A rant about videogaming. By a man who videogames.

By: Xander

On: July 27th, 2009

Kind of the antithesis of the video from a while back (IT HAS FLAWS!), Anthony Burch of Destructoid.com has been making a series of weekly ‘Rev Rants’ which are basically 4-5 minute critiques of certain parts of gaming culture. These could be simple concepts in games such as moral choice systems, or much more widespread subjects such as this week’s ‘Donate’ video.

‘Donate’ is about the state of gaming in the sense of how we choose to pay for games, what games we choose to pay for and the biggest question of ‘Why?’. It does deal with mainstream games quite a bit but there is a large amount of relevance in there for indie gamers/devs if you care to watch through it. If you can get past the sometimes iffy edits (the problem with appearing on camera for the entire segment is you’re giving yourself no opporunities to cut away if you mess up a take) and the mental image that it could be Iranian President Ahmadinejad ranting about games it’s worth your attention, for this week certainly.

  • Rain

    I don’t know on what planet he lives but last time I checked we’re on earth. You have to pay before you use anything! If you don’t like it move to fucking mars!

  • bateleur

    Too much ranting, not enough thinking.

    It’s just the tragedy of the commons. Wishing this effect didn’t apply won’t make it go away.

  • Xander

    @Rain: Have you ever been to a Denist? Or Masseuse? Or had your home decorated? Or eaten at a restaurant? Or had a hair cut? (I could probably do this for a while)

    There are plenty of things you pay for after the fact. Or alternatively -don’t- pay for if it turned out to be crap.

    @bateleur: I don’t think his intention is to simply wish it away. He’s encouraging actual action to do it. Infact his very point is that simply wishing things were better wont change them if we just keep putting up with it. So… well done for hearing that part… I guess?

  • Will

    Some really good indie games survive/survived on donations or pre-sales (Dwarf Fortress, Mount + Blade) because they offer replay value and an experience which grows over time.

    Art games of the type mentioned tend to offer (for me) a one-off experience since the connection or revelation isn’t so powerful the second time, and the game mechanics often aren’t interesting enough in themselves to provide motivation. But then I much prefer craftsmanship to artistry in many media :)

    Thinking practically, a compilation of games (cf. poetry anthology) would be one way to raise the value to a more typical price point: Like Passage? Pay $10 for another four experiences from the same author. Grants are another route, but it’s difficult to get them for work in a new medium.

    As background, I’d be interested to know how many hours went into making Passage or similar.

  • amdan

    @bateleur: Isn’t the tragedy of the commons in some way an idealogical tract where the author tries to wish away the need for rule of law and government? It doesn’t deal in fact as much as theory and conjecture. Commons worked in practice for centuries by using administration methods that the author either couldn’t be bothered to research or ignored because they contradicted the political point he was trying to make.

  • http://www.sophiehoulden.com/blog/ GirlFlash

    I think Xander, and the crazy man in the video have a really good point, for the vast majority of services we pay for them after they have been performed, the service provider is confident that the customer will do the honourable thing and pay if the job is good.

    the mentality that if you have used something already you shouldnt have to pay for it is crazy, if I was to go into the supermarket and started using random products before reaching the checkout, I’d still have to pay for them.

    the donate system is the ideal, each gamer gives what they think their experiance was worth. if there was some way to convince more gamers not to be assholes the system might get off the ground.

  • http://0xdeadc0de.org Eclipse

    this guy rules

  • http://0xdeadc0de.org Eclipse

    but also, art games sucks ballz. Well, not Ttoday i Die, i loved that one. But i shouldn’t call it a game at all, more like an interactive urrr… thing.

  • John

    Man, you sure can loop on the same thought over and over again ;)

    It’s our fault indeed, as much as it was our fault to make short movies and one page stories and then give them out without expecting anything return. That indie culture is a byproduct of our generosity.

    The fluidity of game media distribution is not a valid point, I think.
    We get lovely little experiences watching a great youtube video or reading a funny blog article. Having a paypal button next to any piece of work or media will probably not change people’s perception of a promising complex crafted product deserving quite ludicrous payment to be experienced.

