Why Episodic Gaming Isn’t Working

Over the last several years, we’ve all heard the pitch on episodic gaming (which for our purposes I’ll define loosely as content that is developed, delivered, and/or consumed in smaller installments, with no one installment being more primary than any other). It goes something like this: the company makes a game not in one huge release, but in smaller chapters that have their own beginning and end and yet tell one cohesive story. This has several benefits (in theory):
- development costs and over all risk are lowered for the publisher
- the entry point (read: purchase price) is lower for the consumer
- episodes are released every few months, instead of waiting years for sequels of normal games.
- it nurtures innovation, because lowered costs even the playing field between the big dogs (EA, Activision, et al) and the small developers, and encourage publishers to green light out of the box ideas.
While this seems like a good model for everyone involved, the reality of episodic content hasn’t exactly been a smash hit–yet. Here’s why:
Digital distribution isn’t mainstream yet
For the episodic model to work, it needs to partner with another growing niche of the gaming universe–digital distribution. No sane financial model would include breaking up a game into slices and multiplying the distribution costs (box art, production, and shipping) by the number of chapters therein. Fortunately for developers and publishers, the option of digital distribution (downloading a game directly to your hard drive via the internet) presents an attractive solution to the issue.
The problem is, if video games are in their adolescence, then digital distribution is in the embryonic stage, or at best in its infancy. The last three years have seen some amazing advances, with communities like Steam and Direct2Drive gaining popularity, but for the most part the general public remains unaware and/or unable to use those services. Until digital distribution becomes more mainstream, episodic gaming won’t be a financially feasible model. Fortunately (or unfortunately if you’re the impatient type), this will be solved by the simple passage of time. As technology and these services advance, the current bottle neck that is digital distribution will open up.
Certain genres are resistant to the episodic model
This point can best be summed up in a quote that Ritual’s Ken Howard made to Gameindustry.biz in an interview last January–
I believe some genres are better suited to episodic format than others. And I believe this is based on the customer base – not the developer or the game. The success of episodic content per genre will completely depend on the demands of the consumers who play that genre.
Episodic gaming is going to be most successful in genres that do not demand as much new content. Genres that depend on characters more than locations are more likely to succeed in episodic gaming. This is why we put a lot of emphasis on creating memorable characters.
I think it is still too early to say which genres will be best fits, but I think traditional adventure games, with the same core cast but a new mystery to face, is a great example of building a business around what the customer wants. Compare this to a genre where the customer is looking for the new “ooh and ahh” factor. That genre is going to be harder to develop episodes in because of what the customer is looking for.
The point is, up to now the only modern success in episodic gaming that has combined critical acclaim with reasonable or strong sales numbers has been Sam & Max, while graphical, AAA titles like Half Life and Sin Episodes have either seen lackluster sales or have been canceled altogether. Until there is a proven track record with a genre like the latter two titles, the viability of the episodic model for these types of games will remain in doubt. Which brings me to my next point…
Development time takes longer than is reasonable
One of the biggest complaints that consumers have had with the generally excellent Half Life series has been the delays in development of the episodes. Part of this may be attributed to its genre–it’s a first person shooter, which is typified by cutting edge graphics, a bench mark that keeps changing and requires significantly more time to develop than an adventure game, which is focused less (or not at all!) on graphical quality and more on the narrative and the interaction between the recurring characters.
The brainstorm behind episodic gaming must pay it’s dues to the syndicated television show–the comparisons between the two models are rampantly abundant. But whereas a television program can produce and distribute episodes on a relatively quick basis (in terms of weeks), episodic games can take months and even years to develop. When these games run into delays, consumer confidence is shaken and more people are put off to the idea of episodic games. Who wants to pay to start something that may never even finish? I’m looking at you, Sin: Episodes…
The financial models are too simplistic
I’m definitely not an expert in game development costs, but several key factors about episodic gaming present questions to the assumption that developing a title in parts represents a significant cut back in overall expenses. The first of these is the fact that costs are front loaded when developing a game. Art needs concepting, engines need to be designed or licensed, the general story arc must be written, the code programed, the voice acting hired–I could go on and on. Secondly, an episodic game must be given Quality Assurance testing multiple times, instead of just once for a “once and out” game. Likewise, several marketing pushes must be made, instead of a solitary blitz. These factors complicate the financial model, clouding the verdict on how viable the episodic model actually is.

