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Thinking of cancelling my pre-order

Thinking of cancelling my pre-order

I still love GalCiv though!

As we get closer to the alpha of GalCiv3, one thought haunts my brain; "no, this is not the way."

First of all let me clarify where I come from. I am thirty years of age and can be considered an old-school gamer. My first "gaming rig" was an Atari 2600. The black plastic one from 1984, also known as the 2600 Junior. After that I got a Super Nintendo Entertainment System. I still remember the smell when I opened the box for the first time and playing Super Mario World for the first time. It's my fondest childhood memory and probably the reason I like physical media so much.

I got my first PC at the end of 1995. It had Windows 95 and a I got a bunch of games for both DOS and Windows. For those of you who don't know; this was the time period where the first 3D accelerators appeared and DirectX was on it's first iteration; it was not the massive beast we know today. My fondest memories of those times were coming home with a new game and opening the box. Believe it or not but most games had printed manuals, some even in colour! There is something about having the box displayed on a shelf, as if it's saying; "Look at me! My owner bought me and is proud of it!"

And that's where that haunting thought comes in. Though I don't have anything against digital distribution, it just doesn't feel right to not have a box standing on the shelf. Something you can hold in your hands and be happy about, thinking; "Yeah, I bought this. It was a good decision.". But that's not the only thing about GalCiv 3's digital distribution that bothers me. From what I've read, you need internet and Steam and that is the most bothersome.

What if I want to play it on a computer without internet and Steam? What if I don't have it installed and lose my internet connection (money problems, moving to Pluto or somewhere else without internet access) ? How will I be able to install the game then?

This troubles me to the extend that I am seriously thinking of trying to cancel my pre-order (if still possible).

(It is also stuff like this that drives me to download an unauthorized copy of a game. Because those, you can install on any computer without internet or Steam.)

I understand it's probably too expensive for Stardock to have physical media but is there any chance we will be able to download the game, burn it on a disc and install it on a computer without an internet connection and Steam? That would make me feel a whole lot more comfortable.

164,712 views 174 replies
Reply #51 Top

No point of arguing if physical game is more playable than digitally distributed, because most physical games require that internet anyway for activation. Some even download stuff before they let you to play. For example, I have bought physically distributed steam games, like Warhammer@ 40000: Dawn of War II. 

Reply #52 Top

Quoting Stringer2, reply 51

No point of arguing if physical game is more playable than digitally distributed, because most physical games require that internet anyway for activation. Some even download stuff before they let you to play. For example, I have bought physically distributed steam games, like Warhammer@ 40000: Dawn of War II. 

 

This is true.  Before bowing to Steam, I went out of my way to find physical copies of both Endless Space and Sleeping Dogs.  Ordered them from Amazon and then waited for a month while they shipped from overseas.  When I finally got them and slugged the disks into the drive, the first thing they both did was install steam!

That's when I gave up resistance.  Now I check Steam every night for sales.

Reply #53 Top

It's not that Galciv 2 didn't make any money at all, it's that the ones sold at retail made much much less. Stardock was selling the game and its expansions online in their own store and got pretty much full price on those ones!

Reply #54 Top

Quoting satoru1, reply 50
HOwever I've never heard anyting about GalCiv1/2 not making any money.....

Lucky Jack was referring to GalCiv 1 and 2 for OS/2 and GalCiv 1 for Windows. Here is what Frogboy said about it:

In 1994, we released our first game. Galactic Civilizations for OS/2. It was published by a company called Advanced Idea Machines. The game was a huge hit. So I heard anyway. We didn’t get paid. And being a poor college student at the time, I couldn’t afford a lawyer.

So in 1996, we released Galactic Civilizations 2 for OS/2. This time we released it ourselves. But our retail distributor, Micro Central, went bankrupt and didn’t pay us and our mail order distributor, Blue Orchards went out of business as well and didn’t pay us.

So then we moved to Windows and we released Galactic Civilizations for Windows, published by Strategy First….and again, didn’t get paid.

Do you see a pattern here?

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Reply #55 Top

Quoting Wetballs, reply 43


Quoting Tridus, reply 42
Game prices haven't kept pace with rising development costs and inflation. Getting more money out of each sale is the reason why.

It's also allowed genres to be successful that simply wouldn't exist anymore if they had to be sold at retail... like pretty much indie everything. It's not like developers are just pocketing millions suddenly.