  • cactus

    I wish people would start donating more, that would be great, but there is also something magical about freeware. I’m not sure if it’s that the games are free, or if it is that the author has no pressure to make something that will generate money one way or another.

  • Ninja Dodo

    When The Internet hates something they really hate it. I enjoyed Assassin’s Creed a lot more than Passage. So there.

    I guess if you make an imperfect game with good mechanics and some interesting ideas this is considered bad.

  • Xander

    For me Assassin’s Creed was a bad game because inspite of the good mechanics and interesting ideas it decided to make the actual assassinations the most minute part of the game, with more of your time spent running about the city collecting lost flags. All the sequel would require to be a good game is to simply have me be an assassin more than an errand boy.

  • Alistair R

    Show me one gamer who cried from Passage. It was a cute gimmick more than anything.

  • DragonSix

    A lots of games do the “invest on what it could become” thing already, and the very Left 4 Dead from valve did it… see the result :/
    The issue here, might be trust. But if done well, like Mount&Blade or good episodic games, it can be a really successful formula.

    As for the donating format, it doesn’t work simply because it’s a lot harder to pay anything on the net than to simply gives a few dollars IRL.

  • Ninja Dodo

    If anything Ubisoft should be criticized for not realizing where the strengths of their game were (or perhaps realizing too late to do anything about it). It certainly was not in the semi-interactive cutscenes or the sci-fi meta-story.

    I agree the flags were a bad idea.

    I’ve been replaying it recently and I’m finding now the most fun in the game is really when you’ve cleared out all the optional missions civilians etc and unlocked the full city and are free to just explore and redo some of the generic guard assassinations. With no cutscenes dictating where you need to wait for the big speech you are free to plan and act on your own terms.

    Some of the main assassinations were pretty open because the cutscene occurred much earlier, but most were not.

    I don’t know, maybe Far Cry 2 and Assassin’s Creed should meet. We’ll see what they’ve done with the sequel.

    But to address the actual topic of the Rev Rant, personally I think the Mount & Blade model works pretty well. You pay a small sum and you get something fun to play, while the devs get early funds to continue development. Donation has a higher threshold, not because you wouldn’t pay the same sum for the same thing, but just because it’s so damn optional.

  • Nathaniel

    I wouldn;t pay for “today I die”, it was hardly a game. BUT… I might donate for kyntt stories or trilby’s notes, in fact, I AM basically dontating to get the new Cave Story and La-Mulana remakes!

  • Orestes

    I think he is right. But there’s gotta be some sort of mechanism to force gamers to pay for their items, otherwise it won’t work.

    This makes me wish there’d be some sort of a publishing body, that would publish small indie games to stores.

    Just imagine:

    There’d be indie/small game stands in malls, local commercial areas – selling games for 5$. Moms, Kids, and other gamers purchasing this for themselves since its so cheap and the merchandise (innovative games) is good quality and unique.

    Perhaps this kind of finanicial plan might be good both for the developers and publishers.

    Another good idea could be “If you enjoyed this game – please donate” message at the end of a very powerful scene / game.

  • bateleur

    @amdan – You are doubtless correct concerning the original text, but the term is now much more widely used to refer to the general strategic situation where each individual acting rationally brings about an outcome none of them like. (This isn’t mysterious or controversial – game theoretic and/or microeconomic models predict it very straightforwardly.)

    @Xander – The thing about strategic equilibrium is… it’s an equilibrium. In particular, even if every individual shares his precise goals, this doesn’t give any of them an incentive to behave as he recommends.

    It’s not that I don’t like the idea of freeware developers being able to make a living, it’s just that he doesn’t seem to realise his proposal could never work.

  • Greg

    I personally think Assasin’s Creed, for all its faults, was infinitely better than Passage. But hey.

  • Cougarten

    good video, but that won’t change mankind, nothing will.

    What about an alternative Game-store where you pay a flat rate and the money is distributed by the users rating or something?

  • http://www.g4g.it Firesword

    The Beard will devour you..

    lol

  • amdan

    @bateleur: Assuming rational actors is good for theory as it supposedly makes models simple enough to work with but it is it really an accurate reflection of reality? I don’t know, you sound very authoritative, but using a term that comes from a misunderstanding of commons to explain how people will not donate to projects they support when this has worked in practice does not convince me of anything.

