Felessan
Member
Wiping out Forza Motorsport team (non-engine) and Tango was classic tooInstant classic, indeed…
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Obsidian is next in line
Wiping out Forza Motorsport team (non-engine) and Tango was classic tooInstant classic, indeed…
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Asia proved long ago that this is bullshitThe games industry doesn't run on GAAS, it runs on a handful of GAAS that completely dominate the market. That's why new GAAS games can't compete unless they are exceptional, unlike single player games. You can have 1000s of single player games but no more than a dozen GAAS games as they are played continuously. I look at that chart and think the opposite and instead the logic would be to make more single player games. That's like looking at fast food chains. No point competing against McDonald's and completely failing.
Exactly, smaller chains. That's not what Sony or anyone else is trying to do. They are trying to complete with the likes of Fortnight. You can't. Look at any market, you always have only a couple of big players. There aren't hundreds of operating systems for example. As soon as a GAAS game drops below a certain amount of players it just collapses. Because of the budgets they neea a large player base and just through maths not every game can. A single player game with a decent multiplayer mode doesn't need a minimum amount of players.Asia proved long ago that this is bullshit
You might not be McDonalds but smaller chains can have success via specialization
We have ZZZ, WuWa and Arknight threads all on the 1st page and those are not "10 years old games"
They do notExactly, smaller chains. That's not what Sony or anyone else is trying to do. They are trying to complete with the likes of Fortnight.
There are like tens of biggest gacha games and hundreds of smaller one.You can't. Look at any market, you always have only a couple of big players.
A single player game with multiplayer does need a minimum amount of sales or studio will go down just as fast as gaas one do.There aren't hundreds of operating systems for example. As soon as a GAAS game drops below a certain amount of players it just collapses. Because of the budgets they neea a large player base and just through maths not every game can. A single player game with a decent multiplayer mode doesn't need a minimum amount of players.
Sooo, like single player. And so, like single player, there is no guarantee going gaas will make you enough money. Soooo, no advantage whatsoever in pursuing gaas instead of a traditional sp game.There are like tens of biggest gacha games and hundreds of smaller one.
Quite the opposite, you can have something like Tokyo Xtreme Racer being considered a massive success with only something like 5 million in revenue, or many Atlus games. They don't need player retention to begin with, unlike gaas. So much so many AA Gaas like Deep Rock Galatic are actually much more similar to traditional games than the typical MP GAAS, some being straight up single player like Euro/america truck simulator, not even demanding internet connection to operate. They're basically normal games that get a expansion or update every now and then, monetized or not.And as I said above - its somewhat easier for AA gaas to survive compared to AA single player game as a number of players former need is really small if you have suitable monetization.
That is like dictionary definition of a commitment.It's because GaaS fits better into people's busy lives.
Log on, do a couple of daily's, log off.
No commitment
There are more people and money in gaas part of the market. And more importantly - gaas part is expanding and SP part is shrinking. And people, unless they are very principal, wants to be on winning sideSooo, like single player. And so, like single player, there is no guarantee going gaas will make you enough money. Soooo, no advantage whatsoever in pursuing gaas instead of a traditional sp game.
And small mobile title can live off 100k revenue. Even likes of F11 now earns less than 5mio per year and continue to operate.Quite the opposite, you can have something like Tokyo Xtreme Racer being considered a massive success with only something like 5 million in revenue, or many Atlus games.
The difference is that gaas operate on recurring revenue basis and SP operates on upfront revenue basis. So gaas prioritize retention (though acquiring also important) while SP focus on acquiring. Failing to aquire sufficient initial sales, where people have to pay real money, unlike 90% of gaas games, is a huge risk. And as Steam shows thousands fail miserable at that, failing to even get back Steam placement cost (100$)They don't need player retention to begin with, unlike gaas. So much so many AA Gaas like Deep Rock Galatic are actually much more similar to traditional games than the typical MP GAAS, some being straight up single player like Euro/america truck simulator, not even demanding internet connection to operate.
95% of Asia industry are gaas, to the point that those who wants to expand to SP for diversification find it difficult to find enough talents who are experienced and willing to work on SP games.What the Asia market has proved has nothing to do with gaas but with talent retention and proper budget management. Its the same for any type of game.
No there isn't and it isn't. This is like seeing mario kart sell a bajillion copies and thinking "kart games is where players are at!". Completely ignores context and the history many succesfull live service games have, typical shortsightness of the business bros.There are more people and money in gaas part of the market. And more importantly - gaas part is expanding and SP part is shrinking. And people, unless they are very principal, wants to be on winning side
Its the exact same risk exist for both you know, by your own words. I dont know how you can admit acquiring players is important for gaas then immediatly contradict this without any further elaboration. Can't get players? Your live service is done for.The difference is that gaas operate on recur1rring revenue basis and SP operates on upfront revenue basis. So gaas prioritize retention (though acquiring also important) while SP focus on acquiring. Failing to aquire sufficient initial sales, where people have to pay real money, unlike 90% of gaas games, is a huge risk.