 

Didn't you say on the first page that digital distribution allows Stardock to profit two or three times more than what they would get over retail?  If that's true, then it certainly DOES seem as though developers are suddenly pocketing millions.  If my paychecks suddenly doubled or tripled, I'd crap my pants.  Hell, I'd crap your pants too!

If your paycheque tripled, and your housing costs tripled, and you had to start paying for work space and hire two people... would it still sound so great?

Development costs have gone way up. GC3 is going to cost far, far more than 2 did. It's selling for roughly the same price. That hasn't kept up with inflation, let alone the added cost to create it.

The only reason why that math works is because digital distribution has cut out some of the middlemen and boosted the revenue per copy. Without it, only games that could sell huge numbers of units are viable. (And even then, they pad those games with DLC because they make a lot more per unit on that then they do on a copy at Gamestop.)

 

And of course, Steam actually pays people, unlike the publishers Stardock had to deal with in the past.

Reply #56 Top

Quoting Wetballs, reply 52


This is true.  Before bowing to Steam, I went out of my way to find physical copies of both Endless Space and Sleeping Dogs.  Ordered them from Amazon and then waited for a month while they shipped from overseas.  When I finally got them and slugged the disks into the drive, the first thing they both did was install steam!

That's when I gave up resistance.  Now I check Steam every night for sales.

 

Why did you go 'out of your way' and not research if a game was Steamworks or not......

Reply #57 Top

Quoting Tridus, reply 55

If your paycheque tripled, and your housing costs tripled, and you had to start paying for work space and hire two people... would it still sound so great?

Development costs have gone way up. GC3 is going to cost far, far more than 2 did. It's selling for roughly the same price. That hasn't kept up with inflation, let alone the added cost to create it.

The only reason why that math works is because digital distribution has cut out some of the middlemen and boosted the revenue per copy. Without it, only games that could sell huge numbers of units are viable. (And even then, they pad those games with DLC because they make a lot more per unit on that then they do on a copy at Gamestop.)

 

And of course, Steam actually pays people, unlike the publishers Stardock had to deal with in the past.

 

I get it.  Why have development costs gone up so much though?

Reply #58 Top

Quoting satoru1, reply 56

 

Why did you go 'out of your way' and not research if a game was Steamworks or not......

 

At the time, I had no idea what Steamworks was (still don't).  I guess it just never occurred to me that I'd even need an internet connection to play a single player game that came on a disk, so I never thought to check to see if steam would be required.  If a game needs Steam to play, why would they even sell physical copies?

Reply #59 Top

Quoting Wetballs, reply 58

At the time, I had no idea what Steamworks was (still don't).  I guess it just never occurred to me that I'd even need an internet connection to play a single player game that came on a disk, so I never thought to check to see if steam would be required.  If a game needs Steam to play, why would they even sell physical copies?

For people like OP who still want a box. :)

Reply #60 Top

Steamworks is the business side of steam that gives developers a set of tools to help distribute, administer, and provide options for their clients using Steam. Steam provides a lot of little services than just games for the individual, they provide the chat software, multiplayer servers for games, a convenient way to update games, and other things...

Internet connections seem to be required everywhere which is annoying, but it is a service that they are expecting to have everyone to have who plays games. Not all of the steam games have to have steam running in order to play them period (FTL comes to mind, you can turn off steam,(the program not running, I don't mean steam in offline mode) and play the game)

Reply #61 Top

Quoting Wetballs, reply 57
I get it.  Why have development costs gone up so much though?

Assets (art and such) are one reason. Going to HD and really high polygon graphics dramatically increased the amount of work it takes to create the art for a game. Making a building takes far more work now than it did in days with simpler graphics.

Things like online integration have made games more complicated. The whole virtualized multithreaded AI stuff in GC3 for example is going to take some significant effort to build.

Inflation has driven up costs in general, with buildings, power, people, and the like all costing more. Game costs have not risen at anywhere near the same rate (in fact in absolute dollars a game is much cheaper now than it was in the SNES days, and that's before stuff like Steam sales). Plus you've got F2P iOS games that are made for dirt cheap, and $5 indie games abound.

Reply #62 Top

Quoting parrottmath, reply 60

Steamworks is the business side of steam that gives developers a set of tools to help distribute, administer, and provide options for their clients using Steam. Steam provides a lot of little services than just games for the individual, they provide the chat software, multiplayer servers for games, a convenient way to update games, and other things...

