“How does free gaming
and free filming help reach a change in the world?” The answer is simple.
We have been confined in a world created to suit a system
that perhaps we have not all agreed on all the time, struggled with, sometimes
perhaps came to question, and even come to confront.
We have been conditioned to see things in certain ways and
come to deal with them or believe in them in either the form that “they are
like that because they are” or “they are like that because that is how things
work.” This conditioning has made us trust and have faith in a model not because
we ourselves have dealt to question with it and design it, but because it is the standard, the mean, the prototype
and the example that we are just used to and seldom challenge because so far it
works. Or at least, it seems to work or has us believing it works.
The majority of the sources that support this model are also
those that contribute the greatest in our conception that it works, and they
are also at the same time the ones to profit most from it, and coincidentally enough
for us, are also the biggest forms of influence in our life. Media!
Whether they be the cinema, television, radio or advertisements
(outside those three major medias, from billboards to flyers to posters) that
are used by companies, shops, products, and all forms of consumerism. Whatever
has a gain in profit has a say in media, whatever isn’t free, needs to be
advertised, whatever isn’t free needs to be bought, whatever need to be bought needs
a job and jobs need again advertisement or any form of reaching the masses to
sell a product. From a service to any other material convenience, it all helps to
structure this model and soon enough before we know it we all live to either
believe or encourage the notion that “nothing is free”.
Is this entirely true however? In some cases it might be, in
some others it might not.
The best we can do is challenge life for what it is and the
systems within it, not take them as is for what they are, and if we question
things enough perhaps we will find answers to questions that we might not even
know we have. If one does not search it is indeed a struggle to find. And what
are we generally as a whole searching for mostly in all our lives? The answer should be “making
things easier”, perhaps even more fun. And if we do not believe this is so,
then we are only kidding ourselves.
The products we buy and consume have that purpose and this
is the criteria under which we scale our satisfaction from each product. Does
it make our lives easier? Does it work? Does it entertain us? And hence, would
we buy it again? That is what it all comes down to.
So, why not entertain ourselves with thoughts of how to make
things even easier or more fun? It is only normal to do so.
One form of media, that although follows this model,
also has the power and means to go against it and not support it at all, is the
internet. And there are many examples of this that most of us are aware of. It has
been used this way in the past and is still used as such today.
It’s actually a fact that the internet was first designed as
a free place of sharing information, for free. That aside, how can free
products in the art industry, such as games films and other forms of digital entertainment,
help change the world? The answer is in the way that they already have in the last years. To be clear
on this, they don’t change the world,
they help change it. That is what we need to keep in mind.
To backtrack to my initial notion on the matter many years
ago. I believed that (taking games for our first example) free gaming would be
one of the greatest ways to change the way people saw the industry whilst also
make a profit for their creators so they too could continue to work as artists,
graphic designers, animators, and so on. Taking it first from the aspect of the
creators, they are challenged to make something great, something that people
would love to experience or enjoy. It will also cut down costs of game
development (payment models to creatives would be based on success not on hiring), making the field accessible to more.
Although this may be looked down upon by some companies, or
perhaps even consumers (giving the belief to the second of the two that the
products will be of less quality since everyone inspired to make something would
attempt to do so) it isn’t entirely correct on behalf of the consumers. A great
product when supported continues to exist and evolve into a better version of
the first or into new products. If it isn’t successful, it simply will stop right
there. The problem of poor development will not become an issue, and those
companies/groups in the tracks of poor development, no matter what they
advertise, will not have an income from profit through a free game model lest
it is actually good. To further add to this, companies that are only in it to make money, giving less care to the product they make, simply wont get too many chances to keep this up.
How will they make any money at all one would ask. Through
donations was the initial idea mostly. If a game is successful to many
customers donations can reward the company with enough profit to keep them
going on, whilst smaller costs make large profit goals less required.
Companies would look down on this from their perspective because
it does not guarantee a buy for their game with each copy played. Well, is it
not time that companies stopped making games for money and started to follow
the path of making games for entertainment?
The biggest problem now is exactly that. Games that are
worth 1 fifth of their price, if worth anything at all, making money on advertisement.
Not to mention some of the larger companies that do this, there are those that
make millions from one title alone just because of its franchise name. Not to
mention the subscription model that creates revenue for some companies up to
720 million dollars yearly! Is any game worth that money? Really? And is being
fed half baked products worth our pay? Or on other occasions, are well made
products and games (the so called AAA titles) that somehow end up having less
ingredients and a taste that is quickly gone also worth our pay? Perhaps those
are, but definitely not deserving of some ridiculous amounts of profit that
really do not live up to their name/quality/quantity.
Companies then tend to create a form of control through
their success. Publishers follow the same code, and in the end even gaming
turned into becoming a battle of monopoly. Not a good result for lesser or
smaller companies that are inspired enough to get the same results as the
larger companies, sometimes even better.
The free-games model forces companies to get their act
straight and back into the game making business and not the money making
business. These are products that we are meant to enjoy and entertain us when
we have free time, after work, and so on. Deducting all along from our own
profit to do so. Developers should take this seriously.
A big problem for companies now days is piracy, forcing many
developers to opt for the solution of making games for consoles instead to get
their money’s worth of time put in to developing a game. Many also have extreme
revenues to pay very large amounts of money for personnel and equipment, and as
a result of this truly do need the cash to come in for their funds spent. This
entire console movement has brought gaming back for pc’s and in the end, there
is still a large amount of piracy going on even for the consoles.
