His has never tried to sell his art but its all over my house, to me it has alot of value and worth but if i tried to sell it i probably couldn't get alot for it. Just an example that the worth or value of something to an individual can be different than the economic value of something
Or to put it another way, the value you place on his art is significantly greater than the value that anyone else places on it. How is capitalism undermining that? All it means is that you will keep those paintings rather than sell them, since you benefit more from them than anyone else, and hence won't sell them. Thus the person who derives the most enjoyment out of those paintings ends up owning them!
PC Games are art and most games have a worth that has nothing to do with the economic value of the game
No, this is not the case. Yes, you can argue that PC games are a work of art, but their worth has everything to do with the "economic value" of the game, because they are games - that is, items sold for an entertainment value. The price attached to each game will typically be the amount deemed to maximise the profit from that game, which is highly correlated to the amount that will maximise the sales revenue for that particular game. This then results in a price that a large number of people are prepared to pay for the game, from which you can obtain it's worth. To argue that a game that sells for $10 is really worth $100 because it is a piece of art is flawed. It may be that some of those people paying $10 for that game would be prepared to pay $100 for it, but if the game was priced at $100 you wouldn't sell as many because only a few people are prepared to pay that much, hence what you are then talking about is simply the worth of that game to an individual (which is different from the actual value of that game overall). To put it a bit more clearly, the "value" of the game, ignoring cost of sales and a few other minor considerations, is simply the price of that game times by the number of people who will buy it at that price. So the worth of the game has everything to do with the "economic value" of it.
The people making games have shifted from the artists to the capitalists and their interepretation of value of games is all about the potential economic value that games can generate. Even this wouldnt be all that bad if we were talking basic intrinsic economic value( i spend x to make a PC game that makes y in sales, y > x im a happy capitalist ) but were not. Games are being made by large public companies (like EA) whose primary goal is growth. If the first game y-x=z, z is my profit, on my second game z better get larger because then the companies stock goes up.
Actually "large public companies (like EA)" exist to make profit. Their stock goes up if investors believe the likely profit that they will make has increased. So their focus isn't about growth, it is about profit, and the more of it the better. It's no good doubling your sales if it comes at the cost of halving your overall profit - then your stock would go down, not up (unless it is as part of a more specialised strategy such as a new firm entering the market, or other cases - e.g. boost your sales revenue to establish yourself in the market, and once established you can afford to increase your prices and hence profit margins without your sales revenue suffering too much, thanks to your strong presence). Obviously if you can increase your profit it is good, but growth by itself is typically used in reference to a companies size/sales revenue, not profit growth.
Slightly more theoretically, you could argue that shareholders are only interested in the money they gain from their shares in the company, which in turn will come from dividends. Thus the share price will be based off the amount of dividends it is expected the company can provide (and then capital gains/losses will also be realised if the company increases/decreases expectations of the dividends it will be paying). Now dividends typically come from the profit that the company makes (that is, the profit after tax is either reinvested back into the company, or is paid out to shareholders). Now let's say you have 2 companies expected to pay out the same proportion of their profits as dividends indefinitely; The one company has a net profit ratio of 20%, and sales revenue of $100,000, meaning (ignoring taxes to keep things a bit simpler) it will have profits of 20k. The other firm however has pursued growth, and has sales revenue of $1,000,000. The only problem is that it has a profit ratio of just 1%, and it is not expected to be able to raise this figure at all unless it is at the cost of sales revenue.
Now as a shareholder, which would you prefer, the company who is selling loads and loads, but making hardly any money on it (in turn meaning it hardly gives any money out in dividends), or the company which is much smaller, but which has higher levels of profit, in turn meaning it pays out more in dividends? That is, would you rather receive say $100 a year, or $50 a year? Obviously unless you're expecting those figures to then change over future years to change the situation, you'd prefer $100 a year, hence meaning the share price of the smaller but more profitable firm will be higher than the share price of the larger less profitable firm. There are a ton of simplifications with this example, but it's mainly to provide an illustration of how profit rather than growth is the key factor in a firms share price.
PC games just simply dont work in this model there just too complex as well as the platform itself.
