, was fenced off economically from the rest of the world and thus access to technology and cultural products was strictly controlled and very difficult to manage.

But not impossible! More knowledgeable people than I have spoken of it, so it sadly won't be getting that lengthy a section from me: some years ago, journalist and youtuber Super Bunnyhop covered the topic of access to videogames in East Germany, and it's a well done and fascinating video. Also quite interesting are the comments, many of which speak to the video's accuracy and chime in with their own experiences and viewpoints, or those they learned from their family members for those too young to remember themselves. Local clones of Western computers and machines, using third-party illicit radios to catch onto certain channels that were broadcasting audio frequencies that, when recorded to casette, could be deciphered by the ZX Spectrum (or local analogue) and other such computers and translated to code to compile and play games with, the whole thing is extremely interesting, and for our subject, extremely relevant. Not to put too fine a point on it, but of course there was interest in computer games even in the USSR, despite the limited access to computers and software from other regions; how else would we get to Tetris in 1985?

Mark how difficult and strange that sounds, to be using pirate radio to record frequencies to casette tape that your computer would then translate into code, and you had to hope your signal was clear enough and that you latched onto the start of the frequency, all to get a game that was probably an alright clone of Pac-Man. Even in a time and situation where many simply had no notion or concept of videogames, videogames still existed, still persisted, and in some cases still spread and grew.

The notion that there would be no industry without the American home console market isn't just silly, it's patently absurd. It's demonstrably wrong, and obviously stupid. Videogames had much deeper hurdles than that to clear, and yet, clear them they did. Eastern Europe is a powerhouse of videogame development today and has been so for decades, in spite of all the hurdles it had with even accessing this medium to begin with. One key example: Poland's CDProjekt Red isn't just one of the biggest names in videogames, it's also the owner-operator of Good Old Games, a store dedicated to retrieving PC games of all ages and prominence, both massive and none, from all corners of the world, and making them playable and available on modern machines with no DRM fuckery. How can anyone but sound like an ad when talking about that?

What I want to note after all of this are the time-frames here, to bring us back to our core topic. The ZX Spectrum released in 1982, the Amstrad CPC in 1984, and these often had local clones and variants and counterparts in each country and region to suit the needs of their laws and markets. This entire industry was ticking away happily while the American home console market had its meltdown, and continued entirely unabated. Sure, European home console markets didn't really exist until some years later, but the European videogame industry was good and healthy (for what it was) the whole time.

These are just the ones I know myself and can thus speak on with even a little bit of authority. The story I know for, for instance, Latin America, is steeped in the Neo Geo, which wouldn't come around til 1990 and thus is out of our early-to-mid 80s window for the US market crash splash radius (but keep it in mind, for later).

 I sometimes wonder if people realise that PC gaming has been around basically as long if not longer than proper home consoles. It's a fun thing to think about. Speaking of which:

Hole #3: Because the Commodore is keeping up with you!

Image source: Interface-Experience.org
 

So yeah, talking about the European home computer market naturally brings us to the American home computer market, and after beating on Americans for being ignorant of other people I'm now going to beat on them for being ignorant of themselves.

The headliners here are the Commodore 64, of course, but also IBM personal computers. The Commodore 64 is in a similar position to the ZX Spectrum, albeit with bigger sales numbers as it was focused and entrenched in the US, though didn't take off that much elsewhere (it reportedly only lasted 6 months on the Japanese market, unable to compete with their own suite of home computers - that would be the likes of the PC-8801 and the MSX). It's a similar story; taken up pretty widely, very popular, and has an unfathomable number of games. Lemon64, a C64 game-and-material database and fansite, puts its number at 7273 C64 games, and there are also over 1100 results on itch.io for its Commodore 64 tag which yes does mean vast swathes of recently made games for the actual hardware and emulators thereof, with some making actual physical copies for use with it.

Sales data for the Commodore 64 is tricky to come by, in terms of software anyway. For hardware, here's a particularly interesting article that cross-references multiple sources to come out to about 12.5 million C64s, contradicting the "2 million per year for several years" and "half a million a month every month" claims made about the C64 all over the place, which still puts it at around twice or so the ZX Spectrum, for example. This site claims to be drawing from magazine charts of the time for software but the other numbers given are across all formats (so C64, ZX Spectrum and others), with no word as to the spread.

One of the best sources I could find was this archive.org scan of "The Computer Industry Almanac" from 1990, a book of lists of data and information about various facets of the computer industry (if you weren't sure what almanacs were). I might try to acquire it myself one day as I see places selling it for £40, allegedly; it'd be fun to have. At any rate, its own sources aren't the clearest, but hell, there it is; a list of software titles that sold over 100,000 copies, and 80,000, and on. It's worth making an account to look at it.

