Civilization 5 and Steam(works)

How will the integration of Steam(works) influence your decision on buying Civ5?

  • I will probably buy the game, Steam is making me more likely to buy it.

    Votes: 62 9.3%
  • I will probably buy the game, Steam does not influence this decision either way.

    Votes: 93 14.0%
  • I will probably buy the game, Steam is making me less likely to buy it.

    Votes: 94 14.1%
  • I am undecided on whether I will buy the game, Steam is making me more likely to do so.

    Votes: 4 0.6%
  • I am undecided on whether I will buy the game, Steam does not influence this decision either way.

    Votes: 9 1.4%
  • I am undecided on whether I will buy the game, Steam is making me less likely to do so.

    Votes: 48 7.2%
  • I will probably NOT buy the game, Steam is making me more likely to buy it.

    Votes: 1 0.2%
  • I will probably NOT buy the game, Steam does not influence this decision either way.

    Votes: 2 0.3%
  • I will probably NOT buy the game, Steam is making me less likely to buy it.

    Votes: 27 4.1%
  • I will definitely NOT buy the game, because of Steam.

    Votes: 103 15.5%
  • I will definitely NOT buy the game, Steam doesn't affect this decision.

    Votes: 3 0.5%
  • I will definitely buy the game, because of Steam.

    Votes: 24 3.6%
  • I will definitely buy the game, Steam doesn't affect this decision.

    Votes: 196 29.4%

  • Total voters
    666
WOW talk about melodrama. BTW: Civcouldntgiveaf**ktics.com is unregistered really seems like a more appropriate site for you. ;D

Ironic that you people who defend the PC as some bastion of freedom are also destroying the PC market by getting angry about any attempts to legitimise it as a marketable platform, and are therefore driving yourselves toward one day only having consoles for gaming, where you would have none of this freedom at all.

I use my pc for alot more than just playing games and I would probably venture a guess that most pc's are not purchased for the sole purpose of being a multi-task version of x-box or playstation. It seems very doubful that the pc industry is going to dry up and blow away without Steam or Steam-like marketing platforms or that we will cause the collapse of the pc game industry if we dare not to wholeheartedly embrace Steam-Powered games and Valve's marketing aspirations.
 
I use my pc for alot more than just playing games and I would probably venture a guess that most pc's are not purchased for the sole purpose of being a multi-task version of x-box or playstation. It seems very doubful that the pc industry is going to dry up and blow away without Steam or Steam-like marketing platforms or that we will cause the collapse of the pc game industry if we dare not to wholeheartedly embrace Steam-Powered games and Valve's marketing plan.

PC gaming will die without a viable (not disc check) form of DRM, however, and Steam is much less intrusive than the alternatives and actually benefits the consumer instead of merely being an onerous intrusion.
 
PC gaming will die without a viable (not disc check) form of DRM, however, and Steam is much less intrusive than the alternatives and actually benefits the consumer instead of merely being an onerous intrusion.

Why would it die? You have got to be kidding! Like the pc game industry has been dying for the last ten years experiencing record low sales and profits each and every year? Come on, get real. I would hardly buy into the notion that the pc game industry is doomed unless it finds a non-disk based DRM. What are we saying here, that unless they can pick-up the sales they might lose to piracy it's no longer viable to stay in business? Just how bad do you think 2K/Firaxis profit margin looks?
 
I would hardly buy into the notion that the pc game industry is doomed unless it finds a non-disk based DRM.

This is, plainly and simply, because you don't know enough about the pc game industry.

This I am saying, not as some opinion, but as a fact. Just look around you. The evidence is all around you. Why do you think all these DRM systems are popping up all over the shop? Why do you think we've had to wait 5 years for a new Civ but there's a new Call of Duty out every year on the dot? Why did Civ Revolution exist in the first place?

Look into it. Read up on it. This is real. Very real.

I can only hope that indie games will fill the void. But hey, guess what. They're all moving over to PSN/XBLA because of, what? Lack of sales and piracy.

Seriously. SO seriously. Why do people still deny PC gaming is dying? It's like climate-change scepticism. Doesn't matter how much money is spent trying to avoid it, or how much people are told about it, they still assume that it's not happening or that someone else is to blame.
 
This is, plainly and simply, because you don't know enough about the pc game industry.

This I am saying, not as some opinion, but as a fact. Just look around you. The evidence is all around you. Why do you think all these DRM systems are popping up all over the shop? Why do you think we've had to wait 5 years for a new Civ but there's a new Call of Duty out every year on the dot?

Look into it. Read up on it. This is real. Very real.

