Sorry for an even longer post, I talk too much today
"If taken out of context, the outlook for the PC gaming industry is relatively good. Our point of differentiation is how detached from the main gaming market PC gaming is."
But you have to admit, when sales are top notch, companies report best years in their history and the market expands on so many levels, saying that the market is about to die takes a pessimist to do
Take PS4 for example. A console with parameters so weak relative to PC, with absolutely shitter of a starting lineup and with no great promise to bring more than 2 or 3 titles of any potential value for each "next-gen" and all the sales records have been broken. I know that we are talking more about outlook than the current situation, but when without anything to back things up the next-gens still sell so well, it speaks volumes about the appetite for gaming and shows that there is a lot of enthusiasm to burn before we enter the danger zone, even if the shit will start raining tomorrow morning.
"PC gaming and console gaming are the same thing. You seem to separate them, but I see them as one."
They are the same things generally, but not in some departments. Some game genres are exclusive to consoles (ie. fighting), some to PC (ie. rts). Game financing is often different thanks to the new modes reaching PC much deeper than console. The development used to play to different tune too, but I agree that since now the architecture is so close, porting will be cheaper and since consoles are getting closer to PC (architecture) and PC is getting closer to consoles (Steam machines), the boundaries are melting.
AMD is making a playground out of next-gen consoles to test-run their APUs. As this technology gets more usable for gaming, the significant amount of non-gaming and even some gaming PCs will shift towards APU. So this one thing that separates consoles from PCs may also vanish.
This is why exclusives are a pain in the ass in my opinion. Back in time, when a new game came to a console, it was exclusive because the developer didn't have money to cross-develop and there were lots of monopolies, so often it was pointless. Now everyone can develop and profit for everything, so paying extra bucks to keep exclusives and lure customers is an artificial road that's very costly to Sony and Microsoft (well, Microsoft doesn't mind).
"Even mega publishers like EA have screwed up relatively simple things like Sim City."
EA doesn't win the title of the worst company in United States every year for no reason. Their understanding of the market is only in numbers and tables, they rarely have intention to create a game for a good game's sake (latest Dungeon Keeper game being the best example). They are predators that do more bad than good, constantly buying out and closing studios with good developers who would produce great games if not for EA, which takes the patents and throws them in the bin or makes a complete mess of them. Or blocks their creative processes in other ways. You seem to be a well-informed consumer, but since you're surprised about Sim City, I'll tell you that anyway in case you don't know about their market moves: if you want to support gaming, do not buy anything from them. They are the gaming version of banks that ruined Greece for profit and the market suffers more than profits from few good games they actually make
"When the quality controls on the gaming industry vanish, in favor of a glut of mediocre or bad titles, the industry is damaged."
Fair assumption to make, but I don't believe it has anything to do with Greenlight. They could choose the games themselves, but bring users into that process. The idea is cool, but even if the end result is poor, every bigger game is going to get through anyway and only some smaller titles will unjustly suffer. Many poor games will get through Steam anyway, since like I wrote in the previous post: lower minimal costs of development = lower average game quality. The fact that some minor crappy games that nobody will buy anyway will go through on Steam and some few minor that are actually good won't doesn't speak anything about the condition of the PC market, it's just a minor nuissance.
"There are outliers, but having the most sales means nothing when someone buys a game, plays once, then regrets their irreversible decision (no trade-ins on Steam or Origin 3rd party titles, remember?) is not the sign of a healthy market."
Who's to blame for that? Best read those reviews and watch them gameplay videos before buying then. Just like with everything else. Greenlight has no impact over at least 95% of gaming time people spend with their Steam on and the PC market is not only Steam anyway (at least for now hehe), so what are we even talking about? There is no drunken sailor in the gaming jury that says "Splinter Cell: Division? Yargh! No!". Good and popular titles sell.
"F2P is not a sustainable business model."
League of Legends and Dota2 are two of the most successful games in the 21st century. Never before have so many people been playing one game online (in fact, previous records were probably at best at 30% average daily MOBA players for those games). These titles are the main catalyst that makes the e-sports grow with insane pace too. If Free to Play is not a sustainable business model, why are Electronic Arts execs regularly saying that they want to switch to F2P mode ENTIRELY in the next few years (that's right, include all them Fifas and NBAs)? They do so, because there is money in f2p and there is money, because the business model works. And since we don't live in China, we haven't seen shit when it comes to f2p, which is the main game monetizing model there (which means it is quite sustainable considering we are talking about the largest gaming market). For example, the most profitable of all f2p games of 2013 is Crossfire (Asia's sort-of version of Counter Strike) with almost $1 billion dollars profit that year. How is that not sustainable?
"Kickstarters are not a sustainable business model. (...)"
