<p dir&equals;"ltr">Video games exist in a weird kind of bubble&period;  The medium is not nearly as popular as film&comma; television&comma; or music&comma; it is not nearly as popular as the majority of sports&period;  The barrier of access to the aforementioned industries is fairly simple&comma; &dollar;15 can get you into any movie&comma; you can purchase a TV for a couple hundred dollars &lpar;a living room staple&rpar;&comma; and music can be accessed through almost any device&period;  Video games are something completely different&period;  Even if you purchase a &dollar;500 Xbox this November&comma; you will have access to only a chunk of this bizarre industry&comma; purchasing a Playstation 4 along with it&comma; would get you most of what is available&period;  In order to play every game that will be released in 2013&comma; one would need a PC&comma; iOS device&comma; Nintendo 3DS&comma; a PlayStation Vita&comma; a Nintendo WiiU&comma; an Xbox 360&comma; and a PlayStation 3&comma; in addition to the impending next generation consoles&period;  Obviously most buyers would assemble such a roster through piecemeal purchases&comma; but combined the cost would come to nearly &dollar;3000&comma; not to mention a TV to play everything on&period;  When the price of admission is so steep&comma; is it any wonder why video games have the most fanatic&comma; vocal&comma; and wonderful fan base of any medium today&quest;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 3&period;0&period;1 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">There is a danger&comma; when one invests in a video game system&comma; the lingering fear that your purchase could be &OpenCurlyDoubleQuote;wrong” or &OpenCurlyDoubleQuote;unsupported”&period;  As kid&comma; I owned a Sage Genesis and found myself an outsider looking into the wonderful world of the Super Nintendo&period;  So I jumped to the Nintendo side and got a N64&comma; only to find out that everyone was playing Playstation&period;  It has created a long history of myself playing games like Mega Bomberman and Perfect Dark while my friends talked about The Legend of Zelda&colon; A Link to the Past and Metal Gear Solid&period;  There was no ridicule for having the &OpenCurlyDoubleQuote;wrong” system&comma; it’s not like people teased me at school&comma; however it excluded me from conversations I wanted to be apart of&period;  Thus&comma; like so many fans&comma; the feeling of exclusion drove me to become a &OpenCurlyDoubleQuote;fanboy”&comma; clinging to Nintendo when they released the Gamecube&comma; pointlessly arguing with my friends that it was the superior system&period;  A year later&comma; I caved and got a PlayStation 2&period;<&sol;p>&NewLine;<p dir&equals;"ltr">NeoGAF is a forum website&comma; known for its large community and colorful conversations&period;  The website is everything that is amazing about the devoted community of players that shell out hundreds&&num;8211&semi;if not thousands&&num;8211&semi;of dollars each year for video games&comma; their hardware&comma; and the peripherals offered to enhance one’s experience&period;  The site offers interesting conversations about all of the hot button topics from DRM to DLC&period;  Sites like this are proof of the fanaticism that surrounds the video game industry&period;  Since the internet has brought together these fans&comma; giving them means to connect and unify their voice&comma; they have become the most powerful communities in the history of entertainment&period;<&sol;p>&NewLine;<p dir&equals;"ltr">There is a consciousness of fans by video game developers&comma; an acknowledgement that without them there would be no game&period;  This doesn’t happen in any other industry&comma; all other artists hold themselves above the consumer&period;  One such example is the way that games promote themselves&comma; with Kickstarters&comma; Steam Early Access&comma; demos&comma; and conventions&period;  Sure&comma; films and television show up at comic-con and there might be sneak-preview at some point&comma; but compare that with the promotion circuit the recent hit The Last of Us went through&period;  Naughty Dog’s game first premiered at the Spike VGAs  in 2011&comma; since then it has shown a hands-off demo at E3 2012&comma; another trailer at the VGAs in 2012&comma; was playable to the public at PAX East in 2013&comma; and released a downloadable demo all before the game’s physical release this June&comma; that doesn’t even include the closed-doors events for the press&period;  Sure&comma; these kinds of events are devised to help garner attention for a title&comma; which in effect should increase sales&comma; any cynic knows that&period;  But there is something else at work&comma; there is a desire to share between developers and fans&comma; especially when the work is worth sharing&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 3&period;0&period;1 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">The relationship with fans is not always a good one&period;  Like any relationship there are arguments and rough spots&comma; less to do with quality and more to do with business&period;  As video games have grown in expense&comma; they have needed to find new ways in order to recoup their high budgets&period;  Downloadable content&comma; digital rights management&comma; and other spats have developed in the video game community&comma; leaving many fans distrustful of video game companies they onced adored&period;  It is hard to ignore the writing on the wall&comma; with companies like THQ going bankrupt and developers shuttering their windows more and more&period;  Video games are quickly approaching movie-esque budgets and those that can’t produce are discarded&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Even when games become hits they can lose plenty of money&period;  One of the biggest concerns for publishers and developers alike is internet piracy&period;  It is hard to give