I can only hope that indie games will fill the void. But hey, guess what. They're all moving over to PSN/XBLA because of, what? Lack of sales and piracy.

Seriously. SO seriously. Why do people still deny PC gaming is dying? It's like climate-change scepticism. Doesn't matter how much money is spent trying to avoid it, or how much people are told about it, they still assume that it's not happening and no-one's to blame.

Well, I didn't know you were so well versed on the pc game industry. Perhaps I should "look around" too.
 
It's not like I took a degree or anything, I just take notice of the what's going on...

Just the first google result I got:

http://www.tomshardware.com/news/pc-game-sales-piracy-down,6864.html

"According to GameDaily, PC sales in 2008 totaled $701 million, which is down 14 percent from 2007."

Note in fairness the above figure does not include digital distribution, therefore no Steam sales... though that hardly goes against my point and only goes to strengthen it....

http://uk.gamespot.com/news/6203257.html

"The industry-tracking NPD Group backed up that assertion today with the release of its full 2008 sales figures, which show that US retailers raked in $21.33 billion in sales of gaming hardware, software, and accessories during the year (not including the PC market). That's up 19 percent from the nearly $18 billion brought in during 2007."

$710 million to $21 BILLION? Note the direction they are both heading too. 14% down to 19% up.... Again in fairness this includes console/accessories sales, but still... read on:

If you were Take Two, what would you do with 110 staff over a 5 year period? Have them make a PC ONLY game with no DRM system that could sell a few hundred thousand, possibly a million copies or so if it does REALLY well? or making a console AND PC FPS game which could make $1 BILLION on its OWN:

http://www.actiontrip.com/rei/comments_news.phtml?id=011310_8

That one game made more than the ENTIRE PC game retail market made in 2008. ONE game. Yes an exceptional one, but even 1/4 of these sales would dwarf any PC game sales.

It's nothing short of a miracle we're getting Civ 5 as it is. And I'd bet that the only reason we ARE getting it at all is because it being on Steam reassured Take Two that it would make money.

Just think about it. If this wasn't CIV it would never be getting made in the first place. It's WAY too much money to pay that hundred + staff, office rent, Sid's paycheck/bonuses, all that, to make a game that's only EVER going to be on PC, and one that even if it sells massively is not a scratch on what a semi-competent FPS will make on ONE console (never mind 3 consoles AND a PC release) and to suggest that they should be forced to have easily crackable disc protection and shouldn't be welcome to explore DRM methods to protect this massive investment???

Just think about it. Think about the numbers and ask yourself what you would do if you were a publisher CEO looking dryly at the situation. We should be thankful they're giving this DRM thing a try instead of just bugging out and going where the real money is at. Which lets face it, they should probably do 'cause they'll make more money and not have to incur a weekly 'wrath' by boycott happy PC gamers with a bug in their bonnet about what they think they're 'owed' or what they think their 'consumer rights' are.

Steam, or rather Digital Distribution, is the only thing that can save PC gamers.

http://uk.games.ign.com/articles/100/1007615p1.html

If Steam helps grow the PC game industry to become even a fraction as big as the console industry, and makes games like Civ 5 so commercially viable that there are ten of them coming out every year instead of being an anomaly or exception that pops up every few years, how can this be a bad thing?

More with 2009 sales:

http://www.industrygamers.com/news/npd-video-game-and-pc-game-industry-totals-202-billion-in-09/

When combining retail PC game sales (which came in down 23% at $538 million) with total video game console industry sales (down 8% to $19.66 billion), the games industry in the U.S. yielded $20.2 billion during 2009. December alone generated $5.53 billion for the console game industry (up 4%)
 
I love off topics to pc gaming is dying....


1 PC game is Half of Activisions total income


Call of Duty Modern what?

There are still billions and billions of dollars to be made on the PC, like an above poster said, the last few years have been 'tough' because of piracy, and because of a changing market. Look at Dragon Age: Origins, it's basically a pay to play game with gauranteed updates every month. $5 monthly DLC's and $40 expansion packs every 3 months. I know none of us want that, but it's a formula quite a few companies are testing, since not everything can be a mmorpg. Console games are christmas and birthday gifts and things kinds blow their allowance on, always a new game, always a parent to guilt trip into buying it. PC gamers on average are adults who research their purchases and don't buy into mass hype or pretty marketing, and in my opinion the big issue is how to incorporate mod friendly games with DLC.

Only way to support mods and still make money would seemingly be a marketplace of sorts; you upload your mod to CivApps.com, I download your mod for $1, you get $.50, steam gets $.10, and Sid Inc. shares the rest. Problem is, no one's tried it yet, no one may be willing to spend the money to test it, and with the economy in it's current shape hiring a staff to approve and test mods may be fairly difficult.

