Peasantry makes a man go to immeasurable lengths to see his superiors fail.

It's almost like devs have forgotten how exclusives used to work.

In it's most simple phase, exclusivity was dependent on whatever worked the best for the company who made the game. PC exclusives worked because console hardware wasn't at that level yet (I'm talking about old-school stuff here).

Then, it switched to the big hitters for each console having an exclusive here and there.

Nintendo had Mario, Zelda, that stuff. Sega had Sonic and some others as well. Even until later into the PS3 and Xbox 360, Sony had Crash Bandicoot, Jak and Daxter, Naughty Dog games pretty much. Microsoft had Halo.

Now, exclusives have turned into a fuck fest for who can pay the devs the most amount of money. It's similar to the first one I brought up, except they've seem to have taken advantage of what "best for the company" means.

For AAA games, money is best for the company, and exclusivity, believe it or not, makes money. The consumers show up like little robots and buy them because it's what they do. That's why we've had a Call of Duty come out every year for over 10 years now. Hell, even DLC has exclusives now.

For devs who aren't considered "AAA", being paid off by Sony or Microsoft isn't the best thing for them. Being exclusive to a console (or even PC to a much, much lesser extent) is hard to do if you aren't already popular. You're being exposed to a smaller portion of people for some money.

Here's the secret to succeeding when you don't have the budget to have a multi-platform release and have to make an exclusive:

A clear desire to interact with the people who enjoy your game.

Look at some of the biggest indie hits to ever come out. Binding of Isaac, Super Meat Boy (both happen to have been made by the same person, but I digress), Five Night's At Freddy's, Undertale, etc. look at what they all have in common.

Developers who care about them (the people). I'm not even fans of any of these particular games but I can tell you the names of the creators for all of them, because they interact with the people who love them and in turn the people who love them talk about the positive experiences they have. It isn't rocket science.

One final piece of evidence to put the nail in this coffin. This one should hit closer to home for the PCMR folk. For my final piece of evidence, we need to look no further than the person we considered to be our "mascot" for a really long time.

Gabe Newell

Sure, Gabe is an important figure in PC gaming history. Sure, he was one of the co-founders of Valve. Sure, he helped with the development of some really influential games and even helped make the first 3 iterations of Windows...

But why Gabe? Why not the other co-founder of Valve? Why not Bill Gates? Why not other devs who made huge strides in making PC games?

The answer is simple. Because Gabe talks to us.

Remember the paid mods fiasco? Remember how a confused and "concerned" (quotes because any person with experience with PR knows they should at least act concerned) Gabe Newell did an AMA on Reddit trying to figure out why everyone was so mad. He did this while being away from his job because he was visiting a special doctor for his rare eye disorder that he has.

Love or hate the Gabe Newell circlejerk, that's dedication. He could've let it blow over, he could've had someone else do it, but he decided that he would do it himself. This isn't the only time I've seen this happen as well. Several times on PCMR I've seen people recommend emailing Gabe rather than starting a chat with Steam support because Gabe is more likely to reply to you, sooner than his own support.

Holy hell this was quite a long rant, but hopefully I made some sense...

TL;DR: Exclusives have a place, but that place certainly isn't where it is right now. Not everyone can make games for every platform, but the key to having a good exclusive is to appeal to the gamers on that platform via interaction with them and genuinely showing them you care.

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