I don't have much to dwell on with the Commodore 64 itself beyond that, as there's bigger fish to fry.

So, 1981, IBM releases the IBM Model 5150, more commonly called the IBM Personal Computer. They announced, at the outset, the intent to have a selection of three operating systems, but in practice, only one was actually available at launch and when the other two did show up, no-one wanted them, cementing the initial OS' dominance. IBM referred to it as "PC-DOS", with DOS being Disk Operating System, because it used disks. IBM didn't make PC-DOS, it was just their branding for an operating system they got from a little company called Microsoft, who called that system MS-DOS. Microsoft themselves just bought it off of a guy who cloned it from another operating system because 1980s computing was a fucking funny time.

MS-DOS, often simply called DOS, likely needs no introduction, not least because starting a few versions in, it earned another name: "Windows". The DOS moniker was formally retired as of version 8, also called Windows ME ("Millennium Edition"), whose successor was Windows XP. How we got from there to "Windows 7" is an exercise I leave for you.

And yes, like the other home computers, there is an endeavour to collect and archive and provide every single DOS game that has ever existed. This collection is known as eXoDOS, whose games are playable to some extent or another (most seem to be fine but of course some are dodgy, perhaps because they always were), and the sheer size of it speaks for itself. The eXoDOS collection spans from the early 80s when DOS first entered the scene all the way through the 90s, to FMV games and later more complex multi-disc monstrosities, of every language and origin, of the names you know and the multitudes you don't.

So, with that said, what was PC gaming like in America at the time? Well, besides the release lists being packed with ports to different systems of games released initially on one, things trucked along just fine; fine enough for there to apparently be regular 100k+ sales for games. But, there are some specific examples I want to single out because if there was no appetite for games, they wouldn't matter in the ways that they did.

In 1983, Ultima III: Exodus released. Sales figures weigh in at around 100-120k within a year or two, which is pretty excellent for a game largely made by one lunatic with a lot of ideas. Ultima III is particularly important, because it's the game that is cited by Yuji Horii as one of the inspirations and key influences on the creation of Dragon Quest (the other usually cited is one of the Wizardry games) - the Famicom would only just release in Japan this same year, funnily enough. Ultima as a series would go on to be a prominent RPG franchise until EA bought out the studio in the 90s and crushed it as it did to all studios it bought; they got as far as IX, and there were actually two games released as VII, and a whole array of spinoffs. Suffice to say, Ultima acquitted itself well despite the industry apparently crashing to complete and total death around it.

One day I'll scream about Ultima on here, it's a special series.

In 1984, prominent PC publisher and occasional developer for some years, Sierra On-Line, released a little game called King's Quest on a variety of home computers. King's Quest was initially released for the IBM PCjr, an unpopular platform, but IBM paid for the development cost and Sierra got to publish the thing wherever they wanted after that. With its remarkable animations and graphics for its time, King's Quest advanced adventure games quite significantly and sold pretty well. How well? By 1988 it had 3 sequels and Sierra was churning out "__ Quest" series at a decent clip by a whole pack of in-house developers, and were basically the name in adventure games at the time. Six years later, Sierra would release King's Quest V, which is said to be the first game to sport a development budget of $1 million (not surprising, with its tons of genuinely gorgeous art stills and backgrounds and significant amount of digitized voice recordings). In just six years, from the middle of the nadir of the home console crash, entirely on PCs!

Seriously though, look at Sierra's list of titles and note how much porting and publishing they were doing in 1983-1985 (the Ultimas pop up in there, even!). Business was good and they had some good shit going on, and this was before their best and most prosperous years. In fact, looking through the lists of publishers of the time is pretty telling, especially for certain key players. Activision's list of games from 1980 to 1999 is particularly interesting in this regard, being one of the Atari 2600's biggest players and its first formal third party. You can see them up through 1983 focusing almost entirely on the Atari 2600 and rarely the Intellivision or Colecovision (the 2600's chief competitors), and then in early 1984 you start seeing more releases for Atari's 8-bit home computers and the MSX. In June and July, Activision ports some of their own games, including their biggest 2600 hit Pitfall, and then August is a bunch of Atari 8-bit PC ports. Presumably the numbers came in fast and thick, as from September to the end of the year, PC games completely dominate their output, with Commodore 64, ZX Spectrum and Atari 8-bit releases outnumbering their home console efforts in the same timeframe.