I agree that Kickstarter has more disappointments than it has success stories. I didn't mention it as a reliable future-proof model of developing games, but just to mention that it is another potential source of money for developers that wasn't available before.
"Anyone who says they are cites a couple of anectdotal situations"
With Kickstarter, I would really have to dig deep into some game database to find a Kickstarter game that I really thought was great. Still, that has nothing to do with the subject. Sustainable is when numerous developers can go there and get funded to make a game. Numerous developers did and Kickstarter is still there, financing more games. What comes out of it is a topic for another day. As for f2p, no anecdotal situations needed, the markets speak for itself. Waves of money speak clearly where the money is and where it's not.
"F2P often crosses the border into pay to win, making it fail miserably."
Pointing to a solution's drawback in some cases doesn't mean the model is unsustainable, it means the titles that fell to the trap and didn't bring home the bacon were unsuccessful. As this is a new financing model, companies fall into traps they didn't know exist and learn from their mistakes. Customers fall into pay-to-win traps that they will be more cautious about in the future. Still, considerabe amount of pay-2-win games are con artists like Electronic Arts that try to set up a system that would milk us of our money. But this is extreme and as every model, there are negative sides to it. Surprise, surprise: the most successful f2p games are not pay-2-win (on the PC market, Android is full of junk). You can't judge the sustainability of a free-2-play model on some random crappy Android games for 14-year old spoilt kids, you base it on the overall profit. Most of it is on PC and the most successful games are making an absolute killing and sit at the top of the PC games popularity ranking. You must have no insight into how surreal skill-ceiling and the how huge the amount of depth is involved in Dota and LoL (hence millions of people watching pros on Twitch every week), or haven't played Path of Exile - absolutely free hack'n'slash that takes its hat off only to Diablo 2 in the genre. Frankly, I don't even know what's there to pay for, as I haven't noticed anything. Team Fortress 2 is one of the most popular FPSes in the last few years and the payment system is.... hats - you pay for them. That's it. Not exactly ruining gamepay, isn't it? Check this article to see how sustainable f2p model was for Valve, regarding just Team Fortress 2:
http://uk.ign.com/articles/2012/03/08/how-and-why-team-fortress-2-made-valve-super-rich
Some Valve employees interviews suggest that the company has already made more money on f2p than on traditional gaming model. And since Valve is the king of PC, this means a very serious chunk of the segment is f2p (which makes for an argument from the beginning of the this post - there are some serious differences between consoles and PC that just can't be swept under the rug and trivialized). Did you know that Team Fortress modders earn up to six digits a year for their submissions to TF2? Quite an amount for people not directly involved with the company producing a game in unsustainabe mode
"Early Access is stupid. I don't think I'm unreasonable in asserting this, and I don't see why people like the idea. (...)"
What you wrote about it is the most serious argument against this system and it needs to be taken into consideration. However, there are few arguments that tip the scale in favor of this model in my opinion.
First of all, the feedback a company gets from developers in theory can drastically improve the end result. "In theory" doesn't mean we're lucid dreaming, it means that the possibility is there and whether the method will grow and adapt for good, depends on whether developers of the most popular titles do a good job once they start taking money. If they do, we can have some phenomenal games in the near future. Period. Spending tons of money and producing a game that in the end is still a shot in the dark can prove deadly, but when customers tell you what's what, in the end they can get the game they want. Instead of tweaking minor cosmetic functions of the end product carved in stone, everything is more plastic. Better feedback, better product. If the ears are willing to listen and the hands are willing to work.
Another thing is that this may completely alter the way the game works. Take Rust for example. It started with zombies, now there are no zombies. The game gives players the tools and sees what players do with it. Depending on how many people do what, the rules may change. It can leave a bad impression (we're supposed to tell the developer what his game is supposed to be about?), but this is when unknown new gaming worlds are explored and Rust is already proving that, despite its short life. If you haven't played the game, trust me, you wouldn't believe what is happening on those servers
Certainly nothing that you've seen before anywhere else.
Which brings me to another point. I'm not totally sold on Early Access globally, but I know for sure that for online games where there are mainly interactions with other players, this is the best financing model possible, far surpassing traditional methods. You play an evolving beast, are on a ride to the unknown and may very well play 5 different games for the price of one before the lava solidifies.
Also, you don't pay $60 for game that will sell for $60 when the final version comes. Dayz, for example, is for half the price. So you don't get a half-product for full, but for half-price and while you're testing the features for the developers (still a different experience being desynced from time to time than intentionally running into walls 12 hours a day to check for errors), you're having the fun of your life. At least in Rust and Dayz you do. A bug or two once in a while don't ruin a game if it's already so much fun.