Ever since my parents bought me a Sega Mega Drive for my third birthday, each one of my birthday anniversaries has also been my anniversary as a gamer. In the 30 years that have transpired since, I’ve watched as this relatively niche, geeky activity I enjoyed grow up alongside me into a humongous, unfathomable being; a far cry from what people used to consider a stupid distraction for social neophytes. Gaming, now a multi-billion dollar industry, is synonymous with everyday life. Your uncles and aunties, the same ones who tisked at you when they saw you playing your Famicom or Mega Drive, now play stupid crap like Candy Crush and Angry Birds on their phones. Zillennials, kids born after 1995, gorge themselves on Fortnite. Esports is now on par with traditional sports in terms of revenue and viewership. Meanwhile, companies like Facebook, Google, and Amazon want a piece of the pie and are starting their own gaming divisions. Gaming is undergoing its industrial revolution, and various publishers, developers, and media platforms will be driving this revolution in both productive and destructive ways. A lot has happened in the first half of 2019 alone, so I thought now would be a good time to take stock of the most prominent heroes and villains in the industry (in my opinion) and see what they’ve been doing to take gaming in both good and bad directions.
HEROES
CD Projekt Red

Of all the behemoths across gaming history, from Activision to EA to Nintendo to Sega, Polish developer and publisher CD Projekt stands proud as perhaps the greatest example of how to make great games and treat your players right. CDPR are the people behind The Witcher game series, the upcoming Cyberpunk 2077, and Good Old Games, a digital storefront that specializes in DRM-Free games, both classic and current. Ever since they put themselves on the map in 2007 with the first Witcher game, CDPR have been very upfront and true to their word in promoting a player-centric philosophy. With every game release and community announcement, they have demonstrated time and time again that their allegiance is to the players, and not shareholders, corporate overlords or media figures with ulterior motives. Their success is attributed mostly to the strength of their games and player loyalty, and not from clever business strategies that work developers to death in order to milk players of every dollar they’re worth.
The design and business strategy behind CDPR’s The Witcher games themselves best reflect the company’s values. The storytelling is extraordinarily mature and sophisticated, at no point stooping to pander to sensitive or ignorant people. These are games that demand your full mental investment, and in return they reward you with some of the finest of stories and richest of lores to ever grace any creative medium. The series has also been supported by robust post-launch DLC, both free and paid. The Witcher 3, in particular, had two massive story expansions that were worth way more than what was charged for them.
I had the pleasure of attending CDPR’s E3 2014 presentation of The Witcher 3 and briefly spoke to one of their senior designers, and it was evident that these people genuinely love what they’re doing and are fully aware of the role they play in the battle for the gaming industry’s soul. As triple-A gaming is besieged with greed and political correctness, CDPR is holding the line for the rest of us who still care about quality titles made by people who love both games and their players.
Ubisoft

Ubisoft, in my eyes, have turned quite a corner with some of their most recent releases. Once the domain of classic titles like Splinter Cell and Rainbow Six, their game design became appallingly lazy around the early 2010s, with games like Watch Dogs, Far Cry 4, and Assassin’s Creed being little more than grindfests and collections of minigames set in open worlds. Interestingly, rather than ditch the formula entirely, they’ve listened to player feedback and made innumerable improvements in their two latest games, Assassin’s Creed: Odyssey and The Division 2, the latter of which I’ve been enjoying the hell out of. I also appreciate the deluge of content The Division 2 provides, with plenty of missions, campaigns, weapons, armor, customization and gameplay opportunities that well exceed the $60 price tag. The fact that the game isn’t overly monetized is appreciated, even though it is so good that I actually wish they would monetize it a little more by offering more apparel sets and weapon skins.
Recently, Ubisoft’s VP of Editorial Tommy Francois stated that although many of their games feature political themes and motifs in order to define their characters and settings, they do not promote a specific ideology. This is a very welcome statement for many players like myself who don’t like being lectured to by our entertainment media, and the fact that it ruffled a few feathers in places like PC Gamer and The Verge, two media sites that indeed do a lot of lecturing and finger wagging, is proof that it was an effective statement. I don’t mind that games feature realistic settings, ripped-from-the-headlines stories and real social issues, but since gaming is an experience built around player choice, it makes more sense to present these issues in such a way that players from all walks of life can have different interpretations of them. Ubisoft are so far the biggest company to openly acknowledge this, and so they’re on this list.
Capcom