In 1985, Activision only made one single non-PC release. Everything else is pure PC; Atari 8-bit and ST, ZX Spectrum, Commodore 64, Apple II and Mac OS, DOS, the works. They would not start making a return to home consoles until 1987, where they put out a single game each for the Sega Master System and the NES. They found their market and they claimed it, and I don't need to tell you where Activision ended up. It's pretty clear that PC had a hungry videogame market, and there was a fair bit of money to be had there - we wouldn't have seen the 90s PC market and the rise of boomer shooters and adventure games and FMV games et al if there wasn't some kind of firm foundation there. Remember, this shit has to be of noticeable size by 1993, when Doom shows up on DOS and starts making everyone panic about Satans again.

It all makes me a little curious about one aspect of our story of the crash from earlier.

Hole #4: Hey, who said that?

See if you can spot the issue before I get to it.

I don't know about you but in school, at GCSE and A-Level, the thing firmly drilled into me and my classmates time and again for History class was to identify who your source was, not just what they said. The core questions "Who were they?" and "Were they actually there, or are they just repeating what they heard?" in turn lead to a third, more critical question: "Why are they saying this?". There's always a reason, a motive, a viewpoint to consider. Critically thinking about sources in this manner is vital to figuring out the truth of an event, if we even can - if nothing else, we can reasonably deduce if something is a fabrication or not the whole picture.

The thing about those figures from earlier, the drop from $3.2 billion to $100 million is, well, what's our source for that? There was an obvious drop, there was an obvious death in the market because basically everyone but Atari (and Activision) fucking went bankrupt and Atari themselves dropped so hard they got bought out and struggled to exist for a few years more. The market conditions that prompted Nintendo's shenanigans and draconian control over their platform were real, we can observe them in the behaviours of retailers and the devastation of companies involved and from reporting on these events from the time - but was the market ever that fucking big? Our source from earlier, the newspaper, it conveys that drop through data on a graph, but where did they get those numbers? Under the graph, as you can see above, it says their source is...Nintendo of America. Nintendo had a vested interest, even at that stage, of "writing the history" as it were.

Incidentally, Wikipedia uses that newspaper as one source, and its other source is this fansite...which must obviously be referencing the same paper as it declares the $3.2 billion figure comes from Nintendo of America. This is how the number spreads around as raw iron fact, despite the fact that we don't know if it just means home consoles or if it includes arcades, waning but still prominent ahead of their mid-to-late 80s resurgence and early 90s boom, and/or PC games, growing in popularity all throughout the period and growing all the more prominent past 1983/1984.

Okay, let's look around and see what we can see about Nintendo at the time. Check, for instance, this newspaper from June 1986 (if you have to pan about, you're looking for "Video games gain in Japan, are due for assault on US"), which cites quotes from Sega of America president Bruce Lowry, and Nintendo president Hiroshi Yamauchi. I'll put them here, even:

We're also going to attract a lot of interest from the 19- to 27-year-olds. Those are the people who were into Atari or Coleco games for a while, but tired of the systems, let them get dusty on the shelf because the technology didn't live up to the manufacturer's promises. Our system is the first one where the graphics on the box are actually matched by the game.
- Bruce Lowry, president of Sega of America

Atari collapsed because they gave too much freedom to third-party developers and the market was swamped with rubbish games.
- Hiroshi Yamauchi, president of Nintendo

Note that Bruce chooses to frame the prior market crash in a way that provides an angle to do product promotion even here. Meanwhile, Yamauchi curtly justifies his company's strict business practice - the newspaper article actually says Nintendo restrict third-parties to 3 games a year, a stricter number than the generally quoted 5 a year (I guess they eased up a little when they got power). For our purposes I think we can take Yamauchi basically at his word, as he's hilariously blunt about it; either way, it still serves as justification for how Nintendo would run their end of the market like a racketeer.

But if you then pair that with Nintendo of America-provided figures saying the industry was super huge and then became instantly super small (including a projection for 1989 that says it will become bigger than it ever used to be), well, you can see the narrative being built before your eyes. Nintendo justifies itself in public, to the press and thus the consumers, and provides the numbers that reinforces their justification for their death-grip on releases. They can use this sentiment and their golden throne in the market to keep their practices reinforced and pressure third-parties to tow the line. The industry used to be great, then everyone fucked up and did the stupid thing; we have brought it back, and we're doing so good with our way of doing things that it will shortly be better than it has ever been.

