amok: Quite a few people actually liked Aliens: Colonial Marines also... same as with Duke Nuk'em Forever and Daikatana, they hype of how terrible they are is larger the reality... I blame media mostly for this, not the games. Without the hype before and after it would have got a better reception. I have a feeling that In 6 months time this game will be mentioned in the same way as for example DK:F, Dragon Age 2 and Rage - flawed maybe, but not that bad actually. Opinions....
While I've managed to resist the hype surrounding ACM, I'm yet to find anyone personally who's actually enjoyed it. Actually, the majority of people I know that have played it haven't complained about the graphics - which most media reports seem to be focusing on - but rather that the game is repetitive, the AI crap beyond belief and that's not a patch on any of the older AvP games. Not to mention that huge numbers of console copies are reaching preowned shelves, which is never a good sign.
I did, however, personally fall into the DNF trap on Steam, and if I had the opportunity to sell any of my Steam games, that would be one of them. A truly dreadful, dreadful game.
Pheace: Instead a ban on the current practice of having Review Embargo's like they did with Aliens Colonial Marines would be better, or perhaps do away with the notion of 'preorders' entirely, given that it just seems to fuel making seperate content to push it anyway.
I agree entirely, but how do you want to enforce such a ban? A ban on review embargoes, for example, could be circumvented by simply refusing to release copies until release day. There's little that legislating can do there.
Good ideas in theory, but ultimately unpracticable.
Pheace: That means there is no late life sales for games anymore, it comes to an abrupt halt. This means that developers will probably have to find their profits at the beginning of the sales life, quite likely pushing up prices of games to begin with, and keeping them high rather than throwing early sales.
What you're talking about there is the 'tail' of any IP, which has already been shortened massively thanks to Valve's practices (and other distributors copying them). Digitally-distributed games have a very short 'tail', because the only time they gain significant attention is when they are new due to the media attention and consumer popularity. This popularity usually fades pretty quickly, which then inevitably results in the heavy sales that we often see on Steam in a desperate attempt to get some kind of exposure. The final port of call of a PC game is then some kind of bundle, after which point the sales life of a game has gone. The tail is dead.
I'm not saying that Valve is (solely) responsible for this. Many indie devs don't have much business sense and assume that marking down their games heavily will result in massive sales followed by consistent sales thereafter. This rarely happens. Games like Killing Floor and Minecraft, which have enjoyed steady sales for some time, are exceptions.
The problem is that when the media exposure is gone, most games have no market exposure whatsoever. Used games usually provide a certain amount of marketing through word-of-mouth.
But the thing is, a short tail - whether it be created through used games or digital distribution - is actually good for gamers. It creates an incentive for creators to keep creating instead of living off the fruits of existing works.