Dude let it go. No wants to look at lame/fugly shit in their entertainment. Period.
The idea that pushing """non conventionally beauty""" characters in entertainment is progressive and reflective of what audiences want is delusional nonsense promoted by dimwitted activists living with their heads buried in their asscheeks.
Playing the long game. I get it.Ah I get ya
I guess I brushed it off with my old man way of looking at things and surface leveled it as most of those games I can see why the hooks were made and they dont really affect me personally.
As for Concord, games like that, no matter who they're for, will never take off. It doesn't matter what hooks are involved our brains are naturally wired to reject such trash
But..
Give it another twenty years, more feminising boys in schools/'social programs', indoctrination, trashing masculinity and hating our values..
This game will be fire
WB really likes these weird comic book adaptations, they also made Suicide SquadMan, I forgot about Gotham City Imposters. What a weird game.
Most gamers play GaaSWE GAMERS killed Concord, and we will continue to do it to all new gaas crap so you will learn in future what WE GAMERS want, not what your pockets want...
I don't see any reason to avoid watching, it's a pretty good video.I have no idea if thats what is said in this video as I wont give them a click either
Honestly I don’t need a video telling me why Concord failedI don't see any reason to avoid watching, it's a pretty good video.
[00:00:00] Introduction to Concord’s Failure
- Overview: The video begins by detailing the rapid decline of “Concord,” a game that was shut down just 12 days post-launch.
- Statistics: Despite a hefty investment exceeding $250 million, the game struggled to attract players, peaking at fewer than 1,000 concurrent users.
- Initial Expectations: Concord was anticipated to be a blockbuster, drawing heavy inspiration from the success of Overwatch. The developers had high hopes for its performance in the competitive gaming market.
[00:01:10] Market Evolution and Adaptation
- Changing Market: The gaming market underwent significant changes during the development of Concord. Trends shifted, and new competitors emerged.
- Overwatch’s Influence: Initially, Concord aimed to emulate Overwatch’s success, but failed to pivot as the market evolved.
- Adaptation: The video underscores the necessity of staying attuned to market trends and being agile enough to adapt development strategies accordingly. This includes understanding player preferences and technological advancements.
[00:02:31] Comparison with Vanguard
- Vanguard’s Failure: The video draws parallels between Concord and another failed game, Vanguard, which also suffered from an inability to adapt to market dynamics.
- Learning from Competitors: Emphasizing the importance of competitive analysis, the video suggests that developers should actively play and study rival games to glean insights and stay competitive.
- Player-Centric Development: Success hinges on developing games with a player-first approach, incorporating feedback and preferences from the gaming community throughout the development process.
[00:04:00] Impact of Broken Feedback Loop
- Internal Issues: Firewalk Studio, the team behind Concord, faced severe internal challenges, including a toxic work culture that stifled creativity and collaboration.
- Talent Drain: The toxic environment led to the departure of key talent, which further hampered the game’s development.
- Creative Dialogue: The video highlights the critical role of a healthy feedback loop and open creative dialogue within the development team. Without it, innovation and problem-solving are severely compromised.
[00:07:01] Character Design and Target Audience
- Inspirational Characters: Characters need to be more than just visually appealing; they must inspire and connect with the target audience on a deeper level.
- Audience Feedback: Gathering and integrating feedback from the target audience is crucial for refining character design and ensuring it resonates with players.
- Example: Gotham City Impostors is cited as a successful example where character design was closely aligned with audience expectations, contributing to its positive reception.
[00:08:00] Pricing Strategy and Market Reception
- Pricing Challenges: Concord faced significant hurdles with its pricing strategy, which may have contributed to its poor market reception.
- Free-to-Play vs. Paid: The video explores the advantages and disadvantages of different pricing models, such as free-to-play versus paid games. Each model has its own set of challenges and benefits.
- Gotham City Impostors: Once again, Gotham City Impostors is mentioned as an example of a game that successfully navigated its pricing strategy, balancing player expectations with revenue goals.
Honestly I don’t need a video telling me why Concord failed
I watched the reveal and knew it was DOA
Former Microsoft Games Studios executive producer Laura Fryer
Concord failed because the culture of the studio made them unable or unwilling to see and fix its problems. Sadly, reality-driven game development isn't a new story and confounds many game developers.The Overwatch model was a success, but gamers evolved, and Concord needed to evolve with them. We faced similar issues with Vanguard, a game that aspired to compete with World of Warcraft. I also discuss Gotham City Impostors, which faced challenges with its characters and pricing.
Concord looked pretty good. (for a coupe of dozen biologic entities)As with any consumer product, the product offered has to look pretty. This is basic business marketing 101.
As with any consumer product, the product offered has to look pretty. This is basic business marketing 101.
But can they see why kids love the taste of Cinnamon Toast Crunch?Deaf and blind kids in Nicaragua know why Concord failed it doesn't take any explaining at all.
Role model obviouslyIs this character a cool superhero or a thug?
No, I don't think so.
that was a really insightful video from an industry vet with real firsthand examples. Worth a watch (even if it’s kinda obvious why Concord failed)
Thanks for the link. Very interesting, I subbed to her channel.
Former Microsoft Games Studios executive producer Laura Fryer
Concord failed because the culture of the studio made them unable or unwilling to see and fix its problems. Sadly, reality-driven game development isn't a new story and confounds many game developers.The Overwatch model was a success, but gamers evolved, and Concord needed to evolve with them. We faced similar issues with Vanguard, a game that aspired to compete with World of Warcraft. I also discuss Gotham City Impostors, which faced challenges with its characters and pricing.
Former Microsoft Games Studios executive producer Laura Fryer
Concord failed because the culture of the studio made them unable or unwilling to see and fix its problems. Sadly, reality-driven game development isn't a new story and confounds many game developers.The Overwatch model was a success, but gamers evolved, and Concord needed to evolve with them. We faced similar issues with Vanguard, a game that aspired to compete with World of Warcraft. I also discuss Gotham City Impostors, which faced challenges with its characters and pricing.
It really does.Her video pretty much nails it.
Her explanations of having a broken feedback loop is common in any industries and we have public examples of that happening with Concord, such as the director/team just swiping the feedback under the rug months ago.
I find it weird that they did an open beta, had a low player count, likely noticed that people were complaining about character designs, then just kept going and released the game with little to no changes shortly therafter.And she's right the studio culture killed concord by not understanding or seeking feedback on what players want
They were so confident and stubborn, they did their own thing and never bothered with the business side and feedback. Game supposed was first conceived 8 years ago in prelim planning. So at the 7 year and 9 month mark they finally showed gameplay. It was so off vs what people expected and wanted, it makes you wonder how blind the studio is.I find it weird that they did an open beta, had a low player count, likely noticed that people were complaining about character designs, then just kept going and released the game with little to no changes shortly therafter.
Why even do a beta if you’re not listening to player feedback??
I've never work in gaming, but I was thinking the same thing.In other words Toxic positivity. No one wants to outright say "This part about the game sucks, we need to change it" in fear of being called an "ism" or being looked at as "insensitive".
That's what happens when you have a team full of feminists who don't want to hurt each others feelings with genuine criticism. Sometimes you just have to say "No, this sucks/doesn't work/won't work. Change it". Not every idea is a good one.