I mean, shit, in the last section I linked this post that set about figuring out the actual sales numbers of the Commodore 64, citing company financials and official records of serial numbers used in production to come to a number many millions under what the company's founder Jack Tramiel boasted about having. You lie to look better to potential investors and business partners and, let's be frank, to bolster your own image as a successful businessman for your ego, it's why we have decades of extensive regulations and controls around finances and businesses. With the NES turning numbers that Atari (who, incidentally, were bought by Jack Tramiel during the crash and repurposed toward making more home computers) could only dream of, it's no wonder; it was a genuine cultural phenomenon and feeding that fire any way they could was in Nintendo's explicit interest. Anything to ingrain themselves in the minds of the young even more, anything to make Nintendo the name in videogames.

Our sources for the sales figures of games are basically self-reports at best, and even those are few in number and hard to track down. Jack Tramiel got away with tacking an extra ten million or more Commodores onto his scoreboard for some time there, and if ever that was challenged outside of that post from earlier, it's hard to trace it; in fact, we can assume it basically wasn't, as Tramiel's figures are cited on Wikipedia and in turn everywhere else that cares to mention it, it's only down in the enthusiast pits that you find people running the numbers otherwise. 

I mentioned that the games of the Stamper Bros sold several hundred thousand copies, but in truth the oldest source I can find for that is this article from The Times around a decade after the fact, mentioned as their origin story as part of a small report on Rare entering partnership with Nintendo after Donkey Kong Country's explosive success. It does hilariously mention that Jetpac's 330,000 copies were sold at a price of £4.95 (around £16 today). Humble origins, eh? At any rate, we seem to only have the Stampers' word for it, but at least we can put some amount of stock in it - their company did tangibly and observably grow across the years to be able to produce the likes of Battletoads a few years later, and then be producing Donkey Kong Country (itself a work at the cutting edge of technology at the time) just a few years further than that.

God those 90s models. Image source: Nintendo
 

In my search for sources, I came across this article on Gaming Alexandria, which gets into this very topic and tackles the same questions I'm pondering now. The author doesn't link sources, but does name them (although the generic nature of "The Electronic Market" as a name makes it difficult to track down), and has page citations for newspapers and so on. By their reckoning, the American home console market's revenue was probably closer to $2 billion prior to the crash instead of the $3.2 billion reported by Nintendo, and it's debatable if it ever fell to $100 million as there are hints of $240-250 or even $500 million reported elsewhere. The author leans toward a spot in the range of $100-$240 million, and for home consoles specifically; I think that might be true enough, and it ties into my prior section.

Namely, that the figures cited don't account for arcades or PC games at all, and if you read through that article, arcade game revenue was its whole own beast that, by that author's view, went through its own crash in 1982 before home consoles did, but never fell as viciously and persisted in a better but stagnant state for a few years longer, still reaping billions in revenue where consoles did not. PC game revenue and profit likely just got lumped into broader computer software sales data, if it was tracked at all in this time outside of the developers themselves, whose words we intrinsically have to doubt without some form of evidence to back it up.

But even all this is still estimates and guesswork, albeit it is better informed than blindly following Nintendo's numbers. We don't have the reporting that exists today, the interest and avenues and regulations just weren't there to force a lot of these out into the open. We might have a better view of how arcades were doing, for instance, if we could see the Japanese financial reports from the likes of Namco and Taito and Sega, but good luck finding those from here.

Regardless, we must come to my point: if we actually look at America itself, if we look at the numbers we can find and pit them against each other and actually consider the full scope and breadth of videogames as a medium and industry at the time...even in America itself, the 1983 crash didn't extend beyond home consoles. Oh, there were a lot of issues in the mid 80s and it was devastating for the home consoles that did exist at the time...but was it really an existential moment for videogames as a medium and industry? America's own numbers and data don't seem to say so - if it did manifest into a deeper malaise for home consoles, it's good odds that actually America would be one of the markets that's just super-heavy into PC gaming, like continental Europe or China are today. That'd have significant effects on what became popular and influential, and history would change, of course, but videogames wouldn't die, far from it.

Thus we must realise that the American games market proper was probably actually worth more than $3.2 billion at the time of the 1983 crash, and was likely still worth billions in the intervening years, just not as many and that was mostly from arcades. But videogames as a whole soldiered on and were far from dying, even in America.

Oh and I've referenced it a bit in this section and hither and thither but let's just round this off:

Hole #5: Welcome to the Fantasy Zone!

Photo source
 

We touched on the potential numbers for this one a bit in the last section, with that Gaming Alexandria post's efforts to dig up numbers suggesting at a still significant industry despite stagnation and a gradual popularity dropoff: arcades! Arcades and arcade gaming persisted throughout the crash, unsurprisingly, and while they had their own issues in America due to wavering interest and a lack of new hits for a while, it didn't just suddenly die during the crash and take all its art with it either.

