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Link to all bad ending threads: https://www.installbaseforum.com/fo...-for-the-video-game-industry.1998/post-228671
I mainly wanted to talk about rent-seeking in this thread, when I got to the other bad endings, I couldn't be bothered to come up with any more expositions, so I just threw bad endings in that sounded good enough. I have put these as predictions meaning that they probably won't happen, but I wanted to point out how bad it could get since some of these scenarios are like, "We're already halfway there!"
Bad Ending 1: Everything is a subscription
Rent-seeking (click link for explanation of what it is if you don't know.)
Here's a perfect example of rent-seeking, the Unity Runtime fee. Unity as a company has not been making profits since they went public on the New York Stock Exchange, I made a post showing how much losses they've made in case you were wondering. The Unity Runtime fee did nothing to make the service better, all it was made for was to extract more wealth from the developers that use their product. This is why some developers (especially indies) have decided to move to FOSS (free and open-source software) game engines to avoid such rent-seeking behavior.
The subscription-based model is becoming the most common form of rent-seeking and not just in video games. Why is that? Capitalism baby! Shareholders don't like businesses that have cyclic business models, the dream of every investor is to have infinite growth in their investments. (Optional video that talks about why Adobe went from selling products that had a lifetime license to a subscription model.)
The video game console makers used to have very cyclic business models until Xbox arrived onto the scene with a subscription-based model for playing games online. Hardware cycles are still cyclic yes, but what happened was that the subscription model for online gaming kept recurring revenue coming in for Microsoft which meant less downturns especially when a new console generation appears. The PS3 and Wii U were the last consoles to have free online gaming, but the respective console makers couldn't ignore the revenue Microsoft was making from a subscription for online gaming so that's how we ended up with all console makers having online gaming tied behind a subscription service.
DLC is also a form of rent-seeking depending on how it is used. The most common one is how games used to have unlockable cosmetics for your character if you completed something, now instead you just pay money to get that cosmetic.
Remember when some secondhand games required you to pay a fee to be able to play the game? That's rent-seeking. Remember when EA did that? Remember when Xbox One was going to have that too? Just like how developers are fleeing Unity, that policy from the Xbox One also had an effect on gamers choosing the PS4 over Xbox One.
Imagine if third parties were requesting a console maker to not allow Backwards Compatibility on their next-gen console so those third parties could re-release the same games again on that next-gen console with that new $70 price tag? Or how about an unlock fee to play your BC games on a next-gen console so those third parties can get that rent-seeking money?
The point of going through all that was, how much worse could it get in the future?
(Bad Ending 1) It is the year 2XXX, Google Stadia may have failed embarrassingly but that didn't stop its competitors from looking at cloud gaming as the future. Due to how expensive the hardware R&D costs have been increasing every generation and the increasing cost of consoles for the consumer, the console makers decided to remove the generational hardware cycle from their business model. They transitioned to cloud gaming, you no longer own a piece of hardware to play games and you must now pay a subscription to have access to their cloud gaming service. Any time you are not on the subscription you will not have access to the service to play games. The initial subscription is for access to the cloud gaming service, it does not include access to any games, if you want to play games, there is a different tiered subscription for that. You pay for a higher tier subscription and you start up a game, you notice that there is a queue, because of how cloud gaming works, it means you have to wait for other people to stop playing for you to access the hardware that will let you play a game. While you are waiting in the queue, you are getting repeated video advertisements (like Youtube Ads) while you wait to get to the end of the queue. Suddenly, an option appears, you can pay for an even higher tier subscription to get priority queueing to get to the front of the queue even faster.
The only thing stopping this bad ending is the literal rent-seeking that comes from your internet service provider which is why cloud gaming is not going to be affordable for decades.
Bad Ending 2: Monopolization of the industry
There used to be so many console makers back in the 90s: Nintendo, Sega, SNK, NEC, Sony, Panasonic, Atari. Then for the last two decades it's been Sony, Microsoft and Nintendo. It's obviously expensive to be a hardware maker if you are competing against those companies.
It is the year 2XXX, Nintendo is no longer in the console industry after a trillionaire bought the company as a joke and then fired 90% of the staff in the first year of owning it to cut down on costs because he needs to make profits, it didn't take long for the company to file for bankruptcy after it had burned through its billions in assets after it had released the failing console Wii U2. The video game console industry was then left with the twins, they were called the twins because the consoles were identical in function and third-party game support. This led to a stagnation in the industry as 60-year-old gamers proclaimed, "This console generation doesn't excite me anymore!", don't you worry gamers, capitalism is so innovative... a new console from a massive tech company has appeared! The video game industry was then left with the triplets.
Bad Ending 3: The same AAA games forever
It is the year 2XXX, the biggest publishers could not sustain their ballooning budgets on their iterative sequels due to stagnation in sales. They then switched to the live service model which included subscriptions to access content, now gamers invested all their time in FIFA Unlimited, NBA Infinite, COD Forever and GTA 5. With a recurring revenue model that was not cyclic, publishers pooled all resources into these projects that no new IP was ever made after and any other IP they did have was rendered obsolete. Any other live service games that entered the market could not sustain itself for long due to lack of audience retention. Bad Ending 1 then occurred after the console makers realized it would be cheaper for them to do cloud gaming with subscriptions since they were not making any money on physical game releases like they used to, and live service games were online only anyway.