Internet connections seem to be required everywhere which is annoying, but it is a service that they are expecting to have everyone to have who plays games. Not all of the steam games have to have steam running in order to play them period (FTL comes to mind, you can turn off steam,(the program not running, I don't mean steam in offline mode) and play the game)

FTL isn't a Steamworks game, it's just using Steam for distribution.

Reply #63 Top

Quoting Tridus, reply 62

FTL isn't a Steamworks game, it's just using Steam for distribution.

 

Indeed. If you purchase the game from their website, or the Humble Store, you get a DRM free version, in addition to a Steam Key.

Which is why it's always good to check if the Humble Store.

Reply #64 Top

Quoting parrottmath, reply 60

Steamworks is the business side of steam that gives developers a set of tools to help distribute, administer, and provide options for their clients using Steam. Steam provides a lot of little services than just games for the individual, they provide the chat software, multiplayer servers for games, a convenient way to update games, and other things...

Internet connections seem to be required everywhere which is annoying, but it is a service that they are expecting to have everyone to have who plays games. Not all of the steam games have to have steam running in order to play them period (FTL comes to mind, you can turn off steam,(the program not running, I don't mean steam in offline mode) and play the game)

 

Thanks!  I thought it had something to do with mods for some reason.

Reply #65 Top

Quoting Tridus, reply 61


Assets (art and such) are one reason. Going to HD and really high polygon graphics dramatically increased the amount of work it takes to create the art for a game. Making a building takes far more work now than it did in days with simpler graphics.

Things like online integration have made games more complicated. The whole virtualized multithreaded AI stuff in GC3 for example is going to take some significant effort to build.

Inflation has driven up costs in general, with buildings, power, people, and the like all costing more. Game costs have not risen at anywhere near the same rate (in fact in absolute dollars a game is much cheaper now than it was in the SNES days, and that's before stuff like Steam sales). Plus you've got F2P iOS games that are made for dirt cheap, and $5 indie games abound.

 

Thanks for the explanation!  I'll bet most people wait for the sales though, so I wonder how much money companies actually make selling games at full price throughout the year.  If I see a game I like, I just put it on my wishlist and wait (no doubt like a lot of people).  On the Wikipedia page for Steam, there's this little graph in the sidebar that shows how a sample game sells over time. It almost looks like the regular sales would be negligible compared to the huge spikes during Steam sales.

Reply #66 Top

Quoting Wetballs, reply 65

Thanks for the explanation!  I'll bet most people wait for the sales though, so I wonder how much money companies actually make selling games at full price throughout the year.  If I see a game I like, I just put it on my wishlist and wait (no doubt like a lot of people).  On the Wikipedia page for Steam, there's this little graph in the sidebar that shows how a sample game sells over time. It almost looks like the regular sales would be negligible compared to the huge spikes during Steam sales.

There's a couple of reasons for starting with a high price and having sales to drop it later:

1. Maximizing profit. Some people will pay full price for the game, because they want to play it right now. This is especially true of competitive games, like online shooters or eSport games. Coming late to the party is an inherent disadvantage. So if person X will pay $50, it makes sense to charge that. Later on you don't have very many people willing to pay $50 anymore, but there's probably a lot of people who didn't buy at $50 but would buy at $25. Have a sale and get those people (and some free publicity). Because it's so easy to lower the price on digital games, you can reach those people. Eventually old games have $10 and $5 sales, and they pick up a lot of new customers that never would have touched it (and maybe they buy some DLC).

2. Psychology. People inherently perceive a $50 game that's 60% off (and selling for $20) as a better value than a $20 game. Both because the initial cost is higher, and because of a time limited sale. It looks like a great deal.

3. Marketing. Having a massive sale on an old but successful game gets it back onto the front page of Steam and gets some new players. They  might buy some DLC, and if they like the game they might become fans of the studio and buy more of your games. It's extremely valuable PR, particularly if you're about to launch a sequel and you put the previous game on sale.

 

You just couldn't do this kind of thing at retail because when you cut the price of the game that much, you make zero dollars. At zero dollars per copy it makes no sense to print more, so when the store runs out of stock the game vanishes. Selling digitally, an old $5 game is still making you $3.50 a copy, which is $3.50 you wouldn't have gotten otherwise and costs you nothing to do that late in the game's life.