Once upon a time, the Japanese dominated the videogame industry thanks to powerhouses like Sega and Nintendo. That dominance began subsiding once the 2000s rolled in and giants like EA, Activision and Ubisoft rolled in, but thanks to a combination of blunders from western publishers and a steadfast, gameplay-centric philosophy, the Japanese are regaining their foothold as a beacon of respect in the minds of many gamers. This is nowhere better exemplified than in Capcom, who have put out quality title after quality title over the last few years such as Resident Evil 2 Remake, Resident Evil 7, Devil May Cry 5, and Monster Hunter World. While many western game companies are busy catching bad press from their bumbling attempts to radically turn their games into live services, Capcom has stuck to its guns and have continued improving on their existing franchises based on player feedback.
One new development with Capcom and other Japanese gaming companies that’s put them on this list is that they no longer shun the PC. Japanese games, for the longest time, have always been the domain of consoles, with the PC getting ports so half-assed that the first thing you often see upon starting a game was “Press Start”. It was sometime after the utterly broken, unmitigated disaster that was the Dark Souls PC port and the backlash that followed that Japanese developers sat up and realized they couldn’t ignore the PC market. As of late, Capcom’s PC releases for practically all their titles have been flawlessly optimized and offer a range of graphics and control settings.
Finally, while many western triple-A titles such as The Last of Us have increasingly aspired towards the gravitas of high cinema, Capcom have always maintained an energetic 1980s B-movie tone with their games. This is most apparent in the Resident Evil series, which has everything you could possibly want from a good weekend’s worth of entertainment: body horror, gratuitous gore, corny dialogue, lots of firepower, and vibrant, memorable characters. The storytelling may not win any BAFTAs, but they sure are entertaining and stick with you long after you’ve finished the games, and that’s perhaps the best thing any developer should aspire to.
Independent YouTube Commentators

The proliferation of independent gaming YouTubers in recent years is a classic case of supply and demand. Ever since the 2007 fiasco in which Gamespot journalist Jeff Gerstmann was fired because he wrote a bad review of Kane & Lynch, whose publisher Eidos had advertised heavily on Gamespot, there’s been a growing demand for games journalism that players could trust.
As YouTube has democratized previously specialized professions, many of today’s professional game journalists are finding themselves usurped in viewership by lone YouTubers operating out of the bedrooms. Unlike mainstream gaming media sites, all of which have coalesced into the same bland flavor, these YouTubers have diverging styles and personalities. On one hand, you have the vibrant, energetic types like theradbrad and Markiplier, who appeal to younger viewers, and on the other, you have The Quartering, Upper Echelon Gamers and LegacyKillaHD, whose no-nonsense working joe, man-on-the-ground analysis appeals to older gamers like myself. A great deal of these personalities’ appeal is that, for the most part, it is self-evident in their work that they genuinely love games. The things they like about games are far more in line with gamers in general: good gameplay, good stories, and a player-first design philosophy.
The weird thing about the gaming media today is that they are so intricately wound around the industry itself, and therefore their ability to present objective coverage is inherently compromised. PC Gamer, for instance, did a live show last month that was sponsored by Epic Games. They, and many other media platforms, gain exclusive access to game previews based on favorable relations with the game publishers offering them. Of course, many of these same publishers offer the same deal to the bigger indie YouTubers, but commentary-based ones like The Quartering live and die by the trustworthiness of their opinions and not the access they have. The moment that trust is lost, it is incredibly easy for a viewer to take their patronage somewhere else. In short, these guys are one of us, and they just so happen to have a talent for articulating their interest in gaming far better than most of us can. If we want them to stick around, it behooves us to support them with clicks, views and donations.
VILLAINS
Electronic Arts

Since roughly 2007, EA have rapidly established themselves as the bad guy of the gaming industry and have done just about every shitty thing a major game publisher can do. Here’s a short list of some greatest hits I can recall simply off the top of my head:
-Acquired beloved studios like Westwood Studios, Pandemic, Bullfrog, and Maxis, leading to their shutdowns through greed and mismanagement.
-Sabotaged Star Wars: Battlefront II with pay-to-win lootboxes and tried to deceptively sugercoat it to the community.
-Mismanaged the production of Anthem by, among other things, forcing Bioware to use the Frostbite engine, leading to a broken game delivered by an overworked developer.
-Completely botched the launch of SimCity 2013 and lied about its online-only functionality.
For such a high profile company with seemingly all the money in the world, many of EA’s biggest game releases have been mediocre at best and total goatfucks at worst. Anthem, Battlefront II, SimCity 2013, The Sims 4, Battlefield V, Dragon Age Inquisition, and Mass Effect Andromeda all failed to deliver on the lofty expectations foisted on them with center stage coverage and triple-A production values, and it’s not hard to see why. The suits behind EA see videogames through the lens of businessmen, not gamers, and when deadlines and microtransactions take precedence over wholesome game design, no amount of money will ever hide the inevitable shit-show that follows.
Ever since Andrew Wilson became CEO in 2013, EA have only innovated ways to generate more revenue from all their releases, adopting a Games-As-Service mantra that has faced a lot of pushback from the community. The end result is that they haven’t put out a remotely interesting game in the last three years, and given their business model as of late, this is not likely to change anytime soon.
Activision