You realize the vast majority of these "failures" were barely an attempt to begin with right? Asset flips, copy-paste rpg maker games and so on. Even i published a game that i made in a week (not on steam tho), no shortage of people who think they can cobble together a game in a month and make a viable product.And as Steam shows thousands fail miserable at that, failing to even get back Steam placement cost (100$)
What? There's CS, Dota2, LoL, Warthunder, the "non-console" space has plenty of MP games. I'm arriving at the conclusion you truly have no idea what you're even talking about.MP gaas only typical in console space as it's the oldest type and usually first ones to enter market. Non-console space crowded with coop, semi-SP or even straight SP-focused gaas games (most gachas are SP games maybe with some coop elements).
90% of that money is concentrated on a dozen or so franchises.There are more people and money in gaas part of the market.
90% is fortnite and gta5 online alone.90% of that money is concentrated on a dozen or so franchises.
GaaS is a gamble, High Guard wasn't on the winning side of that gamble.Instant classic, indeed…
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Bruv, statistically around 90% of games released annual don't generate profit.The games industry doesn't run on GAAS, it runs on a handful of GAAS that completely dominate the market. That's why new GAAS games can't compete unless they are exceptional, unlike single player games. You can have 1000s of single player games but no more than a dozen GAAS games as they are played continuously. I look at that chart and think the opposite and instead the logic would be to make more single player games. That's like looking at fast food chains. No point competing against McDonald's and completely failing.
Tell that to pubs who keep funding mediocre gaas left and right xDBruv, statistically around 90% of games released annual don't generate profit.
Single players aren't this bastion of hope you think they are.
Whether it's GaaS or Single Player your game has to be something special to stand out, otherwise it will go under the radar.
And... There are start astroturfingNo there isn't and it isn't. This is like seeing mario kart sell a bajillion copies and thinking "kart games is where players are at!". Completely ignores context and the history many succesfull live service games have, typical shortsightness of the business bros.
Do you understand what "More" and "Less" means?Its the exact same risk exist for both you know, by your own words. I dont know how you can admit acquiring players is important for gaas then immediatly contradict this without any further elaboration. Can't get players? Your live service is done for.
Quite some of them a genuine effortsYou realize the vast majority of these "failures" were barely an attempt to begin with right? Asset flips, copy-paste rpg maker games and so on. Even i published a game that i made in a week (not on steam tho), no shortage of people who think they can cobble together a game in a month and make a viable product.
There is a console and adjusted market (mostly part of Steam) that is historically SP focused. And in it "GaaS" is mostly MP based as it's a troyan horse that appeal to experiences SP world somewhat lacking (even MP games are lacking comparatively). When GaaS as a model take hold, it start to spillover further, first onto coop and then even to single games.What? There's CS, Dota2, LoL, Warthunder, the "non-console" space has plenty of MP games. I'm arriving at the conclusion you truly have no idea what you're even talking about.
Do you have problem with math?90% of that money is concentrated on a dozen or so franchises.
Fortnite is 9bn90% is fortnite and gta5 online alone.
That leaves 10% for 2nd and 3rd tier succesfull games, think marvel rivals, helldivers 2 and such, basically nothing is left for modern audience gaas tho since women dont play those games xD
Who tf cares about mobile, bro? we complain about mobile shit here on hc gaming forum, we talking actual gaming, on gaming platforms like handheld/console/pc.Fortnite is 9bn
Mobile alone, that is 99% gaas, is 105 billion
85% of PC (40bn) is GaaS
And ~40% of consoles (45bn)
Thats 156bn of total gaas market, out of which 9bn of Fortnite is just 6%
There is a reason why publishers trying, because market is big and there is a LOT of place there. If Fortnite was even 50% - nobody would go like no big one trying to overthrow GTA - it's hard to win on the same field against juggernaut of such size. But if you have 90% of space unoccupied, like there are lots of genres besides being GTA clone, it's an opportunity to get money for yourself.
See? This is why its hard to take anything you say seriously. Its very common knowledge that whales make up a very low percentage of a service game. For a small gaas to get 100 people religiously investing 300$ each month you need something like 50k to 100k active players (not simply people who buy or download the game, so you'd need prob half of to a million of those), and this is being generous.Do you understand what "More" and "Less" means?
Small gaas can get 100 whales donating 300$ each month and be fine with it.
Everyone caring about their future gaming shouldWho tf cares about mobile, bro? we complain about mobile shit here on hc gaming forum, we talking actual gaming, on gaming platforms like handheld/console/pc.
Tell it to Love and Deepspace that earns 1bn per year. Or Infinity Nikke for a game available on PC/ConsolesOn top all those failed GAAS games are modern audience(aka for women) gaas, those almost always fall, and quickly.
WoW is GaaS as is any MMO game. They were one of the first on the market with such modelBy ur logic WoW is gaas too, but guess what, it was amazing and based af game, not anymore, nowadays its lead by literal woke grandma who complains game is called WARcraft coz it makes modern audience not comroftable...