I made the crack that of course PC gaming had to be in a decent enough state to provide foundations for Doom to scare people in 1993, and actually the exact same joke can be made for arcades: of course they had to have survived the 1983 crash and be in a state where they could be culturally relevant, because 1992 would see the debut of Mortal Kombat, a game so devastatingly popular that its arcade takings in 1993 beat the US box office gross of fucking Jurassic Park, if our sources are to be believed. And to be frank, I think they reasonably can: Mortal Kombat was a fucking cultural paradigm shift event unto itself.

It's the same sort of story we've discussed at length already, though; arcades waned a bit from their immense strength in Japan and the US both in the early 80s,but they never went away in the 80s, continuing on quite decently as a good long string of arcade hits and beloved classics rolled out year after year. This was the era of arcade beat 'em ups and Sega's long line of classics that would also eventually coat the Mega Drive's early years.

Shmuplations, beautiful site that they are, translated an interview with former Sega director Akira Nagai, who oversaw Sega's arcade business in the 80s in Japan. He mentions that there was a slump there too in sales and revenue around 1983-1984, but cites the games of Yu Suzuki and particularly the release of Outrun as turning things around, alongside a significant effort to 'clean up' arcades and make them pleasant, bright and cheery places to be. The events he mentions as significant are Nintendo's 1981 release of Donkey Kong, and Capcom's formation in 1983, outside of Sega's own successes - business abroad simply doesn't register on his scale, it seems. You can see this sort of effect elsewhere as well - the likes of Space Harrier, Hang-On, Outrun and Afterburner, combined with the efforts of other companies like Konami with their string of brawlers, the works of SNK and Data East and Capcom creating exciting and also, often, multiplayer experiences that kept people coming in. Here, too, the 1983 crash's effects were tangibly limited and nowhere near as devastating as often imagined and claimed.

Again, the problem is reporting is slim on the ground and difficult to come by. The Gaming Alexandria post laments this about arcade revenue figures after a point, as finance reporters and rags lost interest in arcades and just stopped reporting on them as they weren't the dominant force any more. But we know from the vitality of Sega and Capcom and Konami and SNK et al, and there being a foundation for the rise of fighting games in the early 90s and the existence of the Neo Geo at all, that arcades must have been doing alright for themselves, and actually probably quite well from the scant numbers we can get. They wouldn't persist and continue this effort in America if there wasn't anything in it, and they moved their shit to wherever they could sell it.

Why does it matter so much?

If you actually watch this guy I'm afraid I think less of you as a person
 

Doubtless somewhere you've osmosed the fact that the fighting games developed by SNK, in particular King of Fighters, are massively, massively popular in Latin and South America. And as it turns out, there's quite a story behind that: this Kotaku article features a good series of quotes and explanations from people in the FGC from Latin American countries about their childhoods playing NeoGeo games. It's a good and interesting read, and it explains the 'why' quite readily: the NeoGeo, despite being associated with being ungodly expensive to the average person (it was a hot-swappable arcade cabinet whose cartridges were just whole-ass arcade boards you could pop in and out, so it was quite a bit pricier than, say, a SNES...in most other places!), by the quirk of tax and tariffs on videogame consoles, ended up being the (relatively) affordable and useful alternative in places like Mexico and Brazil.

I'm just paraphrasing the article now, but fuck it, you need to see this bit if you didn't actually read that article: because you weren't buying separate full arcade cabinets for each individual game, but instead one unit and the cheaper individual boards/carts to swap in and out, the Neo Geo fostered a significant and vital arcade scene in Latin American countries. And because the machine and its games were thus cheaper than standard arcade hardware (despite otherwise being identical!), shops and arcades and other places could make them cheaper to play to help get their money back and profit, which let more people (predominantly kids and teenagers, of course) actually play them. I've heard, for example, people in Australia push back on the notion that the old arcade setup 'made you learn better' in fighting games - because arcade games were massively more expensive to take turns at there, in Australia's completely different economic situation. It made more sense, over time, to just get a SNES and a copy of Street Fighter II or whatever else rather than spend a SNES' worth in individual goes over a few months. But, with the particular combination of heavily tariffed home consoles and cheaper Neo Geo hardware (plus easy piracy of it, always a factor), you get the exact opposite in Mexico, Brazil, Peru and so on.

