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The Depressing State Of PC Retail

Wow, I recently passed through a few “big name” game stores and other than a few major titles there were hardly any PC games displayed. There was a good collection of new Xbox 360 and PS3 stuff, a ton of used titles (probably half the store), but maybe

Trent Oster, Blogger

August 5, 2010

3 Min Read

Wow,  I recently passed through a few “big name” game stores and other than a few major titles there were hardly any PC games displayed.  There was a good collection of new Xbox 360 and PS3 stuff, a ton of used titles (probably half the store), but maybe a quarter of a rack for PC games.  

Sure, part of the reason has been the gold rush to the consoles, with a number of traditional PC developers walking away from the platform to chase the money.  Sadly, another part is the PC gaming experience itself.  You go out, buy new title X, drop it in your system and it spends 20 minutes installing.  Then either some warning about DirectX or it just starts installing stuff.  Then the inevitable driver hunt starts.  One to two hours or so after the disk was put in the system the first signs of life out of the title.  Not what I would write up as a great user experience.  

My worst ever experience was recently with Batman: Arkham Asylum.  After a long install process, It asked me if I wanted to install Windows Live, I said no.  The installer told me I couldn’t save my games unless I installed Live.  I don’t like threats and I don’t like force installed software, so I was already ticked off.

I don’t remember my XBox Live account password so I set up a new account.  It took  forever, forced two reboots of the system, installed a ton of crap and then, about an hour after I “completed” installing the game I was actually able to play.  Brutal, just brutal.

The final part of the PC retail slide is piracy.  Nobody has a really clear picture of how many sales are lost, but the numbers are pretty staggering.  If the game is that much hassle to get legitimately, piracy actually seems the easier route.  to my mind, iTunes has proven if you make it easier to buy content than pirate, the consumers will come.   

On the other hand, I look at digital distribution and my poster title for doing it right, “Torchlight”.  The Runic fellows crafted a great experience, built a good demo and skipped the retail hassle altogether.    My experience was totally different, I see the title in a download store, download a quick demo, play the demo to the end and decide to buy the game.  The game installs quick and I load up from the end of the demo and keep playing.  Slick, well thought out and well executed.  The PC can be a great platform and kudos to the Runic fellows for hitting it.

My whole reason for starting Beamdog was to re-invent the PC as a gaming platform and I’m pretty confident with a game development mindset, hard work and a strong vision to re-define the user experience we can be successful.  As a long-time (15 years or so) game developer I have a massive loyalty to the fans who purchase games, as they are the air developers breathe.

 I also have a strong loyalty to fellow developers and ensuring they can make an honest living off of the hard work they put into the titles they lovingly craft.  I want to create a situation when all parties win and I think we are on the right track.  We are closing in on our open Beta and I’m looking forward to sharing our approach with the world.

Regards,

-Trent

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Trent Oster

Blogger

Trent Oster has been in game development for the last seventeen years, the vast majority working at BioWare as a Project Director. He started his career as an independent developer, co-creating a shareware title called 'Blasteroids 3D' as a proof of concept. Following 'Blasteroids' as one of six equal shareholders he co-founded Bioware. Less than a year later, Trent and his brother broke off from Bioware and formed 'Pyrotek Game Studios', taking the development of 'Shattered Steel' with them. Pyrotek lasted a little over a year before Trent and 'Shattered Steel' rejoined BioWare. During his second BioWare stint, He worked on 'Baldur's Gate', lead the development of 'Neverwinter Nights' and expansions, and served two years as the Director of Technology where he led the early development on the Eclipse Engine (which powers Dragon Age and DA2). After Eclipse, Trent returned to Directing and started a new and exciting project which failed to survive the recession. Trent and EA/BioWare parted ways in June 2009 and with former BioWare cohort Cameron Tofer, Trent co-founded Beamdog and Overhaul Games. When not working on something video game related Trent likes sports car racing entirely too much: www.rxracing.com

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