Thursday, 14 March 2013

Value of company, how do you maintain it?

Ian Florez
Source: http://segmentnext.com/2013/03/07/new-grand-theft-auto-game-every-two-years-would-degrade-franchises-value-take-two/

Many people enjoy beating up on franchisees that come out with a new
title every year. Even though there are millions of copies sold, they
keep complaining how that they didn't spend enough time with
developing the game. Over time, they get notorious for releasing these
"half-baked games", but other companies try and keep their reputation
solid with the gaming community. Does this really effect the value of
the games they produce? Well lets to a quick experiment; which game
are you more excited for? The next Call of Duty game or the next Grand
Theft Auto game?

When you hear titles like Bioshock, Grand Theft Auto, Tomb Raider, and
so on, you'll usually be thrilled to hear that they are making a new
game to add to their franchise. As for Assassin's Creed, Call of
Duty, Halo, and so on, you're less excited because they pump out a new
game almost every year. Just think about how much work goes into
making these games come out every year.

So do all good game companies take their time when releasing games?
Well no, some companies lose value because they over hype their game.
Once they release it, they are unable to deliver what was to be
expected. A great example of this was Brink. The game had some of the
coolest ideas for a FPS game, but when the game actually came out it
was really lacking in just about everything. It didn't have the crazy
combat that it promised. It felt like it was missing a lot of the
"meat" to the game, like you just got a shell of a game.

So what is the secret behind keeping value of your company? Take your
time, don't over hype your game, and listen to your audience. You're
not making games for yourself; you're making them for the players. If
you listen to what your audience wants, then you can make your game
appeal to them. Now I am not saying to bend over backwards for them,
but if you hear that they don't like "Always-On DRM", then it might be
a good idea to not impotent that into your game. Sometimes you can
find some of the greatest ideas from your audience. For instants, a
good part of minecraft's updates were user requested. They did a great
job of listening to the alpha and beta testers that they were able to
create this game that just took off!

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