Which brings us to the smug gibbering ape in the image above, and how he perfectly encapsulates the core attitude behind the misconceptions, mythology and ardent nationalism of the importance of the 1983 US market crash. The Neo Geo is a very important part of gaming history, especially in its native Japan (where arcades have had a long and active history) and, as expressed, across Latin and South America; SNK is a storied company whose library contains many influential and important titles, especially for fighting games in particular. 

But those aren't the United States so it doesn't matter as much. They're weird, and foreign, and he didn't grow up with them so shut up and stop talking about them. Oh, it's in a """joking""" manner, but that's what's being said and make no mistake, he believes that despite defensively couching it as a joke. The NeoGeo didn't dominate in America so it's "not as important" and can be dismissed. Stop taking time away from Nintendo. No-one knows what a SNK is.

It's the same shit as the mythology of the 1983 market crash, and that's why it matters: it pervades fucking everything and twists how everything is seen and valued. It centres America as the only place that matters, Americans as the only people who matter, American culture as the only thing that matters. It shears away the full breadth of the industry, casting off untold numbers of artworks, dismissed because they weren't big in America, weren't in America, aren't on a home console or more specifically aren't on a Nintendo system or aren't a Nintendo game. It reduces the complexities and nuances of events down to a digestible "good story" with a protagonist, and throws away everything that doesn't fit into that framing. It excuses the deranged aspects of Nintendo's racket over the market in the 80s, of their enforced censorship reinforcing the morality of 1980s white Christian America and shoving it onto all and sundry, of their rigid control over what was even permitted to be released and thus to a significant extent, what even got made. And it colours the perception of everything that comes after, one way or another.

 

It really is fucking wild how many people will blindly believe "games haven't increased in price"
 

In a really fortunately timed occurrence, there was fresh debate about the pricing of games, particularly AAA Western games, instigated on Twitter while I was writing this. Some Larian employee insisted games would have to get more expensive to be viable, which is obviously a fucking stupid and patently false statement - as it turns out, you can just not spend hundreds of millions of pounds/dollars on your project chasing the dragon of photorealistic visuals and world simulation and still get people to buy your game. Whenever this discourse pops up, people who think themselves really smart start talking about inflation, and how "the cost of game development has risen with inflation but the price has not". This, too, is an obviously stupid point - the answer is "developers and publishers should be taking measures and approaches to cut costs" because hey guess what, no-one's asking you to spend $500 million and 9 years making an extremely mid walk-and-talk, you just decided that - but more importantly, the cost has increased! 

But not in America!

When I was growing up, the standard retail price (the RRP, "Recommended Retail Price", that's MSRP or 'list price' depending on where you are) for console games was £40. Very, very occasionally, it might sneak a little higher but it was almost solely £40. And then, particularly when entering the 7th gen of videogames, this began to increase. Every now and then you'd see a £50 price tag, but by and large you were still between £40 and £50...until Activision bumped Call of Duty: Modern Warfare 2 up to £55. The dam broke, and the price of games slid up more. By the PS4, RRPs of £60 from chancier and more bastardly publishers were common, though there was, at least, variability between retailers and plenty would still aim lower.

This generation, Sony sparked controversy in America by trying to sell "next-gen" games at $70, opening the floodgates for many stupid publishers to try the same - even Nintendo of America, inexplicably, gave Tears of the Kingdom a $70 price tag. What isn't addressed ever by the people justifying this increase as somehow being fair, necessary and worth it is that Sony translated this increase 1:1 here in the UK, insisting that the pound is just 1:1 to the dollar and therefore games must be £70 now. It's how it has to be, $60 isn't a tenable price any more, and £60 is $60, right?

£70 is $92.

In today's money, $60 is about £45, which you will see a decent amount of games aim for - including, funnily enough, Nintendo of Europe, as I got Tears of the Kingdom for £47 with no fancy discounts or trade-ins or anything. Many games are £50, and AAA Western games now solidly aim at and over £60, as does any game published by Sony.

It's the same story, if not worse, for Europe, and it only gets worse the further out you go. Games are already often unfeasibly expensive in Canada and Australia. And this, of course, isn't even getting into the nightmare scenarios for places like the nations of Latin America and South America - as discussed in the article above about SNK, the likes of Brazil have a large piracy culture because local tariffs and vicious regional pricing exploiting exchange rates on stores like Steam make games simply too expensive for basically anyone, if the publisher/developer doesn't adjust it themselves to a saner equivalent. Some won't, because they fear an apparent avalanche of people changing store regions or using another regional account to buy games for cheaper prices than their local one.

