Posts Tagged: consoles

How certification requirements are holding back console gaming

Ars Technica’s Kyle Orland:

Not only does going through Microsoft Studios mean keeping your game exclusive to Xbox Live Arcade for a certain period of time after launch, but the outfit also takes an additional percentage of a game’s revenues on top of the standard cut taken for all Xbox Live Arcade titles, Carmel said. “That’s why we see savvy console developers like Supergiant [Bastion] and Klei [Shank] go through third-party publishers—those publishers get better terms from XBLA (directly) than a small developer could get from Microsoft Studios, and they can launch the game simultaneously on multiple platforms.”

Steam and iOS are clearly leading the pack here. Will the traditional consoles have a better solution for more open game distribution when the PS4/Xbox 720 are released next year? I hope so, but I have my doubts.

Could PC gaming make a comeback?

Peter Suciu, Fortune contributer:

According to industry analyst NPD Group, sales of video-game hardware — a.k.a consoles — software and even accessories fell for a sixth consecutive month in May, tumbling 28% from a year earlier to $517 million. And with the release of Blizzard’s (ATVI) Diablo III, May also saw the first time since July 2010 that the top-selling game was a PC-only title. That boosted PC video games sales up year-over-year to 230% or $80 million.

A bit premature wishful thinking here. The “hard core” traditional PC gaming market will remain niche. It’s simple economics; to play the latest games requires graphic card upgrades, each of which can easily clear the cost of an entire console system.

However, games like Diablo 3, not to mention the many smaller indie games (many of which I’m playing now on my Mac) that can scale on older hardware is seeing quite a resurgence. Valve’s Steam network is leading the way, and so far as a Mac gaming newbie I’m impressed with its organization and growth.