TheThreadsThatBindUs
Member
The title sums up the premise of this thread.
My hypothesis:
Outside of the obvious benefits for continued engagement driving MTXs and thus recurring revenue, from a business investment perspective it's mostly an issue of cash flow.
With each successive generation, games are getting bigger, more complex, and require more in the way of asset generation which ultimately determines how long a development project takes to complete. Nowadays, it's not uncommon to see projects taking in excess of 5 to 6 years to develop a AAA game.
In another thread, a poster suggested that Sony was making a poor investment by buying up Bungie for nearly $4bn when that money could have been used to make 18x Horizon games. The problem with this thinking is that it neglects the issue that is limiting investment decision-making and that of course is cash flow and to a lesser extent, risk.
A single AAA game that costs $200m and takes 5 years to make, means that investment is progressively sunk into a project that won't see any monetary return for 5 years. Meanwhile, the company has to post its financials annually and thus has to convince investors in the market for 5 years that the game is coming along well, will be released on time, and will generate the expected ROI that was anticipated.
Compare that with Live Service games like Destiny 2, which launched 3-4yrs ago and within that time, just pumps out a steady stream of middling to good DLC content that isn't beholden to review scores or the dreaded Metacritic for its success, it merely has to do the job of giving players something to do to keep them engaged so that they'll buy more MTXs, battle passes and level boosters.
Games like this can generate billions per year in revenue with only a fraction of the size team working on the frequent content updates, and again, the content doesn't need to drive the same level of quality as a new full game release does to get people's attention. The installed base for the Live Service game content updates is already embedded. So the content merely needs to keep players engaged.
So going back to the previously mentioned poster's comparison, it's pretty clear why Sony would spend $4n to buy Bungie instead of trying to make 18x $200m AAA games; as within the first five years, Sony would have more than made their money back, while in the latter case, they wouldn't even be able to have gotten all those 18x games out the door.
My hypothesis:
Outside of the obvious benefits for continued engagement driving MTXs and thus recurring revenue, from a business investment perspective it's mostly an issue of cash flow.
With each successive generation, games are getting bigger, more complex, and require more in the way of asset generation which ultimately determines how long a development project takes to complete. Nowadays, it's not uncommon to see projects taking in excess of 5 to 6 years to develop a AAA game.
In another thread, a poster suggested that Sony was making a poor investment by buying up Bungie for nearly $4bn when that money could have been used to make 18x Horizon games. The problem with this thinking is that it neglects the issue that is limiting investment decision-making and that of course is cash flow and to a lesser extent, risk.
A single AAA game that costs $200m and takes 5 years to make, means that investment is progressively sunk into a project that won't see any monetary return for 5 years. Meanwhile, the company has to post its financials annually and thus has to convince investors in the market for 5 years that the game is coming along well, will be released on time, and will generate the expected ROI that was anticipated.
Compare that with Live Service games like Destiny 2, which launched 3-4yrs ago and within that time, just pumps out a steady stream of middling to good DLC content that isn't beholden to review scores or the dreaded Metacritic for its success, it merely has to do the job of giving players something to do to keep them engaged so that they'll buy more MTXs, battle passes and level boosters.
Games like this can generate billions per year in revenue with only a fraction of the size team working on the frequent content updates, and again, the content doesn't need to drive the same level of quality as a new full game release does to get people's attention. The installed base for the Live Service game content updates is already embedded. So the content merely needs to keep players engaged.
So going back to the previously mentioned poster's comparison, it's pretty clear why Sony would spend $4n to buy Bungie instead of trying to make 18x $200m AAA games; as within the first five years, Sony would have more than made their money back, while in the latter case, they wouldn't even be able to have gotten all those 18x games out the door.