The cost of games has gone up already, often multiple times, all over the place...just not America, where the $60 line stayed rigid until this generation, though the fact that basically every $70 game that isn't Spiderman or Zelda has bombed should be pretty revealing of what the price debate's true answer is. Spoiler: people are already spending as much as they ever will on games and increasing the price will drive them away, not make them acquiesce. They will wait for price drops, or pirate it, or simply go elsewhere for their entertainment, there's no shortage of competition for people's eyeballs. Publishers have no power or say in this and must adjust accordingly or die. Many, it seems, are choosing to die.

But, none of these price increases happened to Americans, ergo the cost of games has never, ever increased and it has to increase now or the industry will crash and die! Obviously it can safely increase because Americans haven't paid more for games in ages! In fact we have old pages from Christmas mail order catalogues that inflated prices as proof that $60 is a reduction! America is the global frame of reference and we are very sane and normal for using it as such! Do not think critically ever!

American Cultural Hegemony and the outsized influence of the American perspective didn't start with this, indeed it is because of them that the 1983 crash is given the mythological reverence that it has. But it is a further propagator of that influence and hegemony, and it is a pernicious and vile thing. It pervades a lot more than you'd think - you ever notice that games journalists, youtubers, pundits of all stripes and even regular people will say "this game is getting a Western release!", only to check and see that it's actually only releasing in America? That doesn't happen too often these days, but it does come up, every once in a while - and back in the 6th and 7th generation of games, it was all over the place and ever so frustrating to see. Or a game will, rarely, release in Europe first but not be considered as real until it gets its American release, which sees outlets that do have European staff and branches do things like dismiss Bravely Default from GOTY considerations until it released in America the following year.

It's not just about the crash itself, it's about the attitudes it fosters and all that come out from them. This and stories like it need to be challenged and corrected because if left to their own devices, they start to tinge everything else with the underlying view that it only matters if it's America, and to a lesser extent it only matters if it's Nintendo. And, if you want to treat games as art and this whole medium as an art form, then getting the true history and centring that is incredibly important. Refusing to let the full scope be winnowed away for convenience is critical, and if you like to fancy yourself as in any way 'academic' about games, then you simply must champion the reality of matters. And, to be frank, there's way too much dismissal of people outside the Western hemisphere, especially from people who otherwise claim to be great progressives who care about diversity and seeing other viewpoints.

And to be even more frank: fuck Americans, man.

 

Once More, With Feeling

The Game Industry Layoffs Tracker. It's, uh, bleak times.

 

There has, for years and years now, perhaps since the internet first came about but with growing intensity from the 7th generation of games consoles onward, been frequent calls for or belief in an impending "Second Videogame Crash". It's the sort of thing you would see called for or wished for by people deep enough into gaming discourse to be angry about microtransactions and horrible business practices and the overt decline in Western AAA game quality. It's sort of an addendum to the myth: that soon, the industry will crash again, in the same way, and it will be a great reset that washes away all of the evil bastards and silences the medium for years, pushing it to the fringes, to be rebuilt later by those who hopefully learned the lessons of wanton greed and excessive gouging. The general belief is that all major corporations will be wiped out or greatly diminished, there were will be a great loss or at least dispersal of the talents behind games, and things will start over.

In a darkly amusing turn, if I may call it that, we seem to see history repeating itself, kind of. Across this year, and throughout most of last, the videogame industry has been hit with wave after wave of devastating studio closures, whole corporation die-offs and tens if not hundreds of thousands of layoffs (as you can see from the tracker, linked above and also here). It's mostly, though not exclusively, concentrated in the Western games industry; Microsoft is waking up to having spent $70 billion on Activision and is aggressively cutting costs in ways that exclusively mean venting anyone not making Call of Duty games or equivalent sellers, Embracer bought up the forest floor of the continental European industry and promptly died after a single deal it bet everything on didn't go through, wiping out untold numbers of studios, major publishers across the board are shedding staff as their hyper-expensive products that aren't actually any good keep failing to sell, the live-service craze is a repeat of the MMO craze a decade or so prior and is producing as many corpses.

Just today, Chinese company NetEase has killed Ouka, the studio contracted by Square Enix to develop Visions of Mana, which released just today, reducing it to a skeleton crew to finish its support obligations ahead of closing the studio entirely. There was no time or way of telling if Visions of Mana has yet succeeded or failed: it explicitly matters not. NetEase have killed them regardless and reportedly they, and other Chinese megacorp Tencent, are suddenly skittish about all the studios they poached staff for and built up and spent millions on. Success no longer matters, the closures will come no matter what.

We are, really, witnessing that Second Videogame Crash now.