But what did developers truly expect? Making products that
are not worth the price tag given to them should simply not be bought. Piracy
in one way has opened the eyes to many gamers, creating also a respect to the
companies that deserve it.
There are many that do not have the funds to be able to pay
for every game out there. Piracy helps the companies with the good games in the
end reach the customers that must buy the game. Many gamers actually buy games
only after they have pirated them. Whilst the games they pirated and never
bought, well, they never played them a second time anyway and deleted them
right after download and play. If companies perceive this as stealing, gamers
should perceive buying a game they never play again as stealing. Instead of
getting their act together as developers, many companies still create products
worth one tenth of their price tag. It is only natural that once a gamer has
been duped so many times, he/she would now also opt for a different solution
into trying a game out.
To add to this, some companies even put the work of creating
content that is really good in the beginning, releasing those portions of the
game as demos, and again duping customers into buying products that are quickly
seen for what they are. Rubbish!
Point being in the end, the industry becomes truly one sided
(same thing happens for films that are not worth the ticket for cinema entry).
Back to today. Can a free model truly work just on donations?
At last it seems that, I never thought I say this, it can. The free2play model
has proved, with micro-transactions mostly, that it can be very successful and
not only make enough money but make at times much more money than the purchase
and play model. And why is this? Because the game is fun to play. I myself
would love to and be more than happy to give my money to a company that shows
it cares for its product and the gamer. Lastly I would even blindly give them
money for future products just after a small amount of research on what they
might be. A small personal example of this, is Skyrim. They had me at hello.
And it was more than worth it.
The money can be enough to even make way for AAA titles through
this model. Whilst, the best part of all, the game is experienced by all gamers
despite their economic condition. It is much more important at times for
companies to get their name out there. Word
of mouth from happy gamers creates 2 things.
1) A community for the game (something very important today
for multiplayer games as well)
2) New players entering the experience, among which many
might have the economic freedom to purchase (in this new model in the form of
donations or purchasing exclusive content)
Lastly, making a game accessible to those that were never
going to buy it in the first place (either for economic reasons or because they
were not convinced) gives chance at least to the second to make purchases if
they are finally convinced. The profit lost is, well, nothing. They were never
going to make purchase anyway.
How does this help a change in the world? It changes both
the consumer’s perspective and the creator’s perspective. Consumers do not feel
robbed, handing money over happens with a smile, the variety is much larger and
the entertainment accessible. Happier customers make for greater results. Fan
bases are created easier, and so on. Nobody wants a miserable customer.
Creators try to make products worth their name, (and should get a greater feel
of success and joy from it, knowing that their success is worth every bit of
their creation. Key word was should, it is clear that some shallow groups that
only seek profit would not feel this), and lastly, taking away the game of
monopoly, advertising, and how much each competitor has to advertise reduces
competition in the ugly form. In the end, if they play their cards well, this
can open the door to cooperation as well among developer groups.
The society itself in end is affected by this. It clearly
strives for a more positive manner in everything from all ends, a true feeling
of freedom gives more courage as well, and laws to avoid piracy and such
similar ideals would become un needed, already changing the face of the society
itself into something more positive by not being there are at all. Let’s face
it, hearing about piracy laws and the law chasing illegal action is not
entirely the most positive of a society even if it is considered a 1st
world problem. (Illegal action that to be honest we all know it was called for
in the last decade from the underproduction in terms of quality from companies
or the economic difficulties experienced by many). They were never going to pay
anyway. Companies believing they are losing profit to this are under some kind
of delusion it seems. A well made product can form many ways to create revenue
if it is worthy of it.
Hosting events to make money (digitally and in any other form) is very
possible under these conditions too. Making way for merchandise purchases is
also an accessible solution for more profit and even keeping stores in business
instead of closing them down. The whole idea is something that could start slow
before reaching the point where it is successful and common in our society, but
the big picture ahead is really something to look forward to. Art and
entertainment is something that will never stop being in demand. People need to
be entertained, they need to explore and experience new ideas, see visions form
before them all the time from different individuals that wish to share their
inspirations. Like food, entertainment is something that enriches life itself,
and one way or the other it is one of the largest pieces of consumerism. The
idea of paying at will a form of entertainment after experiencing it based on
how much it entertained you and how accessible the solution of purchase is to
you is an idea that in the end can change the way people see things too, and
even encourage a different level of greatfullness.
The way is long, but now it seems it might not be that long
after all. This free to play model in gaming has already become very common and
very successful, titles such as FireFall, Hawken, League of Legends and many
more in the mmo industry as well prove this form to work. Even Facebook games
have proved a success in this model. Lastly, with regards to mmo’s, this new
form is something that could also take over and prove more successful. The
first signs of AAA titles being made to step away from the original routes are
titles such as Guild Wars 2. Although not free, the product in its genre offers
what other games offer (and to many gamer opinions much more) without a subscription
fee. Other successful mmo’s left the purchase to play zone to enter the free to
play zone with transactions, and ended up making much more money as well.
Perhaps this new model of lifestyle is not as far away as it once seemed. It
would be nice to see how this kind of thinking can affect other aspects of
society as well.
Time will show.
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