INSOMNIA

Renaissance Gaming and the Most Expensive Game Ever

By Alex Kierkegaard / November 12, 2023


Videogame Culture: Volume II

Let's do some quick back-of-the-envelope math to get right at the heart of what I am claiming. The five biggest Star Citizen spenders in The Cult [ > ] have collectively spent let's say about $10,000 by now. Could be more, I don't have the exact numbers (but I could easily get them), but it's certainly not less. This amount, divided by the game's $45 pricetag gives us 222, meaning that it takes 222 regular players to contribute to the game's development the amount of funds that my four friends and I have. Which means that each of us contributes roughly 45 times more than the average player. Which means that if we dropped the contributions of the "whales"—meaning of the rich players, or at least those prepared to spend as if they were rich, like me—we would kill the game, but if we dropped those of the normal players, practically nothing would change about the project. Now, there is no other game in the entire history of gaming for which you can say this (except mine, where the phenomenon is even more extreme, more on which later). Does that remind you of any other arrangement in the history of art?
   Understand: if all normal gamers had never even heard of Star Citizen, the negative impact on the game would have been negligible: maybe it wouldn't have had such a cool environmental audio system or something (which system btw, named Claudius, is more complex than entire other games [ > ]). But if the rich players had never heard of the game, THE GAME WOULDN'T EXIST AT ALL. At most, it would have been an update on Chris Roberts' 2003 Freelancer—which was in fact the original Kickstarter design document before they started selling ships and the wealthy started speaking with their wallets, and CR took advantage of it to radically expand the design from a mere space-trading game with no walkable planets at all to a full-blown first-person metaverse. Everything about the game has been tuned to appeal to the tastes of the rich—starting first and above all by the fact it can only be played on high-end PCs—and that is exactly how art was created in the pre-Industrial era, and most famously in the Renaissance. And that's where we're back at right now, or at least that's where cutting-edge gaming is. Which means that gaming has finally matured to the point where only the wealthy can appreciate it, exactly as in the old days.
   Because it IS a question of appreciation, and NOT of wealth, fundamentally. This can be seen by the curious phenomenon that the people who spend the most on the game also PLAY it the most. I could provide hard data on this, but I don't need to, so I won't: suffice it to say I could plot a graph of money spent versus time played and it would be almost perfectly linear: the $45 players hardly play the game, if at all, while the big spenders log thousands of hours and have basically quit all other games for it. This applies outside my clan as well as inside it: I can see it in every random we invite to join us: those of them who play the most are also big spenders, while the regular players drop off after a session or two, never to be seen again. Of course I am sure there are exceptions to this rule, though I haven't personally encountered any. Nevertheless, in the couple of million people who have bought the game I am sure there are a handful of poor people who play the game a lot, just as there must be some rich ones who hardly play it; but generally speaking the rule is what I am describing, and it is unmistakable, and stunning (keep also in mind that a couple of million people HAVEN'T bought the game: that's just the number of accounts that have played it: I myself have half a dozen of them, and with every referral reward they announce I make one more, so the total number of real people who have bought Star Citizen could well be half or less of that advertised; it may not even have reached one million real players yet).
   Now, I won't get into the connection between wealth and aesthetic sensivity/intelligence here. This is social science/psychology stuff that has been studied and elaborated fairly well elsewhere. All I wanted to do in this essay is announce that gaming has finally reached the point where the cutting-edge games at the far-right of The Popularity vs. Quality Equation can only be funded by rich patrons, and can only be appreciated by them, a phenomenon which started with Star Citizen in 2012 and which is even more pronounced in my Battlegrounds since you can't play that at all without spending $600 a year (and the DLC costs $1,200) [ > ], making it the most expensive game in the entire history of gaming and cutting out the poors entirely to the point where they can't even launch the game.
   In short, it is a brave new world out there, at the cutting-edge of art, and Insomnia, Cult Games, The Cult and I are at the center of it. Along with Chris Roberts and his 1,300-dev superstudio, Cloud Imperium Games, of course.


