This is a great topic! Personally, I think there is more going on than piracy vs. quality. But if those are the two options I go with quality being the engine behind the decline in PC game sales.
According to projections money spent on electronic entertainment is still projected to rise for the foreseeable future. The depressing part is when you start to look at the PC games sector.
In 2004 (chosen because that is when this topic started) PC game sales were 1.1 billion. In 2006, that was down to only $970 million. Compare that with consoles which sold 5.2 billion in 2004 and CLIMBED to $6.5 billion in 2006. Why are these two sectors of the game market heading in opposite directions?
Perhaps it is that piracy is such a huge problem and it is easier to pirate PC titles. I think there is another factor at play, and I will put it under the larger term of "quality".
Before I continue, I should mention that I grew up with video games, but am probably older than the typical demographic. I'm in my mid thirties, and I have as many friends play games as I have friends that buy games for their growing children. This gives me an interesting perspective in watching how two different groups of people make game purchasing decisions.
But first, my own tale:
Fog effects, have they ever sold a game?My biggest gripe with the modern trend in PC gaming is putting graphics above everything to the point where you artificially limit your potential market (and market share). This is the reason modern games are failing.
Over the last 10 years, Starcraft has sold 67 million copies. Yes it is a great game. But more importantly, it will RUN ON ANYTHING. My first copy of Starcraft I installed on an overclocked 486 with 16MB of RAM. You would have to hunt high and low for a PC with as little power these days. No graphics acceleration cards required.
I will never forget the first PC game that I bought, thinking I could run it looking at the back of the box - Battle for Middle Earth 2. The graphics were not much better than the original (which I already had) - but this new one added fog effects and realistic reflections in water. This was advertised on the box! I didn't buy the game for the fog effects or the water effects. I bought it because I wanted to play a Middle Earth RTS. I wanted to explore new factions and missions. Well, their new graphics engine which supported the features required more minimum requirements than my PC at the time had. And I couldn't turn the new options off. EA lost me as a customer for life that day.
I was upset, and I did plenty of complaining to my friends. And I was surprised at the response I got back. I had been privleged in that I had been able to often afford a new PC, every few years I got a new top of the line model. But many people I know don't do that, and they would still be using a 5 or 10 year old PC (it still worked for email and word processing after all). As I recounted my tale to others, I discovered most of my friends had already been through this, and had watched the game industry decide to pass them by and ignore them as customers. Many of my friends just stopped buying PC games and either moved to console games or stuck with the games they already had... or moved to things with lower requirements (online poker, for instance).
Development houses were choosing to add fog effects over retaining customers?? Yup! I have gone shopping with friends who will browse PC titles. Often the line that is used when a shiny new box is picked up and the person reads the requirements is "it looks good, but its not $2,000 good". There are a lot of potential PC game customers that would happily pay $50 to try a new game, but they won't happily buy a new computer as well just for a new title.
You can tell the quality of almost any PC gaming product these days by looking at the minimum requirements it supports. The lower the requirements are, the better job the development team did, and the higher chance you are dealing with a quality product. GalCiv2 is a perfect example. The 1.6 patch helped the game run better on lower end computers. The 1.6 patch of DA is a much better product than the 1.0 release of DL. But I don't need to have played both versions to know that. I can just compare the minimum system requirements between the two versions. I continue to buy new computers. But I now often do NOT buy games that I CAN run. I look to the minimum requirements listed on a box to see how good the team that made the game was. If the minimum requirements are too high, I won't waste my money on the product - chances are the team was sloppy.
Blizzard EntertainmentA recent example that comes to mind is Neverwinter Nights 2. I enjoyed all of the previous titles in this series, and I was planning on purchasing the game when it got released. I went to my local Best Buy the weekend of its release, and happily picked up the box. Then I turned it over to look at the minimum requirements. WOAH! Sure, I could run the game, even easily, on my PC, but I sensed sloppy design when I saw how high the requirements were. Plus they were restricting their customer base. I decided to wait on the title, and talk to people that had played the game. Sure enough, the few people I knew who bought it were disappointed. Bugs, crashing, and generally an experience described to me as "not even as good as the originals". I could have told you that just looking at the hardware specs.