  • poorwill

    I intensely dislike the ‘donate’ system. It is awfully arbitrary and capricious and causes anxiety on the part of the part of good customers and none at all on the part of people who pay the minimum (which may be nothing). He raged against paying for the chance of quality and not quality … what about people who put out games on a donation basis and subject themselves to the whims of the customers? Not preferable to a flat rate with a demo. ‘Invest’, sure – sounds like it could be workable with some tinkering, but it’s not for everybody.
    He also ignores or is unaware of the fact that books, music, movies, tv etc. have historically used just about any payment method you care to name. A lot of novels were published serially in magazines, f’rinstance.
    I like shareware, really – get a the first part of the game and if you like it you can pay for the whole thing. If you can’t afford it, email me and it can be negotiable.
    Also, Passage was pretty trite and is as great a representative for the vapid, gameplay-free ‘concept’ game as Assassin’s Creed is for the generic, cinematic $20M blockbuster.

  • KennEH!

    I liked Assassin’s Creed, so there.

  • Stwelin

    I was really wanting to agree with this video for the majority of it, and then he said something to the effect of, “And you wonder why there’s no imagination in games? Because they’re not getting any support.”

    Money = Imagination? No.

    This video is highly exaggerated.

  • alspal

    I have to admit that I was moved and begun to weeping once I finished the Passage.

  • Rain

    @ Xander

    “Have you ever been to a Denist? Or Masseuse? Or had your home decorated? Or eaten at a restaurant? Or had a hair cut? (I could probably do this for a while)”

    So creating a game is the same as eating for 20 USD at a restaurant? It equals a massage for 30 USD?
    That’s BS and you know it.

    If you have to sit down for months to create something (it doesn’t matter what it is) and put a lot of blood, sweat and tears into it donations are the last thing you want to rely on.

    I will just copy following part from Danc’s great Flash Love Letter at
    http://www.lostgarden.com

    “We live in a capitalist society so people understand the concept of buying something. Don’t ask for a donation. Don’t ask players to “give you what they feel like giving.” People will think you are a charity case and in my experience your revenues will drop by 90% or more. Give the offer a specific price, be it $10 or 200 gold in your favorite virtual currency. ”
    and he goes on how to get more money out of your game.

    The point is, the “idealistic approach” of Anthony Burch will never work because the most gamers hence customers ( all mankind! ) aren’t righteous, generous or appreciative.

    PS: At least he should know it, considering the flame-driven blog he is working for.

  • Hooker With No BeVis

    @Video: Fucking AMEN, bitches!

  • geist

    Personally I’ve found when asked to donate my immediate reaction is to do the exact opposite. I don’t mind actually buying a game if it’s good, but having the game then being asked for money is just something never really works on me.

  • geist

    And I agree with Stwelin. Some of the best games I’ve played were games made without any financial motive. Cave Story for example was originally released as freeware and is one of my all time favorites.

    In fact, when people decide to make games for the money, it usually has a detrimental effect. Look at all the half finished sports games out there with features intentionally left out so they can profit on the next game.

  • Paul Eres

    the dominant reaction here is kind of depressing — i thought the people who visit this site liked to support indie developers

  • geist

    Paul Eres, that’s not the point. Whether people like to support indie developers or not (which nobody even brought up before you did) doesn’t change that this guy’s arguments are flawed. Please don’t try to derail the conversation with a red herring.

  • falsion

    Paul, I must be reading a different comments page because the general consensus here is that this guy’s argument is hyperbole and slightly flawed.

    Nobody mentioned anything about what you just brought up just now.

  • Stwelin

    Paul: I don’t think the dominant reaction is “we want indie games, and we don’t want to pay for ’em!” – I think that most people here are realizing that the donation-for-freeware business model is flawed. At first, I thought the rant video was going to be about how flawed it was, not a command to indie gamers, “GO DONATE! NOW!”

    The Passage is something I would never pay for. It lacks, utterly. And before anyone tries: the argument “But how can they make games with no money?”

    It’s been done. Developers need to take risks. They need to pour months if not years into development of a solid idea along with their OWN MONEY if they want to see return. A game created in a week, two weeks… That’s a hobby. That’s nothing that deserves a donation.