One positive point about finances that I did think had merit came from MIT Associate Director for Special Projects David Edery, who said,
“If an episodic model enables you to cut your losses on underwhelming titles sooner, you’ve got more time and money left over to gamble on the next potential hit.”
What he’s essentially saying is that even if there was only a reasonable reduction on development costs, it would indeed mean that the consumer would see more innovative and interesting titles, instead of the same cookie-cutter franchises that tend to get green-lighted in today’s market–and that’s certainly something to champion.
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I want episodic gaming to succeed. I really do. I just think that there are several significant hurdles that any episodic game has to traverse before it can become a hit. An upcoming episodic game like Penny Arcade Adventures: On the Rainslick Precipice of Darkness has what I consider to be the greatest chance of success because they already have a loyal fan base, as well as an established graphical style that can stay constant without looking outdated. Add to this their homage to point-and-click adventure style game play, and you have a pretty good vehicle with which to test the episodic waters.
However, until there are more proven success stories with this new style of content development, delivery, and consumption, and until the above hindering factors can be dealt with, episodic gaming will remain a concept that is more appealing in it’s potential than in its application.
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I do not like the episodic content model and I hope it fails out right.
Episodic doesn’t inspire confidence in a product when they obviously are simply giving you a to be continued mess that you may or may not get a resolution down the line depending on how well the game sells or whatever.
Games can be made smaller with smaller budgets and lower price for gamers but I think they should be trying to give the consumer a complete experience. hey if your not up for a 80 hour rpg or a full on fps maybe you shouldn’t bother doing a hack job in the first place.
There trying to have there cake and eat it at our expense, I think and I don’t like it, If they can’t bother to make a complete game then maybe I can’t be bothered to bother with them at all and forgive me if I don’t get all excited for 3 hour games at $20 bucks a pop…whatever.
LordCancer - September 10, 2007 at 12:56 pm
There are portals that distribute both casual games and hardcore games through digital distribution. I would say digital distribution is fairly mainstream… compared to what it was in 2000. I wrote about the challenges of episodic game distribution in the book, Secrets of the Game Business.
writerscabal - September 10, 2007 at 2:34 pm
One might argue that it worked with Homeworld and sequel.
Webmaster - September 10, 2007 at 2:39 pm
I would have thought that FPS games were MORE suited to episodic development than adventures. After all, isn’t a lot of the development spent on creating a reusable engine which you can build upon? Surely art development is relatively fast in comparison.
weefz - September 10, 2007 at 2:41 pm
Honestly, I remember when you would log on to Steam and see all these episodes. I found it rather annoying. The thought of paying twenty dollars for something that I could play in a couple of days then have to wait for the rest of the story to be released was like playing minigames–it just wasn’t for me.
Sure, you could make money off of it, but your point is very telling–they need several ways to distribute and get it to the customers fast and not all PC gamers are going to be willing to play things in that genre.. Especially when they already have video games out that you can play online, it’s an on-going experience, and it updates often to keep the content fresh.
Lady - September 10, 2007 at 2:43 pm
If you are going to write an article about episodic gaming, why ignore the ONLY game that really is episodic? I see one sentence that mentions sam and max. I guess if you are going to make a point then you avoid mentioning any counter point to your argument. Makes the article one sided, but hey, at least you made your point.
If games were TRULY episodic like sam and max we wouldn’t be having this discussion.
Me - September 10, 2007 at 3:15 pm
Actually, I listed a counter point to my argument in the finance section. Sam & Max is a great game, and undoubtably has seen seen success both in its reviews and in it’s sales numbers. But that game alone won’t propel episodic gaming into a stable counter model to the current mainstream release one. Sam and Max has some unique things going for it that don’t apply to other genres.
Like I said, I actually want more episodic games to be succesful. But several things have to change before the market will be able to handle it. Some of these things will just take time, others are more complicated, because they involve the developer, the consumer, and the almighty dollar.