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Videogame Culture

Renaissance Gaming and the Most Expensive Game Ever

Demakes and Gaming's Avocado Sandwiches

Doomed Genres

When Artforms & Genres Peak

The Psychology of Real-time Strategy and Mankind's Planetary Annihilation

Artificial Stupidity and the Era of Human Games

The Year of the GMRPG

The End of the Tyranny of Programmers

Ultimate Game of the Month

In Retrospect, It Was Inevitable

The Infinite Artwork

The Ultimate Player

Why I Am Done With (Traditional) Videogames

Outward, Remnant and the GM-powered Future of First-person Multiplayer WRPGs

Shin Arcade Culture

The Tree of Videogames (and Art)

Zoological Conclusions at the End of Videogame (and Art) Theory

The Myth of Inclusivity

Fantasy Grounds Versus Tabletop Simulator, or The Best Versus The Worst of All Worlds

The End of Videogame (and Art) Theory

Invisible Wall Theory

Complexity versus Difficulty

Against Discord

The Death of Closed-world Games, or The Uncanny Valley of Level Design

Keep Your Deficiencies To Yourselves

The Open-world Endgame is Upon Us

Why the Souls System is Retarded

A History of Violence

Racist Art Theory

The Secret of Greatness

The Popularity vs. Quality Equation

The Rise of the Weirdo Game

Roleplaying Culture

How Scale Shapes Genre and the Ultimate Multiplayer Game

Requiem for the Handhelds

Against Dating Games, or Gamifying the Game

Why 2D Games Can't Have Co-op

Why I'd Rather Not Play Games Than Not Stream Them

The Price of Beauty

Why Looter-shooters and 3D ARPGs are Necessarily "Spongey"

Against Convenience

On Genre and the Tree of Gaming

Universal Value Inversion and the Craft of Game Design

The Art of Cover Art, or How To Judge A Game By Its Cover

On the Worthlessness of Game Academics

The Essence of Multiplayer Gaming

Quantum of Game Design

Why the Highest Artform Attracts the Lowest Lifeforms

Why Gitting Gud at Videogames is for Losers

On the Creative Bankruptcy of Goal-less Game Design, or Creativity my Ass

How Hardcore Gamers Can Remain Sane & Healthy

The War of the Stores is Over

"Indie" Syndrome is Artistic Down Syndrome

The Inevitable Death and Improbable Resurrection of Variety Games

Ideas vs. Coding

Understanding the Crowdfunding "Revolution"

Interactivity Isn't Optional

In Defense of "Russian Jank"

How Consoles Went From Awesome To Necessary Evil

The Supreme Criterion

The Complete Package

King of the Nerds

The Joy of Good Criticism

Why You Should Play More Games

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How Devs Like Naughty Dog and Sucker Punch are Holding Gaming to Ransom

How To Not Use Genres Like A Retard

The Death of Discussion

Designing An MMORPG That Doesn't Suck, or The True Episodic Gaming

Defining Cutscenes

How Art Works

Against Retro

On Nerd Psychology and The Ultimate Goal of Videogames

VR Is Stalling For No Reason

Why I Don't Bother With Card Games

How to Deal with Backlogs

Why The Best Games Also Have The Best Graphics

The Myth of Toxicity

Why Science Fiction Is The Ultimate Videogame Theme

The Myth of Accessibility

The Console Wars Are Over

Aesthetics and Mechanics and the Grand Unified Theory

What Is Wrong With Sports Games

The Motion-sensing Dead-end

Real Virtuality, or On the Whole Murky Affair of the Emotions

On Why Bigger Has Always Been Better, And Why It Always Will Be

The Downside to Playing Games with Icy and His Friends

Why Versus Multiplayer Games Are Worse Games Than JRPGs

R.I.P., Nintendo: An Introduction to the Tree of Gaming

On Meta- and Mini-gaming

Against the "Metagame"

On Set Theory and the Bastardization Process

On Narrative Delusions

Reviewing Textures

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On the Relative Irrelevance of "Balance"

On Why Scoring Sucks And Those Who Defend It Are Aspies

On Why I Am The Best Videogame Player In The World

On Mane Streems and Niches

The Myth of Independence

On "Pluralism"

On Action and Reaction

On the Genealogy of "Art Games": A Polemic

A Brief History of Cutscenes

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A Gamer's Guide to the Internet: Prologue

The Simulacrum is True

On Insects and their Laws

On "Emergent" Game Behavior and other Miracles

Basic Instincts

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Leave Ranking to the Experts

On New Games Journalism

The Second Stupidest Word in Videogames

On Complexity, Depth and Skill

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The Videogame News Racket

The Nuts and Bolts are as Important as the Ones and Zeros

The RPG Conundrum

On Roleplaying Games

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On "Values" for "Monies"

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Sequel: The Videogame

Reviewing Ports and Compilations

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Arcade Culture

The Stupidest Word in Videogames


Men of Great Genius


Videogame Culture: Preface