ChoosableOne
ChoosableAll
Every time a new Street Fighter or Tekken game was released, I would get really excited and try to buy it, even if it was during a sale. Then I realized that I don't play these games for more than a week. I'd finish the story mode, learn some moves, play online for a bit , but then start losing and gradually lose interest in the game.
The last game I played was Guilty Gear Strive. I played it for 21 hours, but now I don't want to play it anymore. I played Street Fighter 4 for 12 hours, SF 5 for 2 hours, Tekken 7 for 17 hours, and MK 11 for 17 minutes(console versions not included). Therefore, I decided not to buy new generation fighting games like Tekken 8 and SF 6.
From what I see, most people abandon these games shortly after. Before the Akuma DLC, SF 6 had around 10,000 players, Tekken 8 averages around 8,000, and GG Strive has dropped to about 2,000 players (according to Steam Charts). Maybe there are more people playing these games on consoles, but I don't think they reach dramatic player numbers. Do you also abandon these games shortly after? With so few people continuing to play the game, how do they make a lot of money from DLCs? How viable is it for companies to finance fighting games as live service games?
The last game I played was Guilty Gear Strive. I played it for 21 hours, but now I don't want to play it anymore. I played Street Fighter 4 for 12 hours, SF 5 for 2 hours, Tekken 7 for 17 hours, and MK 11 for 17 minutes(console versions not included). Therefore, I decided not to buy new generation fighting games like Tekken 8 and SF 6.
From what I see, most people abandon these games shortly after. Before the Akuma DLC, SF 6 had around 10,000 players, Tekken 8 averages around 8,000, and GG Strive has dropped to about 2,000 players (according to Steam Charts). Maybe there are more people playing these games on consoles, but I don't think they reach dramatic player numbers. Do you also abandon these games shortly after? With so few people continuing to play the game, how do they make a lot of money from DLCs? How viable is it for companies to finance fighting games as live service games?