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you can’t fault them for milking an IP though when fans vote with their wallets. steam, because I'd only just started working at Ubisoft and was hating on uplay and was quite fond of steam.īingo! CoD, Quake, Doom, Civ, Madden, Street Fighter, Mortal Kombat, All of Nintendo. This is not an isolated incident, just a dramatic one that I remember as my own personal shifting point w.r.t. They didn't warn, we woke up to see that kotaku had run an article about it before we even knew ourselves. We gave UK players of AC:Syndicate a country specific hat which wouldn't have made sense to the global market. People assumed it was because ubi wanted to push uplay but it was all about someone at valve deciding that we'd violated some rule about content distribution. Steam has outright pulled all ubisoft games before, and ubisoft took the blame.
It was because Steam pulls all kinds of nasty shenanigans but ubisoft will not state any of it publicly because it would hurt their relationship. Then again if we go way back we can argue that the problem was created by technology in the first place (monopolies on music distribution were impossible back when everything was live, they only emerged once we devised technology for recording and copying audio!).īe a bit mindful blaming ubisoft for stuff vanishing from Steam.Ī significantly large part of why Ubisoft started cozying up to Epic was not because of the 5% stake tencent has in it. To have watched these dreams die in the music industry and see a very similar dynamic unfolding in the digital native industry of games makes me think that maybe this isn't a technology issue, maybe it's something that runs deeper in society and the way people are wired. That's not what we got, we just ended up with a new group of megacorps like Apple and Google and Spotify duking it out with the old majors for control of distribution. There was great optimism 20+ years ago that the Internet would change this with music, artists would have direct access to their fans, the middle man would be eliminated, and the major labels would crumble. Unfortunately the greatest works don't necessarily bubble up to the top, because the money isn't in producing them, it's in controlling the channels of distribution. I think there's a very good parallel between music and games, in both industries it's possible to create great works with innovation, creativity and not much capital. You're spot on and I wish we knew what to do about it. Not been a gamer for a while, so I may have missed a lot lately and would love to be proven wrong (details welcome!).
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Unfortunately many game studios think only in terms of FPS and technical trivialities that cannot turn a dull story plastered with FPS scenes into something that one still remembers after 10 years. I would take ME1-3 story arc over most recent titles. My favorite games of all time were the Mass Effect trilogy they were technically great, but the writing, character development, voicing and direction was their point of excellence. that's where probably only a major game house can deliver because of the number of writers, developers, designers, actors needed. but for some titles there is need for a good story, then turning it into acceptable animations, large worlds, complex graphics etc. Technically speaking, a small team of developers can create excellent games when it comes to creativity, design, playability etc. I wish it was true, at least for my favorite genre. > The best games now are from independent developers who are themselves barely making it. Maybe marketing is at the core of all of this malignment. How do we reign back in the markets? It doesn't seem like consumer choice is working out very well. With most consumer markets, we find similar stories of customer exploitation being a better play than simply making a great product. This is a more profitable strategy than simply trying to make a fun game that people want to play.
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With that, you focus not on innovation of pleasing the customer but on making the most money per customer so that you can feed it back into your marketing. There seems to be an overall issue now where the quality of the good produced and the benefit to the consumer is divorced from the value extracted by the producer.įor instance, you can make a mobile game company that aggressively monetizes re-hashed bubble-poppers or match three games. The games you listed were some of the breakout successes of indie games but there are a ton of fun, interesting indie games out there that are dying from lack of revenue. The best games now are from independent developers who are themselves barely making it.