 

 

Look at it this way - I see we both have founders badges. Considering that GC2 was just on sale for a lot off, GC3 probably will be too. Neither of us waited. :) Stardock makes a lot more money if we pay full price because we want it now, AND then a year from now someone who could wait buys cheap, rather than the two of us also buying cheap and that third person buying sooner.

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Reply #67 Top

Quoting Tridus, reply 66

There's a couple of reasons for starting with a high price and having sales to drop it later:

1. Maximizing profit. Some people will pay full price for the game, because they want to play it right now. This is especially true of competitive games, like online shooters or eSport games. Coming late to the party is an inherent disadvantage. So if person X will pay $50, it makes sense to charge that. Later on you don't have very many people willing to pay $50 anymore, but there's probably a lot of people who didn't buy at $50 but would buy at $25. Have a sale and get those people (and some free publicity). Because it's so easy to lower the price on digital games, you can reach those people. Eventually old games have $10 and $5 sales, and they pick up a lot of new customers that never would have touched it (and maybe they buy some DLC).

2. Psychology. People inherently perceive a $50 game that's 60% off (and selling for $20) as a better value than a $20 game. Both because the initial cost is higher, and because of a time limited sale. It looks like a great deal.

3. Marketing. Having a massive sale on an old but successful game gets it back onto the front page of Steam and gets some new players. They  might buy some DLC, and if they like the game they might become fans of the studio and buy more of your games. It's extremely valuable PR, particularly if you're about to launch a sequel and you put the previous game on sale.

 

You just couldn't do this kind of thing at retail because when you cut the price of the game that much, you make zero dollars. At zero dollars per copy it makes no sense to print more, so when the store runs out of stock the game vanishes. Selling digitally, an old $5 game is still making you $3.50 a copy, which is $3.50 you wouldn't have gotten otherwise and costs you nothing to do that late in the game's life.

 

 

Look at it this way - I see we both have founders badges. Considering that GC2 was just on sale for a lot off, GC3 probably will be too. Neither of us waited. Stardock makes a lot more money if we pay full price because we want it now, AND then a year from now someone who could wait buys cheap, rather than the two of us also buying cheap and that third person buying sooner.

 

What you say makes sense.

 

Reply #68 Top

Quoting Wetballs, reply 65

Thanks for the explanation!  I'll bet most people wait for the sales though, so I wonder how much money companies actually make selling games at full price throughout the year.

This depends but pre-order bonuses are ways to entice customers to pre-order. These are important on the retail space because most of your sales happen only within the first 1-2 months. So pre-orders are critical.

If I see a game I like, I just put it on my wishlist and wait (no doubt like a lot of people).

Steam's internal data they suggest that while some people are very 'sales oriented' this in general doesn't appear to cannibalize pre-order or full price purchases. Which is contrary to what you'd imagine. Most people are not super ultra coupon clipping crazy people. As shown by the clock work nature of posts like "OMG I PAID $50 FOR CIV5 NOW ITS ON SALE!! SCREW YOU STEAM" For literally every major steam sale. Even though Steam does sales more often that it's to teh point of when are they NOT doing sales.

Basically despite Steam literally giving away games at time, this doesn't appear to impact pre-orders or full price pruchases

On the Wikipedia page for Steam, there's this little graph in the sidebar that shows how a sample game sells over time. It almost looks like the regular sales would be negligible compared to the huge spikes during Steam sales.

Indeed Steam's data indicates that sales of # of units moved can increase at rates that are unheard of. In retail though you can't exploit this. I mean do you think Gamestop is going to stock 5000 copies of Magicka so they can sell it for Black Friday for $2.50? Nope! Retail space is expensive. Inventory depreciation costs money. So they'll take the initial bunch then fire sale everything as soon as possible.


What digital distrbution allows is the 'long tail' The fact that the graph you see is as long as it is, is what's the miracle. Normally your sales cycle would have been 2-3 months. But you can still sell relatively good # of copies of the game over an entire year. Magicka is a great example of this. It sold 1 million coipes. But did it over a long long long period of time. Something that would be impossible in a retail space. Also with GalCiv2 Stardock makes a good amount of money over the year to support the company. IT makes steady money over the entire fiscal year. Spikes are nice, but they still have a decent long tail which gives you even revenue all year long.

Reply #69 Top

Steam; taking your money in style since 2003.

Reply #70 Top

Quoting ParagonRenegade, reply 69

Steam; taking your money in style since 2003.