I'd pay $1 for an Obama Civ with predator drones and the ability to change civics at will, and i also think i'd pay $5 for the BAT mod....but how many others think the same?
 
Yeah I don't think MMOs are relevant to this. Namely because:

1) They are a completely different revenue strategy, we're talking about people making a game and people buying the game and playing it, not subscribing. Obviously MMOs have taken off in a big way, and due to their very nature they're not 'crackable' they are in themselves their own DRM. They are hardly comparable in terms of traditional gaming.

2) But then they also do EVERYTHING that people are crying about Steam for. They require you to give them your private details, require an internet connection. And you don't OWN the game at all, you are completely and utterly renting it. Oh and let's not even mention THIS: http://www.google.com/hostednews/afp/article/ALeqM5huxZw_fZjLfWywsW-GkBKJTdB2MQ

3) Who wants to live in a world where all you can play on PC are MMOs? Where does Civ fit into this? I don't want to pay a monthly subscription to play Civ. (Though I probably would, truth be told) WHAT possible relevance does WoW have on Mr. Take Two's decision whether to make Civ 6 or not, unless he insists on a Civ MMO?

There's a reason that MMO profits aren't included in game sales figures. It's an offshoot and almost entirely separate market and therefore not relevant to the argument at hand.
 
"According to GameDaily, PC sales in 2008 totaled $701 million, which is down 14 percent from 2007."

2009 was another drop in retail sales (but this numbers are without online sales and subscribtion - like WoW) to $538 (source). But this are the number for the US market only - also ignoring two increasing important revenue generators. So still no need for a panic, 2008 and 2009 were also both affected by an economic crisis - and games are luxury goods.

If you were Take Two, what would you do with 110 staff over a 5 year period? Have them make a PC ONLY game with no DRM system that could sell a few hundred thousand, possibly a million copies max?

And form the 110 staff not all worked on Civ5 all the time - there is atm another game in development. Also if looking back at civ4 - the were three expansion (Warlords, BtS, Colonization) and also Civ Revolution in the five years since the release.

The most pirated games last year was steamworks games (source - at least if this source is reliable) - so steamworks doesn´t do wonders to protect games from being pirated. The question is why some games are more affected by priracy than others - and imo there is no real answer so far to this question.* Also the Ubi-Soft protection is already cracked. Imo a good hint what will come in the near future is shown in the impulse:reactor whitepaper (page 6) and the description of GOO Streaming.

* but nevertheless here is a nice paper from 2009 from the netherlands - covering primary music and films, but also games piracy and claims that persons who pirates games buy also more often games (p74) - and there is an age dependency (p67) and a genre dependency (p69) Also nice to see is the reasonable price for much wanted games for pirates (p79) [the figures itself aren´t that nice]

Steam's the only thing that can save PC gamers.

After seeing that it seems that steam as DRM already failed - the question is if the DRM development will stop there or will the development go on. And if the customer accepts this future steps. Imo if yes - soon (perhaps 3 years) most games will have UBISoft like DRMs - or even worser things. If not, perhaps the PC gaming market will perish or the market will survive and there are condition both sides (publisher and paying customers) can accepts

________________

edit:
1.) You know civ5 will be a steam subscriptions? Perhaps a one time paid subscriptions, but ...

2.) yes - and atm there is a great discussion about using real names in the forum there. And do you really think it´s unthinkable that steam does something similar in 2+ years?

3.) playing base - as long as 11 millions people play mmo on the pc - some of them perhaps also like TBS games.
 
Lemmy, not to dismiss your gaming industry experience and the interesting articles you linked to but in 25+ years in the computer industry I have lived through so many false "platform X is dead, long live platform Y" pronouncements that I take all such stories with a large grain of salt.

One thing I would observe is that the number of initial sales is not everything, direct interaction with the customer base is also vital as it provides control; control over the market, control over pricing and control over the in-game experience; and leveraging that control properly can deliver a huge ongoing revenue stream, something Blizzard have mastered on the PC platform with well over 10 million active subscribers. (Do the math!) It will be interesting to see what they do with non-MMO games like Starcraft2 and Diablo3.

Actually, as I recently posted on another thread the PC game industry is being talked up by a number of publishers and development studios who are unhappy with the stranglehold MS, Sony and Nintendo have on access to their customers.

The President of Activision dropped significant hints about the possible future of PC gaming in this article when he said:
...that Activision would “very aggressively” support the likes of HP and Dell in any attempt of making an easy ‘plug-and-play’ PC that would hook up directly to the TV.
 
