Long live the video game content war
Image: Photo: mikkelwilliam
On Saturday, June 8th, the first of the Electronic Entertainment Expo (E3) livestreams began. Away from the hustle and bustle of the show floor, these presentations—hosted by the likes of Microsoft, Google, EA, and Ubisoft—offered remote onlookers a glimpse into the machinery of the video game industry. Alongside dazzling (albeit curiously scarce) in-game presentations of blockbuster titles such as Watch Dogs: Legion and Cyberpunk 2077, the full extent of the messy competition between companies was splayed out on our computer screens—however much heads of business like Microsoft’s Phil Spencer and Google’s Phil Harrison tried to tell us otherwise. Across what felt like endless Michael Bay-directed trailers and awkwardly delivered spiel, the industry’s thirst for content—but not, pointedly, for new titles or IP—was palpable.
Instead, content updates to existing games were everywhere throughout this year’s presentations. EA opened proceedings with its EA Play event, a strange kind of televised festival-cum-press-conference. Of the six games the behemoth publisher detailed, Apex Legends, Battlefield V, and The Sims 4 are already released. They’re what we might call “games as service,” i.e., titles that are designed to be played in perpetuity, helped along by periodic content updates. At Ubisoft’s conference, the long-released Tom Clancy’s Rainbow Six Siege, The Division 2, and For Honor all received juicy content news. Microsoft, meanwhile, dutifully informed us of additional Gears Of War 5 content, specifically its Escape mode, which will round out its single and multiplayer experiences. All of these games are already big—in a “here are tons of things to keep you occupied” kind of way—but publishers are gambling that they can lure a significant proportion of players to return to them again and again.
What makes this emphasis on existing games feel especially weird is that the next generation of hardware is finally on the horizon. Microsoft even announced its latest console—Project Scarlett—albeit in a noticeably low-key fashion, leading not with a graphics sizzle reel, but the promise of a reduction in load times. (More akin to a sales pitch for a new generation of phones, rather than the big “Here’s the next epoch in gaming” announcements that have accompanied this kind of news in the past.)
Instead, it felt like the company was far more interested in showing off xCloud, a new cloud-based video game streaming service. Like the Google Stadia, Microsoft will offload computing processes usually carried out by a home console to its vast, resource-gobbling data centers. Players (ones with sufficiently capable internet connections, at least) will pay monthly fees for these the same way they already do for the subscription services offered by EA Origin Access and Microsoft Game Pass. Microsoft wasn’t alone in this shift, either; Ubisoft announced its own foray into the subscription model with UPlay Plus, while Square Enix confirmed it’s also investigating the approach, underlining the way more and more companies are looking to transition customers from “purchasers of products” to consumers of a new kind of streaming content.
These developments—really the opening salvos in a burgeoning content war—resonate with what Jenny Odell describes in her recent book, How To Do Nothing: Resisting The Attention Economy, as the “technologies that encourage a capitalist perception of time, place, self, and community.” The Bay Area artist and writer describes herself not as “anti-technology… but opposed to the way that corporate platforms buy and sell our attention.” Odell doesn’t mention video games in the book at all—save for a fleeting reference to Pokémon Go—but watching all of this E3 content beamed from California to my laptop, I couldn’t help but compare what I was watching with the broader changes in media consumption she identifies. At this year’s E3, it felt like the big corporate players within the industry were attempting to fully consolidate their place within the attention economy, joining not just commercial social media platforms such as Facebook, Twitter, and Instagram, but other content-delivery platforms like Spotify and Netflix.
The big corporate players within the industry are attempting to fully consolidate their place within the attention economy.