Aztechnology
Member
It's actually neat that you brought this up because one big reason why a lot of "mid-tier" gaming has vanished is because game production costs ballooned during the PS360 era and revenues couldn't keep up. Since then indies have risen up but the market today consists of indies and AAA franchises, with none of the mid-tier that existed in the PS2 era. Game sales have not steadily risen, in fact fewer consoles were sold in the PS360 era (with correspondingly lower software sales) than in the PS2/GC/Xbox era.
A number of the ideas which have emerged to try and boost revenues include expansion packs, DLC, pre-order bonuses (when the game is still full price), and even elimination of the used games trade in order to direct all revenue lost in the secondhand market to new game sales. As a last resort, what was previously one game has been divided over multiple games, such as the Half-Life 2 "Episodes" or even extending Starcraft II into a 3-game trilogy.
Make no mistake, the gaming industry has been facing a growing existential crisis for over a decade now as revenues have dramatically failed to keep up with costs. If game prices were indexed to inflation, a new game would cost $100 today to match the $50 it cost in 1990. Combine that with the enormous cost of producing a Call of Duty or Destiny and you can see why all that remains in the industry today are Call of Duty, Destiny, and indie Kickstarters.
Yea I made a thread about this a while back, I think it's more than simply just revenues not keeping up as game sales are higher by a vast margin. The issue is growth and keeping up with inflation etc. The industry has changed because of this, specifically with short dev cycles on smaller scope games and large cost season passes.
1. Let's face it, AAA games are becoming consistently more expensive to produce while inflation has not kept up with what publishers traditionally believe a game has been worth over the years. Large publishers also need to address fiduciary interests so growth on top of traditional sales is needed, especially as they are essentially "losing money" as time goes on.
My assertion is that publishers have become more reactionary over time. To limit risk in terms of development because of increasing cost, and make up for those "losses" They push out framework, or foundational games at a $60 price tag with an additional cost for Season Pass. In the next year they then release DLC to fill out or round out the content, culminating in a Year one or Definitive edition that amounts to a complete title. This allows pubs/devs to adjust their resources and focus as they see fit over the last year of development depending on sales numbers of both the game and season pass. This is both a good and bad thing IMO. It can prompt developers to listen to community suggestions and then change/re-work parts of the game. However it can also be abused by causing publishers to reduce funding and change goals post release depending on how much value they see in it. I believe many AAA publishers think their "full" games should cost significantly more than $60 but simply don't believe people will be willing to pay the cost upfront for a completed title, thus resulting in a work in progress model of games.