Uh Coyote, none of those games used Steamworks except Modern Warfare 2, and I'd say that game topping the list is more due to how gigantic that game was than any inherent flaws in Steam's copy protection.
 
2009 was another drop in retail sales (but this numbers are without online sales and subscribtion - like WoW) to $538 (source). But this are the number for the US market only - also ignoring two increasing important revenue generators. So still no need for a panic, 2008 and 2009 were also both affected by an economic crisis - and games are luxury goods.

Failing to take into account that both console AND steam sales were on the up. ;D

The most pirated games last year was steamworks games (source - at least if this source is reliable) - so steamworks doesn´t do wonders to protect games from being pirated.

"scoops the title of most pirated Wii game of 2009."

And no obviously it doesn't stop piracy. It helps though, and it also provides a convenient way to download games legally that will entice many casual pirates (myself in pre-steam days included) to buy it instead of downloading it just because they can't be bothered to go into town and buy a copy. They are also cheaper and more prone to sales due to the lack of retail / manufacturing costs, so more opportunities to get it cheap.

After seeing that it seems that steam as DRM already failed - the question is if the DRM development will stop there or will the development go on. And if the customer accepts this future steps. Imo if yes - soon (perhaps 3 years) most games will have UBISoft like DRMs - or even worser things. If not, perhaps the PC gaming market will perish or the market will survive and there are condition both sides (publisher and paying customers) can accepts

No it hasn't failed. It hasn't 100% solved the problem sure, but then nothing ever will. But if a publisher or indie developer can get more sales on Steam than not on steam, then how can even ONE more sale (factoring in those anti-steamers) be considered a failure?

Also newly released Steam games don't go unnoticed by Steam users, and Steam deals / sales DEFINITELY don't go unnoticed and probably account for about 130 of my 146 steam games [only had steam a year, bought 146 games...some I'll probably never even play! I probably bought 1 or 2 a year before steam... If I'm representative of many of the millions of Steam users then HOLY C**P!]. I think it's because of all this extra customer visibility and impulse buy temptation that would account for the majority of additional sales, not just anti-piracy. The DRM thing is just a semantic catch all for the publisher sales benefits of being on Steam.
 
Uh Coyote, none of those games used Steamworks except Modern Warfare 2, and I'd say that game topping the list is more due to how gigantic that game was than any inherent flaws in Steam's copy protection.

Uh i said most - explicit meaning number one with this word. ;) And perhaps you should have a look how gigantic the pc sales were for Modern Warface 2 (the figures i saw were something around 10% of all sales - so perhaps 1 million 2009).
 
It's not like I took a degree or anything, I just take notice of the what's going on...

Just the first google result I got:

http://www.tomshardware.com/news/pc-game-sales-piracy-down,6864.html

"According to GameDaily, PC sales in 2008 totaled $701 million, which is down 14 percent from 2007."

Note in fairness the above figure does not include digital distribution, therefore no Steam sales... though that hardly goes against my point and only goes to strengthen it....

http://uk.gamespot.com/news/6203257.html

Your analysis completely ignores the context of the situation at hand. In case you haven't noticed, we're currently in the middle of what some economists believe to be the biggest economic downturn since the Great Depression. Nearly every industry is experiencing reduced profits, not just the video game industry.

Here's a choice quote from the Wikipedia article I just linked: "In December 2008, the National Bureau of Economic Research (NBER) declared that the United States had been in recession since December 2007." Yeah, it's not surprising that the sales in 2008 are worse than we would like.

"The industry-tracking NPD Group backed up that assertion today with the release of its full 2008 sales figures, which show that US retailers raked in $21.33 billion in sales of gaming hardware, software, and accessories during the year (not including the PC market). That's up 19 percent from the nearly $18 billion brought in during 2007."

$710 million to $21 BILLION? Again in fairness this includes console/accessories sales, but still... read on:

The NPD numbers only show a part of the picture. They track retail sales, of which most brick and mortar stores (Gamestop et al) have for the most part minimized their PC game selection to emphasize their console offerings. Subscription-based services are entirely ignored (nearly every MMO on the market, services like Steam), and digitally distributed products (most casual and independent games) are not included.

World of Warcraft had 10 million subscribers in January of 2008 - at a $15 a month subscription fee, that's 1.8 billion dollars from one game alone. And their subscriber base has no doubt increased since then.