And like the first, it isn't happening in the way people imagined or for the reasons they believe it would, but, comically, it's not too different from the reasons the first one happened. 

The Western AAA industry has worked itself into a horrid, horrid rut: the pursuit of ultra HD photorealistic visuals with accompanying realism simulation systems and mechanics, like vast open worlds with realistic environmental physics and hordes of NPCs with special animations or even schedules, are taking their extremely obvious toll. When that's not the target, chasing the mythical infinite money machine that is a successful "live service" game - a game that can sell cosmetic microtransactions and expansions forever - sees countless studios killed in the pursuit of trying to unseat the established victors. Like World of WarCraft before it, Fortnite kills all who try for its crown because it won the first fight and became firmly entrenched. The same goes for the likes of Mihoyo's gacha games, Final Fantasy XIV et al; the victors are in, and convincing their players to leave for something else is the most difficult fight imaginable.

The result is a constant stream of insufferable and unwanted games. Just this week past, Sony's Concord released to basically no sales and a lot of well-deserved gravedancing, because it's as soulless and derivative a husk as you can imagine: pound store Overwatch with knockoff bargain bin rips of the Guardians of the Galaxy movies' cast, and a frankly absurd level of visual fidelity put into making everyone look as realistic and human as possible...for a 5v5 hero shooter where you'll see them for like three seconds before you kill them or vice versa. It is completely emblematic of the causes of this "second crash": a game that was obviously not wanted by anyone with nothing interesting about it, with an 8 year dev time and untold hundreds of millions spent on it and its pointlessly super high fidelity graphics. Priorities and ideas completely and utterly out of touch with what the consumer audience wants, with no real basis in material reality.

Last year, Insomniac Games were hit by a cyber-attack that resulted in the theft and release of tons of internal documentation and game work and assets, and among the interesting details about Sony's business were the details that Spiderman 2 had a budget of $300 million and a dev time of several years. It looked basically identical to the first game, but they spent all that time completely redoing their assets and a lot of animations and a lot of their world simulation technology to make the in-game city seem "more real", and the end result was nobody fucking noticed or cared because it didn't ultimately look any different from the assets and tech they had. Internally, a dev even questioned if anybody would notice and if this was really a sensible use of resources, and, tragically, we could also see that another $350 million budget was allotted for Spiderman 3, suggesting possibly similar intent being queued up.

Like the first crash, many of the games produced by the Western AAA industry are just dogshit, mid at best and they aren't what the audiences anywhere want. They're years out of sync with current interests and tastes, often chasing the MCU writing style wagon that went out of style half a decade or more ago, they keep pushing the highest fidelity graphics and technology like it's a mandate despite vastly less graphically complex games selling millions casually all around them, and there's almost no regard for how the game actually plays.

Also like the first crash, the rest of the industry chugs along just fine. The independent game market and games with lower budgets roll out and make their money fine, and even go from strength to strength. Nintendo reap untold levels of profits by riding years behind the graphics and technology curve while producing things that people like to look at and want to play, aiming at audiences outside teenage boys and young men (though still securing them at the same time, too). The Japanese industry is getting along just fine, with the odd exception (Square Enix haven't gotten the memos yet), PC gaming is doing fantastically in spite of the inflated costs of hardware at the moment, and the general quality of games on average is at an all-time high. China and Korea have had their local industries surge and build up off of major successes in mobile gaming, Sony is carrying out a series of initiatives to invest in development teams in India, North Africa and the Middle East after the first one in China succeeded immensely.

The immense job losses are tragic and executives should be put to the axe, frankly. Just hunted in the streets, their wealth redistributed and their names stained forever. On the other hand, the art medium continues, and it will survive this easily too.

I wonder what myths people will make of this period, in time?


The buzzing has subsided, and I think I've said more than enough. If you got this far, download a NeoGeo emulator and go enjoy Neo Turf Masters, it's like the best golf game ever made (I do not have a comprehensive knowledge of golf games). Or, perhaps, look into those old PC game collections, culture yourself a bit. Take a stroll around GOG or itch.io, buy something weird or old and/or pornographic (like, say, Ultima VII, which can hit all three of these at points), put it in your system and see if it does anything for you. It just might!

The point, at the end of the day, as always, is to indicate just how much shit is out there, and to hope you'll give something a gander if only to experience it. To broaden your horizons, cleanse your pallete and put more colours in it, and see what you figure out about games and yourself. And to try and induce the same sicknesses I have in others, but that goes without saying.

Present Feature

Musings: Concord, Audiences and the present state of Play(station)

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