Search the Community
Showing results for tags 'third world capitalism'.
Found 1 result
There was once a time when video game manufacturers (notice I do not call them entertainment companies, or game companies) used to have to provide a decent product in order to make money. Not anymore. I will not go into the scam that is DayZ or the disappointment that is Hawken, but rather, I will go straight to the latest and greatest scam in existence: Playerunknown's Battlegrounds Step 1) Manufacture a Brand Electronic Arts, Nintendo, Sony, Ubisoft, Capcom, Activision Blizzard, Ubisoft... these are all game companies you have come to know and love. They pay dearly when they create a crappy game, their brand suffers. If you manufacture a new game company name with every game, you don't have to worry about gaining a reputation. Step 1? Manufacture a brand. Step 2) Get some capital It doesn't take much, about the cost of a house. People are a resource and they need to be paid. $250,000 in S. Korea buys 10 staff for one year. A few hundred thousand more and you've got a handful of servers and a little bit of marketing to go with it (thanks to Steam and Streaming it doesn't take much). Order all your dependencies and 3rd party libraries and tools on a commission-based license (per-user). Step 3) Compile a small team (of graphic artists and game developers) Easy to do, especially in South Korea where there are more educated people than jobs. They can pay them crap wages and put out a product. They don't need years of experience, more on that in a minute. You can't make a game without a team committed to making it. Step 3) Compile a small team. Step 4) Get the game half finished. Avoid the fundamentals such as latency synchronization, exploit detection & prevention, hack detection and prevention, just work on making it pretty and playable. Step 5) Make promises Tell your buyer that they are "beta testers" and that the game is pre-release. Ensure they sign a EULA that protects the company from culpability and retaliation for delivering a non-functional product. Step 6) Make Millions This is the most important step of the pre-release sham. Make millions. Hire some pro streamers to stream the game, put out a few ads, and put it on Steam. Step 7) Fire half your staff and cut costs as low as possible. Pocket most of the millions for yourself, put just enough into the game to keep the illusion alive and perpetuate new buyers and the promise. DayZ I believe is the most obvious in this... 8 months and they release a new gun and a new vehicle... about 4 hours of work. PUBG... just add a report button to the replay and make the half finished game a little more playable. A few little things to perpetuate the promise. Step 8) Release DLC content, Make More Money As if it's not enough the game isn't even complete, and we've got several million buyers across the globe, let's maximize profitability by adding paid content to the half finished game. I'm sure your customer base wont wonder why oh why did you put (how many hours?) into adding more crates and more shirts and pants rather than applying those resources to the half finished game they already paid for? Step 9) Expand to the Steam Marketplace Invent a marketable item for the steam marketplace, then add very rare items for in-game to the game (again, much more important than applying those resources to the promise, you'll see why in a minute). Rare items are carrots on a stick dangling in front of the poor hungry rabbit's head. You don't want people to stop playing, that would indicate the game is a failure and reduce the cash flow. Yes. Add items to the game that sell for $50 to $1500 on the steam market place to give people who do not enjoy the game but like the idea of a positive balance on steam a reason not to move on. Step 10) What promise? You signed a EULA You've made your fortune, as much as any large-scale game company would. You've increased cash flow via every means possible. Time to rinse and repeat. Long and the Short? No incentive to finish the game. No incentive to deliver a polished product No incentive to have integrity No incentive to stop the hackers No incentive at all Real game companies? Design, Develop, Polish, Promise, then Publish Fake game companies? Design, Develop, Promise, then Publish Polishing costs $$$ and eats into profits. Pre-Release Games are a scam. It is fraud. It is a 3rd world concept.