Gambit2483
Member
Imagine spending 3+ years developing a game that ends up dead, irrelevant and forgotten within a year (or less).
More games should try to do a better version of Destiny. There is literally money in waiting for whoever can correctly figure out a Shooter MMO/Shooter Gaas without putting up too many money/time gates.High risk, high reward.
But the chances of success are so low i dont get why so many studios even bother with their attempts. Do they seriously think they have a chance at going 1 on 1 with Fortnite or Destiny and win?![]()
Right, and if you're a company man that's all well and good, but if you're an understaffed Fortnite Dev that gets told it's a privilege to work for Epic and not to expect bonuses that reflect their hard work, maybe not so much. GAAS are a cancer in this industry and you're pointing out a tumor.This...
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...helps fund this
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That's a bigger, more corporate/governmental problem. We all know how it can be solved, but until then we have to work within reasonable means around said issue.Right, and if you're a company man that's all well and good, but if you're an understaffed Fortnite Dev that gets told it's a privilege to work for Epic and not to expect bonuses that reflect their hard work, maybe not so much.
I'm just pointing out the sales pitch.GAAS are a cancer in this industry and you're pointing out a tumor.
Sure, and in that context you are absolutely right, on all fronts.That's a bigger, more corporate/governmental problem. We all know how it can be solved, but until then we have to work within reasonable means around said issue.
I'm just pointing out the sales pitch.
I truly don't think Epic would be where they are today, as fast as they've gotten where they are, without Fortnite. It is what it is and we will have to learn to coexist with Gaas sticking around for the forseeable future. Many will come and go, but as a guy who frequented many MMOs during the MMO boom in the early 2000s, what's happening these last 5-7 years isn't new to me at all. Gaas are just the new sleeker, smaller versions of MMOs but with a way faster/sooner expiration date. Things will eventually even out with them the same way they did with MMOs.
Until then I'll try the ones I like and not play the ones I don't like, just like I did with MMOs.
Then its clear what needs to be done.Long story short = Kids today are more interested in GaaS games and these games make more money than single player games over time.
Well said about conditioning.Much like kids who came up gaming with Atari, Colecovision, Intellvision and Nintendo NES, we too were conditioned to accept and expect certain things in gaming. 1980's arcades, asking for quarters etc.
Kids these days have been so conditioned with Battlepasses, Microtransactions, V-Ro-Bux, Loot Boxes, to the point they think it's normal for gaming. Just wait until they have disposable income in 5 to 15 years. That's what these companies are banking on.
Fortnight and Roblox have really done a number on kids, then they move on to the next tier of games with shit to buy (Apex, COD etc). Rarely is it a single player title. Anyone who has kids pretty much knows. this.
As others have mentioned, it's money. But also what we're seeing now was set in motion years ago, when times were different and both customer sentiment and regulatory sentiment towards Gaas was very different. In the 5 years since the games were seeing emerge now (and generally flop), and when they started development, we've seen huge consumer backlash, which feels like really got going with avengers and only snowballed since. The ones making money are still overwhelmingly still the same ones it's been for years, all the new ones are dying at launch left right and centre. Gamers who play them are heavily invested in the ones they are already playing, and not keen to switch. Older gamers (and those who were playing Gaas games when younger) don't have time for them as they are generally incompatible with adult life. The model was effectively reliant on hooking and manipulating kids, who had the time to play constantly, and were easily manipulated by the gambling mechanics into spending tons of money. Many of those kids have grown up now and will be churning out, whilst regulatory bodies have now stepped in making it much harder to replace them with the next generation (and harder to empty their pockets). Epic was fined billions for manipulating kids in Fortnite, multiple countries now consider loot boxes gambling (so 18+), china now requires any under 18 to link their national ID to play online, and for under 18s strictly limits game time to something equivalent to an hour per day (across all online games, ie not per game) AND severely limits monthly spend on microtransactions, whilst also not approving hardly any new western games for sale. All these things have happened in the last couple of years, long after the flood of failing launches were seeing now began dev, and long after the games were seeing announced now were greenlit.
At the same time, we're seeing some games that were clearly intended to be GAAS, microtransaction filled games release without stores, but their core being structured as tho they were. Redfall being one example where the leaks showed full stores etc. AND we're seeing the biggest games of the year, which are making big £££ being single player games. Along with demographic reports showing the biggest gamer demographic and industry growth sector being millennials. With the number of kids/young adults playing declining. I don't know about others here, but I'm an older gamer, and fortunately don't have kids, and have a wife who is happy for me to play games, so I still get a lot of PlayStation time, but most people I know would be lucky to play a few hours a week. They certainly don't have time to be addicted to a GAAS game.
So imo we will see things shift away from this nonsense, companies are too deep in to cancel it all now tho, and I expect we'll see many more failures and likely quite a few studios go under.
I said recurrent cash flow.Wrong, wrong, wrong...
When publishers fund and distribute single player games, is it also not about money? Of course, it is, you guys are observing this through a single lens. GaaS isn't a genre nor is it just a way to monetize a property. It also enables developers a sustainable avenue to provide ongoing support in terms of servers, hotfixes, story dlcs and a variety in game content. To produce a product that grows with time into something far bigger than a single player experience could ever offer. Good GaaS games require substantially large sums of money to develop, they're also difficult to make and sustain. You guys undermine their value because you simply choose not to understand them, or you don't like multiplayer games in general.
1 in 10 fail? It's more like 1 in 10 succeed, but even that is too high if success is staying popular for several years like Fortnite. Its the Venture Capital of games only without the portfolio to make it profitable for the publisher.What kind of demon posses these companies to bank on this dog shit genre that is both highly risky and with low rewards? 1 in 10 projects end in utter failure and end up dead within 2 to 3 years
are these developers so out of touch with reality that they don't see the endless lifeless corpses of dead GaaS games every fucking where they look?
is the cost for the development of this dog shit genre lower than a Single player project?
Most gamers want their games to last forever. Like buying or playing a game is some sort of investment on the future.
Gamers are dumb.