I’m glad you like S & M. More people should.
a714generation - September 10, 2007 at 3:22 pm
just…as a non-gamer, i would like to say that this is really well thought out and nicely written.
danielle - September 11, 2007 at 8:12 am
From what I’ve seen, the problems with Episodic are very much based on the size and scope of not only the game or franchise, but the developer. Frankly, Valve was being myopic to think that they could pull this off. Don’t get me wrong, I love Valve. I’d pick Half-Life 2 over Halo any day. But frankly, how long did it take for Half-Life 2 to even come out? Episode one was, what, three months late? When you have the kind of ambition that Valve has, and the scale of team they have, it’s ridiculous to think they would even want to do it in that time frame. Imagine Blizzard or Bioware trying to do that. Hell, imagine Irrational trying to.
Sam & Max works because, frankly, Telltale is a small group of talented people, using a subject matter that is pretty easy to do on an episodic basis, considering it used to be a comic book and later a cartoon series.
I will say this to Bryan’s point though: I think the market is more than capable to handle it. With Steam overtaking Xbox Live Anywhere before Live Anywhere even hits, Bioshock being sold on Steam, Game Tap becoming infinitely profitable? Digital Distribution is hitting harder than most people give it credit for, and it’s ripe for episodic content, as Sam & Max has proven. It just need the right subject matter, and the right team.
Persepolian - September 11, 2007 at 3:01 pm
re: Perse–Thanks man, I always love your commentary.
I’ll concede that Digital Distribution is very quickly gaining momentum, and it won’t be an issue maybe as soon as a year from now, but I think those of us who are so engrossed in the gaming world (including myself) have a hard time seeing it from a non-hardcore gamer perspective. Digital distribution hasn’t become mainstream yet, and is fraught with problems as well as a small catalog compared to what you can get via hardcopy. (Just look at the issues people had with downloading bioshock on lauch day).
The thing that pushed itunes over the top was the ability to “cherry pick” your tracks from a cd, choosing a single song that you liked instead of buying the whole album. That was the feature that swayed many to do away with the old CD jacket and the .99 cent song became the primary weapon in the music war. Unfortunately, cherry picking episodes of a game just wouldn’t make sense, as you’d lose the narrative. There just isn’t a similar correlation in digital distribution for gaming, and so it’s lagged behind other media somewhat.
In a post I made ealier this month about Blu-Ray vs. HD-DVD, I stated that I think that DD will blow both of them out of the water eventually, becoming the primary way that people get their media, including games. But until that becomes the primary way that people assimilate entertainment, it will always be a hurdle to financial success and getting your game in the hands of enough people.
a714generation - September 11, 2007 at 3:54 pm
I can definately see what you are saying about it taking too long to produce a state-of-the-art FPS. I’m wondering if it couldn’t be done another way though.
Lets take Half-Life 2 for instance – thats a great game world and story to work in. A lot of the characters, textures, models and engine are already done and IMO the graphics are really impressive. So rather than (or maybe in addition to) spending one, two or three years creating a cutting-edge 5-10 hour episode why not reuse what you already have?
Create some interesting levels in and around City17, carry on developing the story, bring in sub-plots for the characters. It would be a lot cheaper & quicker to create and you could sell them for micro-amounts say a $1 for a level or two. Then ramp it up so they are coming out every few months at the most.
If you could keep the story interesting I think people would be more than willing to forgive if there is less in the graphics department…
kule - September 21, 2007 at 11:45 am
I think you could be right–the question is: are there enough people out there like you to make it financially feasible? My concern is that FPS’s begin to look “out of date” fairly quickly compared to other genres, and graphic quality is the second most important feature, right behind how the game handles.
There are exceptions to this rule though, where games transcend their graphical limitations and go on to have lasting value. Is Half Life 2 one of them? Perhaps…
a714generation - September 21, 2007 at 1:29 pm
Yeah its an interesting question to ask – I think Valve are currently in the best place to try this out and see if it worked. They have a network distribution system in place thats not going to cost them anything. They could devote a small portion of the the staff to try it and see what happens. It may be a case of doing similtaneous development, one team working on the next version, whist a different team does installments in the meantime. Easy way to keep their revenue stream coming in too…
With “Portal” they probably have a very easy game to test it out demand – if its as fun as it looks – whos not going to want to have extra levels?
kule - September 21, 2007 at 2:17 pm