If you were Take Two, what would you do with 110 staff over a 5 year period? Have them make a PC ONLY game with no DRM system that could sell a few hundred thousand, possibly a million copies max? or making a console AND PC FPS game which could make $1 BILLION on its OWN:

http://www.actiontrip.com/rei/comments_news.phtml?id=011310_8

That one game made more than the ENTIRE PC game retail market made in 2008. ONE game.

You're completely ignoring concepts such as market saturation and development expertise. Yes, MW2 sold impressively well, but only on the consoles, where the FPS selection is decidedly lackluster in comparison to the PC selection. MW2 did not perform spectacularly well on the PC in part because there was already a good selection of games available that filled a similar niche. If 2K decides to abandon the Civilization series, that opens up an incredible amount of space for other developers to move in, especially when their (former) developers can join existing studios like Stardock and lend their expertise.

It's nothing short of a miracle we're getting Civ 5 as it is.

Just think about it. If this wasn't CIV it would never be getting made in the first place. It's WAY too much money to pay that hundred + staff, office rent, Sid's paycheck/bonuses, all that, to make a game that's only EVER going to be on PC, and one that even if it sells massively is not a scratch on what a semi-competent FPS will make on ONE console (never mind 3 consoles AND a PC release) and to suggest that they should be forced to have easily crackable disc protection and shouldn't be welcome to explore DRM methods to protect this massive investment???

Just think about it. Think about the numbers and ask yourself what you would do if you were a publisher CEO looking dryly at the situation. We should be thankful they're giving this DRM thing a try instead of just bugging out and going where the real money is at. Which lets face it, they should probably do 'cause they'll make more money and not have to incur a weekly 'wrath' by boycott happy PC gamers with a bug in their bonnet about what they think they're 'owed' or what they think their 'consumer rights' are.

Steam's the only thing that can save PC gamers.

Pure hyperbole. Do you honestly believe that Civilization 5 will not sell enough copies to recoup costs? For a series so incredibly well-established, it would have to be an absolute wreck to fail to do so. No, what's happening here is that 2K doesn't think profits will be as high as they would like, and so they'll cut costs to keep their investors happy. Whether or not that justifies their actions is another discussion in and of itself.

Here's a car analogy if you don't quite understand what I meant so far: Company A makes a few different types of cars. Company B makes a SUV that sells wildly and beyond expectations. Does that mean Company A should drop everything and only make SUVs? Of course not - they would be crippling themselves if they were to do so. They'll still make trucks and sedans, even though they may shift more resources towards SUV production.

PC gaming will survive regardless of whether Steam is present. The question is whether or not we are willing to accept the potential lack of big-budget titles until the publishers realize that the PC market is far too large to ignore.
 
Uh i said most - explicit meaning number one with this word. ;) And perhaps you should have a look how gigantic the pc sales were for Modern Warface 2 (the figures i saw were something around 10% of all sales - so perhaps 1 million 2009).

I can tell you're not a native English speaker, but saying "the most pirated games" implies that more than one of those games actually used Steamworks. If 5 million people pirated a high-profile game like MW2 and 1 million actually purchased it, then 1 out of every 6 people playing it actually purchased it. That's much better than the 9 out of 10 players who pirated World of Goo, which had no DRM, even though that was the kind of relatively obscure indie game that typically has a higher percentage of sales than a high-profile game like MW2.
 
Failing to take into account that both console AND steam sales were on the up. ;D

Were did you spotted this (i missed the console raise in 2009)? That there was a movement from retail to digital in 2008 - 2009 in general in the PC market, that i can accept - therefore i didn´t fear the drop so much

And no obviously it doesn't stop piracy. It helps though, and it also provides a convenient way to download games legally that will entice many casual pirates (myself in pre-steam days included) to buy it instead of downloading it just because they can't be bothered to go into town and buy a copy.

Like all the other online distributors without need to register their retail version there. I don´t critize that you can dl games there, but it is critized that you need to have an account there to play a single player game with a retail bought version.

They are also cheaper and more prone to sales due to the lack of retail / manufacturing costs, so more opportunities to get it cheap.

Nope - but to make it short: The publisher set the price therefore nobody can critize steam for their high normal prices or praise them for their special prices. Of course i still don´t believe this the publisher set the price in general - but the place to discuss this is not here in this thread

No it hasn't failed. It hasn't 100% solved the problem sure, but then nothing ever will.

using this definition which DRM can fail?

But if a publisher or indie developer can get more sales on Steam than not on steam, then how can even ONE more sale (factoring in those anti-steamers) be considered a failure?

Which figures to you have that there will be one more game sold there? Perhaps i can agree that this is right for indy games (also the part below) - but for AAA titels in general and civ5 in particular?

