Sathsquatch said:
You only addressed my conclusions and not my analysis, so I am going to have to restate a lot of what I already said and hope that you actually try to show why what I am saying is wrong.
First parties invest considerable sums into new IPs to draw consumers to their platform, not just to sell units of games. This gives them reason to make large investments in games that might otherwise be too risky to merit such an investment. No third party ever made the investment of time and money necessary to compete with the Gran Turismo series because they couldn't guarantee that their large investment would improve their sales because they could not be sure that their investment would make their games sell well. MS had to invest in a game like Forza even though the game may not sell anywhere close to the GT series because they do not necessarily have to recoup their losses on the individual game if they can help broaden the appeal of their platform. The competition between first parties gives them incentive to fund large, ambitious projects that might individually not recoup their losses but may ultimately broaden the appeal of their platform. They can even use their profits from royalties to subsidize riskier and more ambitious game projects. Even if games do not compete within a platform, they obviously can still compete between platforms.
First parties are inherently different than third parties. They have different goals than third parties, and they have different economic models than third parties. The first parties always make some of the best games of the generation because they need to produce outstanding software they don't need to worry about the profits of individual games as much as they care about expanding the platform's audience. Without the first party competition, Nintendo doesn't have the same incentive to polish off Goldeneye for an entire year rather than just rush it out the door to cash in on the license. MS doesn't have the incentive to pour funds into Halo 2, since a third party could have easily just tried to make the series into an annual cash cow without really going the extra mile to make the game stand out. Sony doesn't have to take a chance on reviving Heavenly Sword and make a huge investment in a financially weak company because they don't have to take huge risks in hopes of finding a diamond in the rough. As third parties, none of these companies would have the same incentive to make these moves because they need to worry about each game being profitable rather than worrying about making the software library as a whole appeal to a wider audience.
Talent third parties also win when consoles compete. Ubisoft got additional support for making Splinter Cell in terms of coverage in game magazines and lower royalties because MS lobbied for their support. Konami recieves more profits from MGS because Sony lowers their royalties in exchange for their exclusivity.
You suggest that split demographics encourage mediocrity, yet you only mention two mediocre games thriving because of less competition on their platform. Does that prove that this is such a problem in the gaming industry that it means that only one console should dominate the market? No, not at all. The success of two games based on split demographics does not outweigh the fierce competition between rival first-party developers and all the great games that they make.
You didn't even try to substantiate your argument regarding the lopsided nature of previous console generations. You just magically "read the subconscious" of the gaming public. Certainly, most consumers only want one console because they don't think buying multiple consoles would be worth their money. The don't necessarily know what console features they want before multiple consoles hit the market. Consumers only wanted an N64 or a PSX, but they didn't know that they wanted a CD based system until a console maker offered them one. In a one console future, consumers will never be able to make a similar choice ever again.
1. Ambitious projects are funded by 3rd parties all the time. FFs are the same in name alone. They are still ginormous RPGs in their own right, each with new battle systems and new worlds/characters/stories. Sega, as a 3rd party, is still looking to create new IPs that are creative and ambitious. That they often suck has no bearing on the intent. Rockstar wasn't guaranteed anything by making the crazy move to 3D for GTA. And the major undertaking that was GTA3 has paid off immensely for them, and created a whole new sub-genre of free-roaming games. And R* wasn't very large to begin with. SCE doesn't seem to spend a huge amount on many titles. Their big projects this gen were GT3/4 and The Getaway. And I don't think the Getaway was very successful financially. The creative stuff was all smaller projects. Look at ICO, which was made on a smaller budget, and encompasses all the creativity and uniqueness that's attributed to Sony's first-party games. The original Gran Turismo itself was a bit of a gamble, but wasn't that large of a game when it first hit the scene. It was the success of the original that allowed them to go balls-out crazy with the sequels after they'd assured themselves a winning franchise. I don't see how first-/third-parties have much of anything to do with funding for creative/ambitious projects. I could go on about stuff like DMC and other new IPs from this gen.
2. First parties have to make profits like third parties, otherwise what's the point of making games? Sony creates/kills franchises just like third parties. Why is Squeenix willing to spend large amounts of time and money on FF and DQ games? Because the return on the investment is assured. Sony won't just dump a chunk of cash into a game if they don't expect it to be something special. It's not a gamble at all. It's a calculated risk, just like any 3rd party introducing a new IP. New IPs come from all corners of the market, not just first-parties, so I don't see where you're coming from with this. Halo was not originally first-party, and it was originally more ambitious than what we got for the final product. The success of the original is what allowed MGS to pump more money into the sequel. Much like the success of GTA3 allowed R* to pump more money into Vice City. The success of DMC let Capcom put more money into DMC2. The success of GT1 let Sony bankroll GT2. The failure of The Getaway is probably the reason the sequel didn't really get as much of the time/money as the original (my assumption based on what I saw). A game like Spore is creative and ambitious and not a hugely expensive title. Innovation and creativity are not tied to first-parties or their budgets. First parties follow the same rules as 3rd parties. Just that first parties tend to have more teams under their umbrella, so it gives the appearance of diversity. But a company like Capcom doesn't have 20-odd different teams to develop a wide variety of games, so they make games to their capacity. SCE's creativity is a result of some of its teams. The individual teams operate much like 3rd parties, in their own right.
3. Manufacturers mostly bankroll sure things for third parties. Squeenix will always get extra funding/deals b/c FF and DQ are sure things. There'll always be a potential contender waiting in the wings, so manufacturers will want to always leave some incentive for top games/devs to stay on their system. Otherwise there might be a deadly exodus like when Square left Nintendo for warmer climes with Sony.
4. You place far too much importance on first-parties, espcially when only Sony ends up getting ranked anywhere of importance on the publisher list. 3rd parties still rule the roost and 3rd parties still account for the vast majority of the competitive/creative energy in the industry. If MGS has to go 3rd party, or SCE splits off its dev teams to develop for an MS system, then we all win the same. The policies that determine the types of titles that get developed should not change just b/c SCE doesn't make hardware anymore. Team ICO will still make their style of games. Polyphony Digital will continue to make GT games, and so on.
The two games I mentioned are only two examples. Having owned a GC and a PS2, I don't see what I have gained from the competition in hardware. The only gain I've gotten from the GC is Nintendo games. The PS2 had far and away the better software library. I don't know how it can be argued that having all the games on one system isn't better for the gamer and for game quality.
5. The idea that the OCF will only ever see one piece of hardware is the strawman that's used. The OCF means everyone, or mostly everyone owns a single system, and devs are forced to support it with their full library. But what's to stop a Phantom or Indrema or Xbox from looming large on the horizon? There will always be competition, and they will just wait for the current market leader to go soft so they can spring into action. There's a reason there's a PSP, and it's b/c Nintendo has gone somewhat soft in the handheld market. The opportunity was there, and Sony pounced. Consumers will always be able to make that decision, b/c someone will always have that carrot dangling in the open. It's not like you can stop people from designing a better mousetrap, right? But having a single system garner the majority of the sales ensures we get the best gaming experience for the best dollar. The market goes in cycles. No company can run rampant forever without staying fresh, innovative and aggressive. Sony hasn't gotten soft at all. They may have been lax with dev tools for the PS2, but they've remained on the cutting edge of technology in order to keep a leg up on the competition that's just waiting to step in and steal the multibillion dollar crown from them. The large cash prize this industry is built on will keep everyone on their toes in the OCF. But it's a future we should all look forward to. PEACE.