In the wake of Steam
scrapping Greenlight as a result of a flood of poor and exploitative games
polluting its store, I attempt to analyse the circumstances of two famous
examples where quality control in gaming has almost derailed its stakeholders,
and offer my hope that these cautionary tales can inform modern game companies,
like Steam, not to make the same mistakes.
Quality control is a vital aspect of any business,
especially in a sector where customers have come to expect a high standard.
Gaming stands as a luxury product, due to the high cost and non-necessary
nature of video games, so perhaps video game companies are more vulnerable than
other businesses from the pitfalls of lacking stringent quality control
standards. If quality control fails, then over time the reputation of the
seller becomes tarnished and customers lose faith in the product, ruining
future sales.
A famous example of how disastrous a tarnished reputation
can be is the 1983 video game crash, a period where consumer faith in video
games as anything more than a short term fad had eroded almost completely, to
the point that nobody was buying a videogame. This was because the complete
absence of quality control systems had led to market oversaturation.
Unscrupulous companies had been flooding the market with rushed, poorly-made
games in the interest of making a quick buck without any consideration for the
end consumer. In the end, for most customers this rendered video games, with
their high cost and luxury nature, not worthy of purchase.
It took many years to turn around this failure, and soon Nintendo
became the mastermind behind restoring customer confidence. At first, the
company focused on marketing their video games as children’s toys (which led to
a vital product differentiation from a more negative image), but over time they
brought strict quality controls into video games development thanks to their
strict control over releases. At the time, Nintendo owned a practical monopoly,
so any video games company wishing to publish their products on their system
with official support had to go through a vetting procedure to achieve the
Nintendo Seal of Quality.
It is ironic, then, that the same company’s products would
eventually become synonymous with poor quality shovelware titles. Fast forward
to 2008, where the Wii was the story of the day. This might not seem a likely
place to find an example of something that ultimately damaged a company’s
reputation beyond repair, given that the Wii sold an astronomical amount of
sales, over 100 million consoles worldwide. However, it was at this point that
Nintendo’s great empire began to unravel.
The Wii had become synonymous with shovelware; titles that
ultimately were made with a similar design philosophy to the circumstances
leading up to the video game crash of ’83. At the time, going into a retail
shop and looking at a shelf of Wii software was like digging through excrement
looking for nuggets of gold. This was thanks to the extremely popular nature of
the console’s and Nintendo’s sudden focus on the ‘casual’ market; that is the
market of people that were non-traditional gamers; the elderly, soccer moms, extremely
young children. These unfortunate consumers were the customer base of anyone
looking to publish on the Wii, and as their tastes were not as ‘refined’ as
what in the industry would be called ‘hardcore’ gamers, the opportunity was
taken to exploit such consumers for all they were worth, with greedy companies
and rip-off artists throwing together games with no thought and as little
investment as possible to capitalize on this huge market of gamers who knew no
better.
By the time the Wii U came out, the reputation of Nintendo
had already been dragged through the mud. To many, Nintendo had become synonymous
with the word ‘casual’ , and known for not taking its core market seriously.
Promises of ‘good’ third party games meant nothing, and the golden goose of the
prior casual market had flown away to greener pastures in the smartphone
market. Nintendo were left at a sector of the market that simply didn’t exist
anymore.
Fast-forward again to today, and Nintendo is still suffering
the consequences of their decision to abandon quality control in favour of
making a short term success (albeit a massive sales success) out of the Wii. The
successor console has completely died a sad and tragic death despite a big
attempt to close old wounds with excellent-quality titles, some of the best in the
generation, and with the Nintendo Switch release being just around the corner,
the hype train that normally comes with the release of a new console is at risk
of being derailed by a lack of customer faith. People just don’t believe in
Nintendo and the company is suffering to repair its reputation.
It is a relief then, that one of the best consumer markets
in gaming today is abandoning a widely-panned quality control system. I’m
referring, of course, to Steam Greenlight. With the cautionary tale of the
video game crash of 1983 and the massive failure of Nintendo to repair their
reputation in the wake of the runaway Wii, I am watching with bated breath in
the hope that Valve can implement something that is much more functional than
the ‘anything goes’ approach that is being taken now. Jim Sterling (I warn you, the video has a...weird opening...) has done
some excellent videos on the topic of Steam Greenlight and I highly suggest
that you watch his series on the subject.
Prior to this announcement, Steam was going much the way of
the Wii, and the ’83 Videogame Crash before that. It was quickly developing a
reputation for allowing rushed indie games and ‘asset flips’ (games made from
pre-built elements with little to no creative effort put in whatsoever), and it
was fast becoming dangerous, with games like Air Control and Slaughtering
Grounds being at the forefront of a new wave of terribleness that was at risk
of flooding the store with raw sewage in game form.
In part, this could be due to the modern indie game
renaissance that took place in the wake of Minecraft, its hype inspiring many
would-be game developers to cry out ‘me too’, despite lacking in any kind of
the skills needed to see through a game project with any kind of success. It
was a sad situation, but Steam was in danger of becoming over-saturated; go to
Jim Sterling’s videos and they will give you an idea of the sheer volume of
Steam games that were being released on a rapid basis.
However, I do express my hope that the abandonment of Steam
Greenlight in favour of a stricter system, Steam Direct (a system that essentially
asks developers to pay upfront for the privilege of store space though they can
supposedly ‘recoup’ the cost at a later date), is not a case of too-little,
too-late. I am willing to think optimistically, because I feel Steam is big
enough that its reputation hasn’t taken a massive blow quite yet, and with the
goodwill of gamers from truly excellent moves such as Steam Sales, I believe
that Valve has more than enough of a good reputation to recover before any
damage is done to their brand name.
So it is with cautious optimism that I hope Steam Direct is
a success, and that any future game companies can look upon the current crisis
facing Nintendo, and the market crash of ’83, and learn some vital lessons in
quality control before the market hurtles toward a crash. Nobody, consumer or
business, or even economy (given the larger financial impact of the gaming sector
nowadays), would benefit to see an industry with so much potential be brought
to its knees again.
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