Put your anti-woke fight somewhere else, it has nothing to do with GaaSWhich stupid non gamer suit allowed this old feminist hag to decide what happens to WoW ffs? Ofc it will lose even more audience, u know what WoW was back in the day?
You are kinda far from real numbers, shows your expertise in fieldSee? This is why its hard to take anything you say seriously. Its very common knowledge that whales make up a very low percentage of a service game. For a small gaas to get 100 people religiously investing 300$ each month you need something like 50k to 100k active players (not simply people who buy or download the game, so you'd need prob half of to a million of those), and this is being generous.
Of course it isn't surefire no-brainer model. There is no such thing.GAAS isn't this sure-fire no-brainer model you and other business-bros try to frame it as, and often require tons more investment to produce anything worthwhile as they need to attract thousands upon thousands of players just to catch a handful of whales that can sustain them.
And Mihoyo was second-tier gacha developer.People love citing how fortnite br was developed in 2-3 months, but forget Fortnite itself actually took 6 to 7 years to make, only its BR mode taking a few months to produce. It clearly wasn't some low cost investment and only became what they are today by pure luck, as they happened to decided adding an extra mode that was popular at the time to chase trends. If they stuck to the original vision they had for all its development, probably would've remained niche or closed down by now.
You are using veeery optimistical numbers here. Its usually seem as <1-2% of players being whales and that from analysing popular games. Your assertion that smaller games have higher whale count cannot be backed up and, in fact, its observed that rather than higher whale percentage they have higher whale dependency. Even less people are willing to spend casually on those compared to a gta online or fortnite. Having a small loyal following also doesn't guarantee they are payers.You are kinda far from real numbers, shows your expertise in field
Hyperwhales (1000+$) are 0.5% and whales (300+$) are 3-5%
And it's very dependant on game, smaller games have higher whale number compared to AAA like Genshin, as former are literally built around satisfying whales and all other players are just a supporting mob for them. This lead to high retention of whales and low retention of f2p players, making ratio of whales in active playerbase quite high.
And as games are free, it's actually significantly easier to make people try your game to hook them up.
Then that inequality gap scares away new players and the old whales slowly leave or stop paying with no one new whales to replace them, since they've been all put off by said inequality gap.A reasonable good gameplay/story to keep at least some f2p players and good inequality gap to entice whales and your are done.
NoThen that inequality gap scares away new players and the old whales slowly leave or stop paying with no one new whales to replace them, since they've been all put off by said inequality gap.
Even though selling strategy is simplier in SP, it's still there - pricing and post-launch support strategy is as important in SP games.When i said this wasn't a sure-fire model, i wasnt just talking about appealing visuals and good mechanics. The economics design of GAAS is a huge and hellish task on its own (that sp games dont need to worry about btw).
Treadmill is here for good 20+ years, it ain't hard to do it as everyone knows and understands it."Sell some powerful weapon that makes progressing through a new dungeon easier? Cool cool but what about next semester when theres another dungeon? Previous buyers wont buy anything new since they're already powerful. Oh, i know! Lets make that item useless in the new dungeon!"
"What? New players are getting confused by how the items work and leaving the game early? Who cares! Lets focus on our loyal whales!"
"What? Old players aren't buying our new items anymore because they think we'll just nerf them afterwards? No way! Those whale addicts can't be that smart! It must be those damn youtubers shittalking our games online!"
stuff like this is why some companies like focusing on cosmetics as those have a lot more of a social appeal.... but for that you need to be veeeery popular, enough for people to care about showing off or having anyone to show off to to begin with
You make it sound so easy. Btw, that wasn't me saying it, that what devs told me directly. GAASconomics is far from this trivial task you're trying to make it sound like.No
Most PVE games follow treadmill route where new layer of content added on top and previous content gradually simplified. It serves 2 purposes - first you have to always pay to maintain gap, second - as there are only like 2-3 layers of actual content, it's easy to get in for both new f2p and whale players as you have to pay some reasonable amount to close gap with old players.
And PvP games are skins and you only can shows a few of them and new ones always more valuable as vanity item compared to old ones.
I like how you're assuming people will just buy the cosmetics as long as they're there like good little whales. None of these explain how they'll actually sell it.Treadmill is here for good 20+ years, it ain't hard to do it as everyone knows and understands it.
Games goes for cosmetics for following reasons:
- they target competitive market and in that market fairness in gameplay is pivotal (when you do x2 damage in PvE not many cares, especially if that guy carry you, if someone do x2 in PvP most people will just leave the game). As a result it split genres by monetization model - BR, Moba, Hero shooters sticks with skins and gachas and MMO sticks with treadmill
- although rare, some games has structure not suitable for treadmill, making it hard to incorporate renewal cycle of gear. So they opt for what they can sell - game parts unlocks, but people kinda hate it, grind skips, but for this game should have insane grind and it's not very likable nowadays, or cosmetics
- some games just not confident that they are strong/different from others enough and use "cosmetics only" as their differential selling point
...and there are two things that can sell cosmetics: Social pressure and goodwill.And no, you don't have to be big to sell cosmetics. In treadmill games it's actually smaller games that go that route and they milk their whales really hard.