And I would argue its increased visibility (Newly released Steam games don't go unnoticed by Steam users, and Steam deals / sales DEFINITELY don't go unnoticed and probably account for about 130 of my 146 steam games [only had steam a year, bought 146 games... I probably bought 1 or 2 a year before that... If I'm representative of many Steam users then HOLY C**P!]) It's because of all this extra customer visibility and temptation that would account for the majority of additional sales. The DRM thing is just a semantic catch all for the publisher sales benefits of being on Steam.

Maybe - but were is the connection between this and the need to have a steam account to play a retail bought game in single player mode?

____________________________
@ Donkeyman
ups - yes you´re right, it wanted to write (and thought a had :hammer2: ) "the most pirated game" and not "games". (btw the 10% was one of the higher figures i saw, unfortunally real pc sales figures for this game aren´t available). But imo 1 of 6 can´t be seen as success. (and for the Goo claim look at - iirc PoM - post some pages ago here)
 
Yeah I don't think MMOs are relevant to this. Namely because:

1) They are a completely different revenue strategy, we're talking about people making a game and people buying the game and playing it, not subscribing. Obviously MMOs have taken off in a big way, and due to their very nature they're not 'crackable' they are in themselves their own DRM. They are hardly comparable in terms of traditional gaming.

How does a difference in revenue strategy affect whether or not it's profit for a PC game? By that standard, you had best start knocking off a good portion of profits for the consoles, because many of the most popular console games (e.g. the Halo series) require additional fees to access multiplayer components.

Furthermore, MMO's are 'crackable' in the sense that there are privately run servers that you can play independent of the official ones, though obviously they don't have the content production or player base of the official servers.

If we are going to start quibbling over what contributes to profits on any particular platform, we need to iron out what that definition is before anything else.

2) But then they also do EVERYTHING that people are crying about Steam for. They require you to give them your private details, require an internet connection. And you don't OWN the game at all, you are completely and utterly renting it. Oh and let's not even mention THIS: http://www.google.com/hostednews/afp/article/ALeqM5huxZw_fZjLfWywsW-GkBKJTdB2MQ

Most MMO subscriptions only need 'private details' in the sense that they want your credit card information to be able to charge the subscription fee (and age for legal purposes). And this can be bypassed by purchasing 'time cards' that are available in many stores, which you can pay for with hard cash and thus avoid involving any credit cards.

Whether or not you are 'renting' the MMO is a debate of its own. The most I can add here is that you can still access content if you're willing to use privately run servers, anything beyond that should be taken to private messages or its own thread.

3) Who wants to live in a world where all you can play on PC are MMOs? Where does Civ fit into this? I don't want to pay a monthly subscription to play Civ. (Though I probably would, truth be told) WHAT possible relevance does WoW have on Mr. Take Two's decision whether to make Civ 6 or not, unless he insists on a Civ MMO?

Who said that all PC games would have to be MMOs? They're not mutually exclusive with 'regular' games.

There's a reason that MMO profits aren't included in game sales figures. It's an offshoot and almost entirely separate market and therefore not relevant to the argument at hand.

MMO profits may not be technically 'sales', but they still contribute to the overall industry profits. It's foolhardy to ignore such a large revenue source and then claim that PC gaming is dying because 'the profits are lower'. The PC gaming landscape may be shifting, but it is certainly not dying.
 
Your analysis completely ignores the context of the situation at hand. In case you haven't noticed, we're currently in the middle of what some economists believe to be the biggest economic downturn since the Great Depression. Nearly every industry is experiencing reduced profits, not just the video game industry.

Here's a choice quote from the Wikipedia article I just linked: "In December 2008, the National Bureau of Economic Research (NBER) declared that the United States had been in recession since December 2007." Yeah, it's not surprising that the sales in 2008 are worse than we would like.

I'm talking about relative sales. I understand there's an economic downturn, but console sales regardless of the economy absolutely dwarf PC sales, yet cost exactly the same to develop. That's the point.

The NPD numbers only show a part of the picture. They track retail sales, of which most brick and mortar stores (Gamestop et al) have for the most part minimized their PC game selection to emphasize their console offerings. Subscription-based services are entirely ignored (nearly every MMO on the market, services like Steam), and digitally distributed products (most casual and independent games) are not included.

So Gamestop et al minimizing their PC game selection is a sign that PC gaming is going strong, and digital distribution is a bad thing. Ok thanks I understand now.