an accurate figure when talking about the money lost to software piracy&comma; but according to a <a href&equals;"http&colon;&sol;&sol;sites&period;middlebury&period;edu&sol;mediatech10&sol;files&sol;2010&sol;02&sol;coleman-playing-on-digital-commons1&period;pdf">study from the University of Western Ontario<&sol;a>&comma; as of 2007 video game companies were claiming piracy losses of &dollar;3 billion a year&period;<&sol;p>&NewLine;<p dir&equals;"ltr">In order to prevent such extravagant losses&comma; publishers began to enact measures to make piracy more difficult&comma; the most popular being the online passes that were pioneered by Electronic Arts in 2010&period;  More measures&comma; including games being played with a constant online connection we enacted to further try and stem the losses from piracy and the used game market which publishers suspected was also contributing a lack of revenue&period;  Player response was volatile&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Unlike other forms of entertainment&comma; where the audience is a merely an observer&comma; video games make players an active participant&period;  Players control the destiny of their favorite characters&comma; such as Master Chief&comma; Nathan Drake&comma; and Mario&period;  These protagonists could not reach their objective without the help of the player&comma; thus part of the player becomes essential to the experience&period;  It is because of this investment that things like DLC&comma; DRM&comma; or other publisher policies to maintain control of an experience feel like a direct attack upon the players&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 3&period;0&period;1 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">An interesting statistic from the Entertainment Software Association is that the video game audience is growing older&period;  It shouldn’t be a surprise as the first generation to grow up with games is coming to middle age&comma; but it also means that the average player has less time&comma; more responsibility&comma; and more monetary commitments&period;  This demographic doesn’t have time to understand why game have to always be online&comma; or figure out why an online pass is required&period; The only thing that they are aware of is that between installs and system updates&comma; these requirements are just one more thing getting between players and the game&period;  Not only do video games have significant price barriers&comma; but now they have technical barriers and ownership barriers that serve as just one more thing to keep games from being a truly mainstream medium&period;<&sol;p>&NewLine;<p dir&equals;"ltr">These &OpenCurlyDoubleQuote;barrier” policies&comma; from Mass Effect’s Day-one DLC&comma; to Sim City’s always online requirements&comma; to the Xbox One’s game policies came under hard scrutiny from players&period;  Each one of these controversial decisions have been scrapped or resulted public apology from developers and publishers alike&period;  Skeptics will say that these changes are made for financial reasons&comma; that the public has little to do with these influential decisions&comma; but those financial numbers come from fans&period;  It is very rare for a filmmaker&comma; musician&comma; or comedian had ever apologized for a disappointing performance from their medium&period;  It is almost unheard of for movie studios and music labels to reach out and communicate to the people sitting in theaters and downloading their music&period;  Video game companies reach out to their fans constantly&period;  Double Fine is streaming development meetings of Massive Chalice for Kickstarter backers&comma; Remedy’s Sam Lake made a six minute video explaining why Alan Wake 2 was not their next game&comma; and Mass Effect 3 changed their ending in order to appeal to fans upset with the game’s final moments&period;    No fan base&comma; in any industry holds that kind of power&period;<&sol;p>&NewLine;<p dir&equals;"ltr">That power can turn abusive&period;  Publishers and developers live and die by mob mentality&period; Games now go through rigorous focus testing&comma; essentially watering them down to bland copies of proven ideas&period;  Publishers start to rely on bizarre rules believing consumers won’t play games with female protagonists or first-person shooter mechanics&period;  As previously mentioned&comma; a creator’s vision can be altered due to unhappy masses&comma; such as Mass Effect 3’s ending&period;  A slip of the tongue can lead to a quick firing&comma; something Adam Orth learned the hard way earlier this year&period; When controversy sprang over Lara Croft’s latest depiction in Tomb Raider&comma; Crystal Dynamics wondered internally if the game was dead before it was even released&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Every industry needs money&comma; every industry relies on consumers&comma; but few are as intertwined with them as the games industry&period;  It should be a source of pride for both the business and the fans&period;  The voice of the player is something that gets complained about constantly with the criticism that players should simply be happy with what they have&period;  I believe that as consumers it is a right and responsibility to be as vocal as possible&comma; something the consumers of this industry are very good at&period;  I hope that as video games continue to grow and expand that players can continue to be informed&comma; educated&comma; and vocal&period;  It also important to remember that we are lucky enough to have more access to the products of this industry than any other&comma; that developers and publishers never waver in their recognition of fans&period;  There are plenty of disagreements between these two sides of video games&comma; but people would be hard pressed to find as much love in any other medium&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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