 

And you can hear plaintive crunch of crying banknotes Gabe swimming in.

 

I don't know, it's hard to argue with digital distribution when items you purchased could be downloaded within hours (if not minutes) after purchase. No need to wait for weeks, if not months till expensive box will arrive, visit postal office to get it (and surprisingly, PO's working hours are exactly as yours, so you have to find time to visit them during your working hours, good luck with that), and bite your nails all the time, remembing that "parcel meatball" of wet cardboard, shattered plastic, CD and figurine fragments you got once. Yikes, the horror.

 

I understand someone's desire to own box of goodies, as well as being able to install game from disk and play it, without mandatory connection to Internet - I've been using dialup for more than a decade, so I know how it feels when you're installing Orange box. :)

Reply #71 Top

Quoting satoru1, reply 68

Steam's internal data they suggest that while some people are very 'sales oriented' this in general doesn't appear to cannibalize pre-order or full price purchases. Which is contrary to what you'd imagine. Most people are not super ultra coupon clipping crazy people. As shown by the clock work nature of posts like "OMG I PAID $50 FOR CIV5 NOW ITS ON SALE!! SCREW YOU STEAM" For literally every major steam sale. Even though Steam does sales more often that it's to teh point of when are they NOT doing sales.

 

Funny thing is, that nowadays even the early access -accounts are on sale. For example game Planetary Annihilation, which I have been waiting ever since I did see the game on Steam's Greenlight first time. The early access costed nearly $100 if I remember correct. It's still early access, but recently there was a discounted price of 36,84€. And that is probably less than the regular full game when it comes out.

Reply #72 Top

Quoting satoru1, reply 68

Quoting Wetballs, reply 65
Thanks for the explanation!  I'll bet most people wait for the sales though, so I wonder how much money companies actually make selling games at full price throughout the year.

This depends but pre-order bonuses are ways to entice customers to pre-order. These are important on the retail space because most of your sales happen only within the first 1-2 months. So pre-orders are critical.

If I see a game I like, I just put it on my wishlist and wait (no doubt like a lot of people).

Steam's internal data they suggest that while some people are very 'sales oriented' this in general doesn't appear to cannibalize pre-order or full price purchases. Which is contrary to what you'd imagine. Most people are not super ultra coupon clipping crazy people. As shown by the clock work nature of posts like "OMG I PAID $50 FOR CIV5 NOW ITS ON SALE!! SCREW YOU STEAM" For literally every major steam sale. Even though Steam does sales more often that it's to teh point of when are they NOT doing sales.

Basically despite Steam literally giving away games at time, this doesn't appear to impact pre-orders or full price pruchases

On the Wikipedia page for Steam, there's this little graph in the sidebar that shows how a sample game sells over time. It almost looks like the regular sales would be negligible compared to the huge spikes during Steam sales.

Indeed Steam's data indicates that sales of # of units moved can increase at rates that are unheard of. In retail though you can't exploit this. I mean do you think Gamestop is going to stock 5000 copies of Magicka so they can sell it for Black Friday for $2.50? Nope! Retail space is expensive. Inventory depreciation costs money. So they'll take the initial bunch then fire sale everything as soon as possible.


What digital distrbution allows is the 'long tail' The fact that the graph you see is as long as it is, is what's the miracle. Normally your sales cycle would have been 2-3 months. But you can still sell relatively good # of copies of the game over an entire year. Magicka is a great example of this. It sold 1 million coipes. But did it over a long long long period of time. Something that would be impossible in a retail space. Also with GalCiv2 Stardock makes a good amount of money over the year to support the company. IT makes steady money over the entire fiscal year. Spikes are nice, but they still have a decent long tail which gives you even revenue all year long.

 

That all makes sense, and I do admit now that Steam is probably good for just about everyone (gamers and game companies), provided they have an internet connection.

Remember when Twilight of the Arnor came out and you could either get a digital download or a download plus a disk they would mail you?  It cost like $10 extra for the disk, but I got it.  Guess I'm just slow to embrace new things.  I've never even owned a cell phone.  Maybe I'm just old.

Reply #73 Top

Quoting Wetballs, reply 72

 I've never even owned a cell phone.  

 

Huh, really? Not even a idiotic phone without "smart" features?  

Reply #74 Top

Quoting Stringer2, reply 73
I've never even owned a cell phone.  Maybe I'm just old.

Haha, I can relate. I never owned a phone until my wife made me get one.