Next on this list is EA’s evil cousin, Activision. For the longest time, Activision’s biggest crime in my mind was milking the Call of Duty franchise to death, with three entire studios dedicated to making nothing but CoD games every year, each one getting progressively less interesting as the well of ideas runs dry. However, it was a rather disgusting development from earlier this year that put them on many gamers’ shitlists, and that was its laying off of nearly 800 employees despite record-breaking profits from 2018. No, you’re not misreading that. Literally in the same month that it announced it would be firing 8% of its workforce, Activision announced it had $7.5 billion in revenue, a 7.1% increase from the previous year, and that it had hired a new CFO, Dennis Durkin, giving him a $15 million signing bonus (!). They also hired a new President, Rob Kostich, with CEO Bob Kotick (what is with these names?) offering this vomit-inducing statement to go along with it:
With these proven, principled leaders at the helm, we will continue to invest in the strategic growth drivers of our business; our talented people, and creating the world’s best videogames, live services, mobile experiences, and new and growing franchise engagement models.
Reading shit like that, it’s hard to imagine that gaming was once championed by ordinary guys with a lot of passion working out of their homes.
Being laid off because your company is struggling to make ends meet sucks, but is understandable. Being laid off because your company did amazingly well, thanks in part to your hard work, borders on inhumane. Although many of those laid off were working on Destiny, which no longer belongs to Activision, there’s no reason they couldn’t have been re-purposed to work on the company’s existing franchises or other new initiatives. Regardless of how justified they were, this is really, really bad optics for Activision, a company that already exemplifies all the worst manifestations of greed in the gaming industry.
Epic Games

In the HBO crime show The Wire, one of the key antagonists is a drug gang informally known as the Stanfield Organization. Compared to their rival, the Barksdales, the Stanfields have low-quality drugs, but plenty of muscle, and so they use that muscle to beat the Barksdales and their high-quality drugs off the streets and force the drug addicts of Baltimore to accept their inferior product. This is basically what Epic Games are doing with their much-despised Epic Games Store.
Not content to let Valve rake in the lion’s share of digital game purchases, Epic have muscled in with their own storefront, a product that, to put it mildly, sucks. It has no reviews feature for players to gauge the quality of a game, barebones game management, threadbare customer support, no discussion sections, no screenshot function, no cloud saves, no achievements, and no offline play. It is a Flintstones car compared to the Dodge Ram that is Steam, and Epic knows this. This is why they’ve used their enormous warchest from Fortnite to basically throw money at publishers, developers, and media platforms like PC Gamer, making the Epic Store a developer-centric platform, rather than a player-centric one. This is thanks to the generous 88% revenue cut Epic gives to developers compared to Valve’s 70%, along with various subsidies for smaller developers to ease the financial burden of publishing games. While this has proven beneficial for indie developers, it has also resulted in Epic aggressively negotiating exclusivity deals for games players were expecting on Steam, such as Borderlands 3, Metro Exodus, Phoenix Point, and Shenmue III.
There’s nothing wrong with making a developer-friendly digital storefront. The problem lies in the principle of Epic’s approach, which runs counter to the customer-focused approach that has defined all capitalistic industries. More than any with other industry, gamers are highly aware of the innumerable ways publishers, developers and platforms try to hoodwink us with shady practices. Epic doesn’t even bother to pretend; they know they have a bad product, they know we know they have a bad product, and they don’t care. That’s why they’re on this list.
Deep Silver

