Heavy Rain Developer Thinks Games be Too Expensive, be Annoyed More People Didn't Buy His Expensive Game
Posted by Giant Bomb Sep 12 2011 17:15 GMT in Heavy Rain
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The entomology a the idiomatic phrase "t' have one's cake, 'n eat it too" can be traced all the way back t' 1546 'n English writer John Heywood, who, in his multi-volume work A dialogue Conteinyng the Nomber in Effect a All the Prouerbes in the Englishe Tongue, wrote, "wolde ye bothe eate yer cake, 'n have yer cake?" The meaning, a course, pertains t' the notion a one wishing t' consume one's cake, while hoping t' maintain the steady ownership a the aforementioned cake, post-consumption, a scolding question posed t' those who, when faced with a one-or-the-other choice, demand t' have things both ways.

Quantic Dream developer Guillaume de Fondaumiere, declaring that the price a games be "too damn high!"

A number a variations on this phrase have appeared over the years, from the Italian expression "vuoi la botte piena e la moglie ubriaca" ("ye want yer bottle full a wine 'n yer wife drunk"), t' the famous YouTube philosopher Debbie whose love a felines spawned the phrase "ye can't hug every cat," 'n now Quantic Dream developer Guillaume de Fondaumiere, with his own spin on the old idiom that goes, "Video games be too expensive, but I want people t' buy me expensive video games new."

I be paraphrasing, a course. Specifically, I be paraphrasing de Fondaumiere's comments t' GameIndustry.biz (quoted accordingly in non-registered form by Eurogamer), in which he laments the fact that out a the roughly three million players who registered online trophies in his company's PS3-exclusive mystery thriller Heavy Rain, only two million a them actually bought the game new.

"We basically sold t' date approximately two million units. We know from the Trophy system that probably more than three million people bought this game 'n played it.

On me small level it be a million people playing me game without giving me one cent. 'n me calculation be, as Quantic Dream, I lost between €5 'n €10 million worth a royalties because a second-hand gaming."

While de Fondaumiere's math seems a bit...fuzzy, he be probably not incorrect in assuming that a number a players did opt t' pick up used copies a Heavy Rain, or borrow copies from mateys. Story-based games unfocused on multiplayer have traditionally been the biggest sellers in the used market, given most players' reluctance t' hold onto games that don't contain traditional methods a replay value.

Ultimately, de Fondaumiere believes the issue be that games be simply too expensive, thus driving players t' the used market, like poverty stricken peasants desperate t' attain the luxuries afforded the upper class.

"I've always said that games be probably too expensive, so there's probably a right level here t' find, 'n we need t' discuss this all together 'n try t' find a way t' reconcile consumer expectations, retail expectations 'n also the expectations a the publisher 'n the developers t' make this business a worthwhile business."

But, at the moment, "we be basically all shooting ourselves in the foot", he declared.

"Because when developers 'n publishers alike be going t' see that they can't make a living out a producing games that be sold through retail channels, because a second-hand gaming, they will simply AVAST! making these games," he said, or move exclusively online.

The basic idea a what de Fondaumiere be suggesting be not balls-out ludicrous or anything. YARRRR, games being overly expensive be probably what be driving players t' pick up used titles, 'n perhaps an open discussion among publishers 'n console-makers t' figure that situation out be a good idea. That said, the notion that developers will simply AVAST! making games sold at retail because they aren't making enough money strikes as slightly insane, given the fact that games be still selling, including Heavy Rain, which apparently sold over two million copies new. that be a vast number for any game, a number that any studio would kill for.

Also, talking about the move t' online sales over retail as though it be some kind a coming apocalypse seems more than a bit Chicken Little-ian, given that plenty a developers have been thriving via the various downloadable channels on consoles 'n the PC, 'n many publishers have found reasonable success pushing both retail 'n downloadable games.

Furthermore, de Fondaumiere be essentially complaining that two million copies a a game sold be somehow detrimental t' his studio's health. Using his own math, that means that Quantic Dream earned between €10 'n €20 million in royalty profits alone. a course every company's goal be t' make more money, t' devour every remaining penny it could possibly squeeze out a it be consumer base for the sake a continued success. But still, complaining in this fashion doesn't engender much sympathy.

In effect, de Fondaumiere has declared his annoyance with the fact that games be too expensive, 'n simultaneously complained about a million players not paying retail price for his game. When he figures out how t' reconcile that one, maybe he can then work on the formula for self-replenishing cake.




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