Also I've said above, MMOs are a separate entity all together. I'm not arguing MMOs aren't doing well, just that its hardly relevant to the future of the Civ franchise or Steam. A world of just MMOs would be equally bad as a world with just console ports. It's games made, to buy in their entirety, that could only be PC games, requiring a mouse and keyboard, strategies and so forth, that are the ones at risk, not MMOs (which are one genre that appeals to one market of gamers) or cross-platform console games (which again, isn't exactly what is meant by 'PC Gaming' when said on a Civ forum.

World of Warcraft had 10 million subscribers in January of 2008 - at a $15 a month subscription fee, that's 1.8 billion dollars from one game alone. And their subscriber base has no doubt increased since then.

See above. Not relevant.


You're completely ignoring concepts such as market saturation and development expertise. Yes, MW2 sold impressively well, but only on the consoles, where the FPS selection is decidedly lackluster in comparison to the PC selection. MW2 did not perform spectacularly well on the PC in part because there was already a good selection of games available that filled a similar niche.

Could you direct me to these FPS games that are exclusive PC titles not found on consoles? And in fact were not developed in a cross-platform library purely so they can be released on as many SKUs as possible? Reason more people bought MW2 on consoles is that the console market is about 100 times bigger than the PC market.

If 2K decides to abandon the Civilization series, that opens up an incredible amount of space for other developers to move in, especially when their (former) developers can join existing studios like Stardock and lend their expertise.

If 2K decide that its not financially viable to continue a well founded strategy franchise that's been around for decades, then something tells me the reasoning for them abandoning it will probably equally apply to Stardock and others.

Pure hyperbole. Do you honestly believe that Civilization 5 will not sell enough copies to recoup costs? For a series so incredibly well-established, it would have to be an absolute wreck to fail to do so. No, what's happening here is that 2K doesn't think profits will be as high as they would like, and so they'll cut costs to keep their investors happy. Whether or not that justifies their actions is another discussion in and of itself.

Lots and lots of games don't make profits. Lots of them. And yes, I do think it will, but a big part of that will be Steam. And 'profits being not as high as they would like' I thought this was the Great Depression?

We've seen several publishers bite the dust in recent years, the only reason Take Two are still around probably has something to do with a certain series of vehicular stealing games released on consoles (with a lazy naff PC port) that probably had the same amount of staff and time to develop their games as Firaxis do. Hey, I'm glad they are still investing in PC games but who do you think they're gonna axe should the money run short? Rockstar North? Firaxis? Is that even a question worth asking?

Here's a car analogy if you don't quite understand what I meant so far: Company A makes a few different types of cars. Company B makes a SUV that sells wildly and beyond expectations. Does that mean Company A should drop everything and only make SUVs? Of course not - they would be crippling themselves if they were to do so. They'll still make trucks and sedans, even though they may shift more resources towards SUV production.

Bad analogy.

A better would be 'Company A make a few different types of cars in country X. Company B makes a few different types of cars in country Y.

Company B sells cars making $22 billion a year in country Y. Company A sells cars making $700 million a year in country X because country X has a fraction of the people in it. (this doesn't include the $30 billion made by company C, a lorry rental firm in country X, since it's a different market)

Company A and B are both owned by parent Company D.

Economic downturn and Company D have to make a choice. Do they keep Company A running or Company B?
 
I'm talking about relative sales. I understand there's an economic downturn, but console sales regardless of the economy absolutely dwarf PC sales, yet cost exactly the same to develop. That's the point.

Console game sales exceed PC game sales in retail stores. Actual sales is not apparent, because retail sales only constitutes a portion of actual sales for PC games.

I'm ignoring hardware sales here, because there's honestly no easy way to measure this on the PC side.

So Gamestop et al minimizing their PC game selection is a sign that PC gaming is going strong, and digital distribution is a bad thing. Ok thanks I understand now.

The reduction of shelf space for PC games leads to fewer retail sales of PC games. This is simply one contributing factor to the point I mentioned above.

Also I've said above, MMOs are a separate entity all together. I'm not arguing MMOs aren't doing well, just that its hardly relevant to the future of the Civ franchise or Steam. A world of just MMOs would be equally bad as a world with just console ports. It's games made, to buy in their entirety, that could only be PC games, requiring a mouse and keyboard, strategies and so forth, that are the ones at risk, not MMOs (which are one genre that appeals to one market of gamers) or cross-platform console games (which again, isn't exactly what is meant by 'PC Gaming' when said on a Civ forum.

[...]

See above. Not relevant.

Your post about MMOs not being a part of this was in a later post that had not been made when I began my original post. I've addressed in a followup post, if you haven't seen it already.