Huh? PC games simply do work in this model, hence why so much money is made off them. Produce a good game, make people aware of it, and chances are it will sell. Providing you didn't spend a massive fortune making that game, it means you'll likely make profit. Make loads of bad games, and people will be less likely to buy your games, meaning you're more likely to make a loss. To put it another way, let's say you're making PC games (using a capitalist model). You want to maximise your revenue while minimising your costs. How to maximise your revenue? Produce a good game (gets good reviews+recommendations, makes people more likely to buy it), Raise awareness of that game (e.g. marketing), produce a game people will actually want to play (it's no good producing an amazing game that costs a fortune if it's for a ridiculously small niche market), etc.;
For costs, don't spend too much on having amazing graphics (unless you think that the increased sales from the improved graphics will outweigh the increased costs), don't introduce other features/bells+whistles if hardly anyone is going to care about them in the first place and they cost alot to do, etc. etc.
The end result is that companies end up having to listen to gamers and what they want, since this in turn helps them make more money. The good firms who keep on adapting+giving gamers what they want end up doing well, the bad firms who don't end up doing worse. There are obviously some time lags and exceptions (DRM is probably a good example atm - something which companies pay for and which has the result of decreasing their sales, but which fortunately some firms seem to be realising is a bad thing and are phasing it out or not using it at all), but on the whole it is a very good framework.
Long story short the argument of whether PC games are dying is really can PC games provide growth for public companies. The answer in general is a qualified no
As explained above, this has little to do with it really. The key question is can PC games provide PROFIT for companies. The amount of profit opportunities will then affect the size of the PC gaming industry, but there will always (well, in the forseeable future) be such potential for profits. I'll just go through it again quickly; let's say that hypothetically there are no more growth prospects in PC gaming - that is, the market is expected to shrink over the coming years, and the big companies expect their market share will also fall slightly. By your reasoning this seems to suggest they will leave/PC gaming will be dying. Let's say that all these big companies like EA do then leave. What happens? Well if no-ones producing all of the games that they would have been, yet there is still the demand for those games, all you need is for some new company to come along and take their place producing these games that people want, and they can make a ton of money! So long as money can be made off it at a suitable rate of return, such companies will therefore exist. As for whether big companies themselves will specifically exist, that depends on other issues, such as barriers to entry in the market/heavy sunk costs for making a game, economies of scale, etc., as to whether you're likely to end up in a market dominated by a few big firms or lots of little ones.
There are limited resources in any industry and to make the most money in a large development studio your effort to maximise profits are going to be best aimed at the console market
So long as profits can be made from the PC gaming market, then if you're a large development studio you would be foolish to ignore it completely and focus only on one market if you could have 2. Bear in mind just because you're a "large" company, it doesn't mean you can't just have a tiny division of your large company with just 1 person in it, who works on a particular area. So for example if you employ 1000 people, you could always have 399 focusing on consoles and 1 on PC gaming if you believed the profits from PC gaming are tiny and the ones from consoles are massive, but that you suffer diminishing returns to scale from work/investment in consoles and pc gaming meaning that 1 person will make more money for you working in pc gaming than in consoles.
Hopefully the rest of the PC gaming industry will now turn back to the small independant developers who have a desire to produce a specific type of game for an artistic valuation of a games worth
Who is making this artistic valuation? I mean a painting might sell for millions of pounds because there is only 1 of that painting, and there are a few people with ridiculous amounts of money who place a high value on it. As such, any painting will have a value placed on it as being equal to what it will sell for. With a game of course you can produce multiple copies of the same game, hence why I don't follow what you mean with this "artistic valuation". Either you mean the valuation of the game in terms of what it would sell for, or the valuation of it to a particular individual (how much it is worth to them). Either way, it wouldn't affect the fundamental capital framekwork used, which will always be followed regardless of whether PC gaming is dominated by lots of small firms or a few large firms. Would you care to explain how you see a market functioning based on individuals valuations of items, as opposed to the market valuations? (since one extreme, where a company is able to sell it's product to each person separately at a price equal to the value they place on it, or the "artistic value" for that person, just isn't viable)
You cant make WoW work on a console its way to complex
I'm curious, why not? It depends on what you mean by not being able to make it "work" of course (work in terms of being possible, or being profitable, since there is a massive difference), but it would be quite possible for WoW to be available on consoles. It's not presumably because it's not deemed to be sufficiently profitable however (you'd have the issue of commission to the console creators, and the considerable expense of making the game run on the relevant consoles along with adapting the controls/interface slightly, which if you're only going to be targeting a small userbase likely isn't worth the effort).
Not that I disagree with some of the points that you make, of course, I just took issue with a few of them
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