I mainly wanted to talk about rent-seeking in this thread, when I got to the other bad endings, I couldn't be bothered to come up with any more expositions, so I just threw bad endings in that sounded good enough. I have put these as predictions meaning that they probably won't happen, but I wanted to point out how bad it could get since some of these scenarios are like, "We're already halfway there!"
Bad Ending 1: Everything is a subscription
Rent-seeking (click link for explanation of what it is if you don't know.)
Here's a perfect example of rent-seeking, the Unity Runtime fee. Unity as a company has not been making profits since they went public on the New York Stock Exchange, I made a post showing how much losses they've made in case you were wondering. The Unity Runtime fee did nothing to make the service better, all it was made for was to extract more wealth from the developers that use their product. This is why some developers (especially indies) have decided to move to FOSS (free and open-source software) game engines to avoid such rent-seeking behavior.
The subscription-based model is becoming the most common form of rent-seeking and not just in video games. Why is that? Capitalism baby! Shareholders don't like businesses that have cyclic business models, the dream of every investor is to have infinite growth in their investments. (Optional video that talks about why Adobe went from selling products that had a lifetime license to a subscription model.)
The video game console makers used to have very cyclic business models until Xbox arrived onto the scene with a subscription-based model for playing games online. Hardware cycles are still cyclic yes, but what happened was that the subscription model for online gaming kept recurring revenue coming in for Microsoft which meant less downturns especially when a new console generation appears. The PS3 and Wii U were the last consoles to have free online gaming, but the respective console makers couldn't ignore the revenue Microsoft was making from a subscription for online gaming so that's how we ended up with all console makers having online gaming tied behind a subscription service.
DLC is also a form of rent-seeking depending on how it is used. The most common one is how games used to have unlockable cosmetics for your character if you completed something, now instead you just pay money to get that cosmetic.
Remember when some secondhand games required you to pay a fee to be able to play the game? That's rent-seeking. Remember when EA did that? Remember when Xbox One was going to have that too? Just like how developers are fleeing Unity, that policy from the Xbox One also had an effect on gamers choosing the PS4 over Xbox One.
Imagine if third parties were requesting a console maker to not allow Backwards Compatibility on their next-gen console so those third parties could re-release the same games again on that next-gen console with that new $70 price tag? Or how about an unlock fee to play your BC games on a next-gen console so those third parties can get that rent-seeking money?
The point of going through all that was, how much worse could it get in the future?
(Bad Ending 1) It is the year 2XXX, Google Stadia may have failed embarrassingly but that didn't stop its competitors from looking at cloud gaming as the future. Due to how expensive the hardware R&D costs have been increasing every generation and the increasing cost of consoles for the consumer, the console makers decided to remove the generational hardware cycle from their business model. They transitioned to cloud gaming, you no longer own a piece of hardware to play games and you must now pay a subscription to have access to their cloud gaming service. Any time you are not on the subscription you will not have access to the service to play games. The initial subscription is for access to the cloud gaming service, it does not include access to any games, if you want to play games, there is a different tiered subscription for that. You pay for a higher tier subscription and you start up a game, you notice that there is a queue, because of how cloud gaming works, it means you have to wait for other people to stop playing for you to access the hardware that will let you play a game. While you are waiting in the queue, you are getting repeated video advertisements (like Youtube Ads) while you wait to get to the end of the queue. Suddenly, an option appears, you can pay for an even higher tier subscription to get priority queueing to get to the front of the queue even faster.
The only thing stopping this bad ending is the literal rent-seeking that comes from your internet service provider which is why cloud gaming is not going to be affordable for decades.
Bad Ending 2: Monopolization of the industry
There used to be so many console makers back in the 90s: Nintendo, Sega, SNK, NEC, Sony, Panasonic, Atari. Then for the last two decades it's been Sony, Microsoft and Nintendo. It's obviously expensive to be a hardware maker if you are competing against those companies.
It is the year 2XXX, Nintendo is no longer in the console industry after a trillionaire bought the company as a joke and then fired 90% of the staff in the first year of owning it to cut down on costs because he needs to make profits, it didn't take long for the company to file for bankruptcy after it had burned through its billions in assets after it had released the failing console Wii U2. The video game console industry was then left with the twins, they were called the twins because the consoles were identical in function and third-party game support. This led to a stagnation in the industry as 60-year-old gamers proclaimed, "This console generation doesn't excite me anymore!", don't you worry gamers, capitalism is so innovative... a new console from a massive tech company has appeared! The video game industry was then left with the triplets.
Bad Ending 3: The same AAA games forever
It is the year 2XXX, the biggest publishers could not sustain their ballooning budgets on their iterative sequels due to stagnation in sales. They then switched to the live service model which included subscriptions to access content, now gamers invested all their time in FIFA Unlimited, NBA Infinite, COD Forever and GTA 5. With a recurring revenue model that was not cyclic, publishers pooled all resources into these projects that no new IP was ever made after and any other IP they did have was rendered obsolete. Any other live service games that entered the market could not sustain itself for long due to lack of audience retention. Bad Ending 1 then occurred after the console makers realized it would be cheaper for them to do cloud gaming with subscriptions since they were not making any money on physical game releases like they used to, and live service games were online only anyway.
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