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The (Sometimes Dangerous) Power of The Video Game Community

VUBot

Staff member
Diamond Contributor
ECF Refugee
Vape Media
In the ‘90s and early aughts, the relationship between those who made video games and those who bought and played them had a very clear beginning and end. Publishers and studios would work together to push a game out, consumers would buy the game (or rent it, which was often the case), play it, and that was essentially that. There was no Beta, no external feedback, and little transparency from behind the scenes. The game was done, the transaction made, and you liked it or you lumped it.


In 2018, that relationship is much more opaque. One of the biggest trends in video games over the last ten years has been the shift towards a model that focuses on player retention and games as a service, and as a result, consumers have more power than ever before. If we’re spending significant money on a gaming experience -- particularly one that is continually evolving in an effort to keep us along for the ride -- we need to be able to have a voice in what that experience is that we’re committing to, lest it exist in a bubble.

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