  • moi

    I think videogames discussions should restrict to wether the gameplay is good or wether the art/story is interesting and people should get over themselves an stop having these philosophical debates about fucking videogames. GROW UP.

    If you don’t like assassin’s cred, don’t fucking buy it , don’t give me a lecture about it.

  • http://adamatomic.com Adam Atomic

    TWO THOUGHTS:

    1 – Ahmadinejad does not wear a tie

    2 – Is some of the lack of donations a responsibility of the DEVELOPER? Just kind of playing devil’s advocate here, but if someone links you to a cool game or emails it to you and you play it and like it, having to then google for their name, figure out if they take donations, etc etc, is kind of a pain in the ass. Are there any freeware games that have a donate link right on the game over screen?

  • Dinsdale

    Brutal Legend? Imagination?

    I wish I hadn’t watched that…

  • Influenza

    Oh, dear god. Relying on donations are fine, and if you are lucky enough to be able to make a living off of the charity of happy fans… Then good on you! But whining just makes me less prone to donate.

    I’m not going to lie; I am cheap, and rarely give out money when I don’t have to.

    Giving money to the author of passage would be no different than giving it to fairly skilled acoustic guitar busker on the side of the street somewhere. A nice gesture, surely, but not something that should somehow be expected.

    I wouldn’t. And if I passed that busker a couple times, and he started complaining that I wasn’t putting money in his hat, he would cross the line between ‘busker’ and ‘annoying hobo.’

    Videos like this just FURTHER prove that something as unreliable as “Eh, just pay whatever if you like it” isn’t any kind of business model. And I’ve yet to see a single argument even kind of defending it.

    Xander, your examples are flawed. You eat at a restaurant, you get a receipt. You leave without paying that receipt? Illegal. You didn’t like the food? Too bad, don’t tip.

    Likewise, you aren’t going to rip out your filling, and bring it back to the dentist saying “I find this unsatisfactory, and therefore I am not paying.”

    I imagine most of the examples you would continue to give would be likewise.

    The difference is donations are NOT a standard “pay-after-the-fact,” in that there is no incentive or obligation to pay this money, beyond a moral one. And, as unfortunate as it is, my money is generally more important than my morals.

    Supporting indie developers *is* important, I agree. But I think the onus is on the developers to FORCE us to pay them, at least if they are attempting to make a living off of their art. The reason all the other mediums do it, is because they already experimented with all the other methods that didn’t work, and the people who didn’t convert starved to death or started working for soup companies.

  • Hooker With No BeVis

    @stwelin, just as a thought – and out of curiosity: What if you make a large amount of smaller videogames (development of 1-2weeks) released over a longer time span? Does it mean that the developer doesn’t deserve his money, because the games are too “small”?

    Jonathan Coulton released songs over the internet only as singles before making any attemps to make an album? It doesn’t make him a less professional musician. Using similar analogy here, does it mean that a 2-CD-album should automatically get more recognition than a regular album? Considering development span, having a big team to manage and big project to licence and publish takes considerable time, while this time spent has virtually nothing to do with the quality of the product.

    Although the rant noted how we shouldn’t see video games like other mediums, I disagree to a small degree. People are realizing new ways to both create and publish videogames/music/ art/entertainment.

    I think the bottom line is was to mock people who like commercial games, but instead the kind of people who buy stuff becouse of the nice shiny box that must’ve taken a lot of time and effort to make, rather than stopping to think whether the intended product was of satisfying quality. There’s also morons who buy crap and are too fucking proud to admit it.
    And these kind of people exist both in indie- and mainstream communities.

  • 0rel

    two strange facts:

    1) the internet did change mass media. content from everybody, for everybody. tons of mediocre content just for free… + many already existing ways of marketing, adapted to the internet’s products/services: fixed price per piece. auctions. monthly fees. free content + advertising.
    but no new way of payment/support has been established yet. but digital software on the web is a actually a totally new kind of value (think about it!).
    that’s a strange fact.