Could you direct me to these FPS games that are exclusive PC titles not found on consoles? And in fact were not developed in a cross-platform library purely so they can be released on as many SKUs as possible? Reason more people bought MW2 on consoles is that the console market is about 100 times bigger than the PC market.

PC exclusivity has nothing to do with this. The majority of FPS games are simply 'better' on the PC, due to better support for and by the communities that develop. Counterstrike still has a massive fan base despite its age, and the game is kept fresh through mods and such. There are lots of older games that are still alive because the community continued to support them even when the original developers folded.

Look at the original Halo. By PC standards, it was nothing special; by console standards, it was completely groundbreaking. MW2 follows a similar vein in that it didn't add anything particularly new to the genre, but brought it to the console where there was no market saturation already present. (MW2 for the PC is arguably a step backwards for FPS games on the PC, but that's another discussion)

If 2K decide that its not financially viable to continue a well founded strategy franchise that's been around for decades, then something tells me the reasoning for them abandoning it will probably equally apply to Stardock and others.

If 2K executives decide to make a stupid long-term financial decision, there's nothing that will stop them. Of course, what they see and think is not the same as what we see and think, and there's no way to predict the future, so this entire line of reasoning is somewhat moot.

Lots and lots of games don't make profits. Lots of them. And yes, I do think it will, but a big part of that will be Steam. And 'profits being not as high as they would like' I thought this was the Great Depression?

I understand that not all games fail to make profits. When we're talking about a game like Civilization 5 however, which you claim that we are 'lucky' to receive, I fail to see how they can fail to turn a profit (aside from the aforementioned trainwreck scenario).

The 'profits not as high as liked' bit is referencing the de facto rule that a company should never be losing profits. It's foolish to assume that you can maintain high profits regardless of prior and current circumstances, but that's how most investors seem to think nowadays and there's hell to pay if they think you're 'losing' money (despite still turning a profit).

We've seen several publishers bite the dust in recent years, the only reason Take Two are still around probably has something to do with a certain series of vehicular stealing games released on consoles (with a lazy naff PC port) that probably had the same amount of staff and time to develop their games as Firaxis do. Hey, I'm glad they are still investing in PC games but who do you think they're gonna axe should the money run short? Rockstar North? Firaxis? Is that even a question worth asking?

Take Two has far too many franchises to be reliant on the GTA series to survive, though it certainly hasn't hurt. Their sports games (MLB, NBA, NHL) aren't my cup of tea, but they haven't been failures. Bioshock won critical acclaim when it was released. If you want more games as examples, you might as well visit Wikipedia and take a look.

Bad analogy.

A better would be 'Company A make a few different types of cars in country X. Company B makes a few different types of cars in country Y.

Company B sells cars making $22 billion a year in country Y. Company A sells cars making $700 million a year in country X because country X has a fraction of the people in it.

Company A and B are both owned by parent Company C.

Economic downturn and Company C have to make a choice. Do they keep Company A running or Company B?

Setting aside the choice of numbers involved (are you trying to imply that the fate of the video game industry is reliant on the PC market being abandoned?), this analogy entails the false assumption that B cannot survive while A is running. This may be true in some circumstances, but it is certainly not the case in this one (Firaxis is not holding back the rest of the company).

A more reasonable reaction would be to scale back operations and simply maintain a presence in the area until a later date (and guess what, that's what they just did!). Abandoning a market entirely is not a step to be taken lightly.
 
I can tell you're not a native English speaker, but saying "the most pirated games" implies that more than one of those games actually used Steamworks. If 5 million people pirated a high-profile game like MW2 and 1 million actually purchased it, then 1 out of every 6 people playing it actually purchased it. That's much better than the 9 out of 10 players who pirated World of Goo, which had no DRM, even though that was the kind of relatively obscure indie game that typically has a higher percentage of sales than a high-profile game like MW2.

The 9 out of 10 for World of Goo is often stated as fact but it is not. At the very least, if the author wanted any credibility with making such an estimate he/she should also have given an estimate to the uncertainty - it was not done. Also, what evidence do you have for the assertion that indie games get a higher percentage of sales? I think it would be just as reasonable to speculate that indie games are more likely to be pirated than big budget titles because consumers are taking a greater risk (with an unknown developer) and are probably even more likely to "try before buy" so to speak.

@ Directed at others,
As for whether PC gaming is dying, seriously, you've got to be kidding me. If some of the biggest developers or publishers want to shift to the consoles then let them. Someone new will come to fill their place because there will always be a market for PC games, and frankly we might actually get some more refreshing games than just console ports all the time (not that I mind console ports, some of them are pretty good).
 
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