Deep Silver’s on this list specifically because of two games under their wing: Metro Exodus and Shenmue III. Within the space of six months, the relatively low profile German publisher has managed to piss off the entire PC gaming community by abruptly committing the two hotly anticipated games to the Epic Games Store (Metro’s would be a timed 1-year exclusivity). In the case of Metro, it was advertised for several months on Steam before Deep Silver declared that they would exclusively publish it on the Epic Games store. The game was suddenly unavailable for purchase on Steam (though players who pre-ordered it beforehand were safe) and now the only place to get it for the PC is Epic’s junk-grade storefront. Shenmue’s case is even worse. The game was crowdfunded by thousands of fans who expected Steam keys upon release, only for Deep Silver to not only switch the game to the Epic Store, but outright refuse refunds for backers. Epic would later agree to foot the bill for all refunds.
The kindest way to describe Deep Silver’s actions would be consumer-unfriendly. Their defiance in the face of near-universal anger from the PC community is so startling that you kind of have to give them credit; not even EA or Activision would have the gall to try the same dirty trick twice within half a year. In the case of Shenmue, they have dealt a huge, long lasting blow to future games that will seek crowdfunding. Kickstarter is a great way to create games that old-school gamers like myself want to play, but without legal constraints to obligate developers to stick to their end of the deal, the concept of a crowdfunded game is built entirely on trust between creator and consumer, much like a society in which everyone can leave their front doors and car doors unlocked. Deep Silver broke that trust and couldn’t give a damn what their players thought. Not only have they so masterfully tarnished their reputation, they have also dissuaded many from investing time and energy in supporting crowdfunded games in general. Assholes.
Mainstream Gaming Media

Note: Many of the issues discussed below are written of in greater detail here.
Rounding out this rogue’s gallery is perhaps the worst of them all, mainstream gaming news outlets like PC Gamer, Rock Paper Shotgun, Kotaku, and Polygon. Much like journalism in general, game journalism across these platforms has been experiencing a steady slide in quality, become more detached from their target readers and driving many gamers to seek out alternative news sources. Many of today’s game journalists are cut from the same cloth and their reportage often drips with the politics of social justice and wokeness, pouncing to paint gamers in general as racist sexist bigots the instant a pre-pubescent teen in a Call of Duty lobby says something stupid. Below is a gem from Rock Paper Shotgun’s Graham Smith, in an article about Mordhau developer Triternion stating that their game would not have a toggle function to disable female character skins to maintain a realistic medieval warfare setting:
It’s good that they’re not doing the on/off toggle on women, but bad that the only reason they cite is that to do so would undermine player’s character customisation. A better reason would be: because our medieval brawling game is silly, not realistic, and to claim “realism” in this one single instance and offer an option to erase women would serve only to pander to sexists and embolden the toxic elements of our community.
In the 25-something years I’ve patronized gaming magazines and websites, I don’t think I’ve ever read something so sneering and arrogant. If I read a news article to find out what’s happening with a game, I shouldn’t come away feeling genuine anger at the asshole who wrote it. Yet this is what’s happening with great frequency in the gaming press, particularly when they cover developers from Eastern Europe, where woke politics aren’t in vogue compared to the US and Western Europe. Though these news sites do still cover gaming news reasonably well, like with Kotaku’s expose of Anthem‘s troubled development cycle, much of their editorial content has devolved into holier-than-thou finger-wagging SJW platitudes in which entire swathes of the gaming community are painted as bigoted young men infected with toxic masculinity. The problem, I think, is that many of these so-called game journalists live in their own echo chamber, where a complete lack of ideological diversity has led them to believe that their political viewpoints aren’t viewpoints, but universal fact. Therefore, there isn’t anything wrong with propagating them in what should otherwise be objective coverage, because after all, how could you possibly disagree that CD Projekt Red are transphobic bigots and Cyberpunk 2077 has racist depictions of minorities?
There’s the argument that as games become more sophisticated and touch on more social issues, so must game journalism. I agree, but so far many of the afore-mentioned platforms aren’t doing a great job at this. Their commentary is contemptuous, monolithic, and heavily skewed towards an ideology that wants to conjure social outrage out of games and communities that aren’t asking for it. Rather than offer sophisticated commentary, these journalists offer ham-fisted political agendas that serve as little else but distractions from the games we want to play.
That rounds up my Heroes and Villains of 2019 so far. Keep in mind that, with the ever-changing gaming landscape, there will always be shifting heroes and villains. Maybe the Epic Game Store will receive loads of improvements and become a worthy competitor to Steam. Maybe Ubisoft will shoot themselves in the foot with some microtransaction-related fracas. Maybe EA turn over a new leaf, or maybe they’ll just wind up on The Consumerist’s “Worst Company in America” list again. Plenty of time to find out…