    2) computer games = software. mp3s = software too? – in my opinion: yes. so what’s the difference of small game like ‘Passage’, and traditional music track, like an mp3 on iTunes?
    at the end it’s just a “useless” junk of bytes inside the global memory.
    culturally, music is still considered as a higher value, because it has tradition. and making music can even be a very enjoyable way to spend one’s time. the product is fairly portable, and there’s even a established market, to sell it, when it is reasonably good. in contrast, games (on the scale of ‘Passage’), are generally much harder to produce and display (needs so many skills in very different areas, + parts can be very unpleasant to do…). and distribution/sale is more difficult. but, as a product, i can’t see a fundamental difference from 2-4 minute piece of music…
    that’s a strange fact.

  • Hooker With No BeVis

    @geist, I think your argument is very flawed.
    If you’d love to turn any creative craft into a professional one so you’d be able to fully enjoy it and perhaps perfect it, you require funds. If a passionate gamemaker makes a game and kindly ask you to donate – does it make him a sellout? Now, I’m asking this becouse I kinda got that picture from what you said, I could be wrong:

    “Personally I’ve found when asked to donate my immediate reaction is to do the exact opposite. I don’t mind actually buying a game if it’s good, but having the game then being asked for money is just something never really works on me.”

    Now, I don’t think Paul was bringing any red herrings to this boat, but reflecting on that? It’s not really artist’s fault if YOU are unable to differentiate the product from those half-finished sport games just because someone asks money!

  • bateleur

    @Paul Eres – Pointing out the flaws in this guy’s naively idealistic rant isn’t the same as disapproving of his goals.

    I’m very happy to buy Indie games and do so frequently. Indeed, I’ve even donated to projects more than once. But I don’t think anyone should feel pressured into donating if they don’t want to. If it’s not supposed to be optional then don’t make the game free.

  • Hooker With No BeVis

    @0rel, I think you’re onto something here, buddy ;)

  • Andy Moore

    Fantastic Contraption had a “please donate” button and is largely freeware (there is some bonus content for donating). Very successful, so the model works – if you have the right product.

    When I donate to a game I donate based on how much value I think it gave me. If it was a 10 seconds and changed my life, I’d donate more than anything else. If it amused me for several hours but was pretty shoddy despite (Assasin’s Creed, for example), I don’t mind paying $60.

    Turns out I’m easily influenced and I’ve pretty much donated to everyone by now. :)

    I won’t deny, though, that there are a lot of Indie games with less than 30 minutes of gameplay but a neat idea behind it. I’ll donate in hopes of seeing it blossom into something a lot longer, but I can see how others wouldn’t want to reward that.

  • FISH

    i love that man.
    i love that man’s sister.
    and his father is pretty funny too.

  • http://metanetsoftware.com/blog raigan

    I think the most interesting angle is 0rel’s; there is definitely a need for an economic system which actually accounts for digital info and abundance rather than scarcity.

    Of course it’s hard to say whether that sort of techno-utopian society is more or less crazy than what this video proposes, which is just a stop-gap until someone figures out how to actually run things properly.

  • Guy

    Hmm, donations are as the name implies, just a donation.
    If you decide you want your game to be free, then don’t whine about people not donating enough.
    Thats ridiculous.
    Its like, you want to pretend the game is free for the artistic merit, but still make money out of it as if it was not free?
    You give it for free, you ask for donation. You get exactly what you asked for.
    I am actually very appreaciate developers who make their game free(and make them stay free), like nifflas knytt stories(which I gave a donation to).
    But don’t expect to make a business or pay for rent and food out of a freeware.

  • geist

    Hooker With No BeVis, you’re arguing something I didn’t even say. you implied that I was somehow talking about selling out, which I wasn’t.

    My post was a response to this.

    “And you wonder why there’s no imagination in games? Because they’re not getting any support.”

    Now look at games that get tons of financial support. Say, Madden for example. Is that imagination?

    Now look at something released basically for free like Cave Story. See what I’m saying.

    I wasn’t saying anything other than that specific argument the guy made was flawed. Don’t try to spin or interpret it as anything else.

  • geist

    Also, please everyone. Take time to read before posting, it’d do us all a lot of good.

  • Tschep

    Who cares about imagination? People care about fun. If the game is fun – I buy it. If it’s not – I don’t buy it.