Blizzard really stands out in this regard, and it is the lynchpin of their success. Every Blizzard title that comes out has very very low system requirements compared to the contemporaries they are competing with at the time a game is released. Yes, they make very good, polished games. But they are also able to take advantage of a much larger potential market by default because their games will run well on older systems. Starcraft still runs on every machine I own. So does Diablo and Diablo II. I still have computers from 1997 sitting around in my office. Not a lot of RAM, no shiny graphics cards. And yet they still run these games (well, to be fair I think i have an 8mb graphics card in that PC... but still)
I'm not a huge fan of MMORPGs, but one of my younger sisters is. Several years ago was an exciting time for fans of that style of game, almost on top of each other (historically speaking) Everquest II and World of Warcraft were released. My sister loved EQ2... she liked the voice acting, the wide range of characters and classes, the interesting quest design, the ability to switch sides, the overall world story, etc. But the game barely ran on her computer, and she would often freeze completely while in town if there were lots of other players on. She eventually quit out of frustration and started playing WoW. In her opinion, WoW was a worse game in every way but one... the only one that mattered. WoW ran on her computer.
ParentsThe situation is even worse for the middle aged mother who doesn't really like/understand games herself but purchases them for her children. PC games already are less attractive than console games because:
1. Children are impatient, installation times are an annoying stamina test while the child continually asks to play the new game and "is it ready yet?". With a console game you just plug it in and it starts going.
2. PCs are dangerous for children anyway, because of the internet access, and must be closely monitored and have parental controls installed. With console games, there is less supervision required from the parent.
3. Console controllers are harder to destroy than keyboards... when dealing with either frustrated or exhubarent young players.
But really, the downfall of PC games in each household like this I know of has happened for the same reason. A game doesn't work out of the box. Now, these games are being purchased who are not the most tech savy, I think its fair to say. But when they went to the trouble of selecting a game for their child, and then have to try to explain to their crushed little boy that for some reason the game doesn't work, when they themselves don't know why it isn't working either, well, a new PC game will never be bought in that household. Perhaps the hardware wasn't good enough. Perhaps someone needed to update their video drivers. To be stereotypical... soccer moms buying a new game for their 11 year old don't understand how to update video drivers.
With a console game it is plug and play. And the parents are never disillusioned as customers by having bought a product that just wouldn't work when they got it open - if they stick to purchasing console games for their children.
Ease of use (low system requirements, easy installation, no additional hardware/software needed) might be hard to track as a factor for how many games it sells, and is difficult to advertise, but is actually one of the single strongest factors in attracting older customers.
Targeting gamers?I am in the unique position in that I once ran an indie game company myself. I have participated in the independent games festival, E3, and I used to look forward to Game Developer magazine which would show up every month in my mailbox. I went to seminars, I read over whitepaper. The SMEs (Subject Matter Experts) in this industry do not understand what they are selling.
People have wasted reams of paper talking about what "gamers" want. Apparantly they want a game that takes advantage of their brand new $5,000 Alienware. They want massive FPS multiplayer matches with teams from different continents. Etc.
This is all garbage. There is a type of consumer for which this is true, but EVERYONE is a potential gamer. I've worked as a lawyer. I've seen people in their 60s with laptops playing games. Men, women, old, young. I've not yet met a person with a computer that has not played solitaire. That means everyone who owns a computer is a potential customer... not just people with top of the line computers.
Solitaire has no high end graphic requirements. It is easy to learn. It takes no time to install. You might scoff, but I guarantee if someone was selling it for 99 cents there would be purchasers (thanks Yahoo). But what if you made an engrossing, easy to pick up game that would run on (almost) all computers in circulation? Suddenly you would not be artificially restricting your market share. Your number of potential customers would be so high that you would sell more by default.
Why do you think Stardock sells so many more copies of its desktop software? Yeah, it does a good job, and there are many reasons. But one of those reasons is it also runs on computers that couldn't run galciv2. They have a much larger potential market right from day one.
This nonsense that you need to design games for "gamers" because they are the only ones who will purchase your product is the cancer eating away the PC game market. Why do people need 64/128/256 MBs of 3d acceleration? And how much RAM? Why artificially restrict your market share to try and sell a few more copies to people that own computers in the top 1%-5% of capable performance? This is a bad marketing model and strategy. And you can see from the numbers it is failing over time.
Think about it this way. If you make a new game that only requires 64MBs of RAM and a 16MB graphics card, say a 200 Mhz processor... how many PCs in use today COULDN'T run that game? You are able to attract a massive potential audience (larger than the installed base of any console system). However, if you make a game that requires people own a computer with top 5% or top 10% hardware of ALL COMPUTERS in circulation - not just what is currently being sold -(this is about the average in the game industry, btw)... you have just taken away 90% of your potential customers before one person has looked at your box.
All of these problems regarding hardware requirements don't exist for consoles. It works when you plug it in, simple. Consoles will continue to rise in sales. PC games will continue to wither on the vine as long as production houses continue to make games with higher and higher MINIMUM hardware requirements.
My two cents,
~ Wyndstar