cash_longfellow
Member
“Feargus Urquhart”…
By waiting long enough for those monthly payments to come in before releasing a AA budget game. How else?This is cute and all but how does he think his wages get paid?
MS = / = gamepass.
But go a head and complain MS actions in a thread about gamepass.
Gamepass is a service, but go a head with this stance.Oh so you also want to be purposefully obtuse?
Since I have to spell it out. This:
https://www.videogameschronicle.com/news/halo-infinite-had-the-biggest-launch-in-series-history-with-over-20-million-players/
Somehow led to this:
https://www.moneycontrol.com/news/t...es-hit-hard-by-microsoft-layoffs-9919521.html
Unless you're going to tell me
"MS = / = gamepass" when it comes to 343i?
But to be honest I don't know why I bother when all that's coming next is some disingenuous "thatwasdifferentthough.gif" type response.
Exactly!
No one needs single-player story driven game now.
lmao, this is absurd. They aren't getting paid in "hours spent at home or office." They get paid in dollars.
- Instead of revenue in Dollars, success is instead measured by hours spent in-game.
They also hired 40000 people in 2022 but I guess Gamepass won’t save them either It’s funny that news like this don’t make it over here. I wonder why?Didnt they just layoff 10,000 people including devs from Bethesda, Caoliation and 343? This guy is next. Gamepass wont save them. You need to sell games.
And how did Microsoft get so rich? By inheriting from a rich dad or because they know how to run the business?That is easy to say when the company that owns you has pretty much the deepest pockets in the world. Microsoft don’t worry about sales numbers but measure success based on time played. If all gaming companies were that rich it would be fantastic!
So everything they release is quality, is it??? They make money from everything cause they’re elite business people?And how did Microsoft get so rich? By inheriting from a rich dad or because they know how to run the business?
The implication is that more engagement will keep people suscribed, just like the Netflix model. More chances for microtransactions too of course. I mean if someone doesn't by the game the chances are zero but if someone tries the game on a sub then chances are higher than zero.How can hours spent in-game matter unless monetization is based on it? I mean I guess if you are selling advertising space then the longer the exposure matters, but that seems like the only situation where it should.
Because at the end of the day isn't that just arguing that longer, grindier experiences are "better" than short, snappy ones? And if that's the case, what does it say about the industry going forwards?
That'd be truly sad if one of the biggest and richest companies in the world didn't make $200-$300 million AAA blockbusters and instead mostly made AA titles that smaller and indie developers make.Yes, I think we'll see more Pentiment type games. They don't require a $200m budget like a God of War.
I do believe that good ol Microsoft has some heavy hitters coming out. I doubt we need to worry yet.That'd be truly sad if one of the biggest and richest companies in the world didn't make $200-$300 million AAA blockbusters and instead mostly made AA titles that smaller and indie developers make.
Xbox has the resources that very few companies in the world has. I hope they utilize it to the fullest and give us something that no other gaming company can. Otherwise, what's even their USP.
I asked AI to create Delusion Man, and it came up with thisDelusional man.
To be very honest, even their big games don't have that kind of ambitious scope anymore -- one that amazes and creates that feeling of 'awe' and 'wow.' Redfall is one of the big AAA games, and it looks very mid at best.I do believe that good ol Microsoft has some heavy hitters coming out. I doubt we need to worry yet.
Yes, I think we'll see more Pentiment type games. They don't require a $200m budget like a God of War.
I mean you have the fastest world record to break at least. You can do it.I wish I could get women to accept my redefinition of success in the bedroom.
I don't disagree with the premise of your posts, however, I do feel it's worth highlighting in this specific case that the single player component - available on Game Pass - and the multiplayer component - available for free - both counted in the launch figure. However, it's the multiplayer that likely contributed to 343i being gutted, as that was expected to bring in the big long tail revenue, and it hasn't. Supporting this is that retail game - which has no multiplayer - seems to have sold perfectly fine, while the firing of the CEO didn't happen until after Multiplayer Season 3 was delayed. Rumours floated that the S3 delay was the final straw, because it meant Microsoft's big "live service" was dead. The failure of Infinite's multiplayer has nothing to do with Game Pass, so the gutting of 343i would have little to do Game Pass, too. In 343i's case, I'd say they took heavy losses because Microsoft gave them enough rope to hang themselves, and they damn well hung themselves.Oh so you also want to be purposefully obtuse?
Since I have to spell it out. This:
https://www.videogameschronicle.com/news/halo-infinite-had-the-biggest-launch-in-series-history-with-over-20-million-players/
Somehow led to this:
https://www.moneycontrol.com/news/t...es-hit-hard-by-microsoft-layoffs-9919521.html
Unless you're going to tell me
"MS = / = gamepass" when it comes to 343i?
But to be honest I don't know why I bother when all that's coming next is some disingenuous "thatwasdifferentthough.gif" type response.
They know the reason for halo failure was the F2p model. They don't want to tell that to themselves.I don't disagree with the premise of your posts, however, I do feel it's worth highlighting in this specific case that the single player component - available on Game Pass - and the multiplayer component - available for free - both counted in the launch figure. However, it's the multiplayer that likely contributed to 343i being gutted, as that was expected to bring in the big long tail revenue, and it hasn't. Supporting this is that retail game - which has no multiplayer - seems to have sold perfectly fine, while the firing of the CEO didn't happen until after Multiplayer Season 3 was delayed. Rumours floated that the S3 delay was the final straw, because it meant Microsoft's big "live service" was dead. The failure of Infinite's multiplayer has nothing to do with Game Pass, so the gutting of 343i would have little to do Game Pass, too. In 343i's case, I'd say they took heavy losses because Microsoft gave them enough rope to hang themselves, and they damn well hung themselves.
The money that these Iive service games bring is irresistible to these devs/publishers.Player engagement being a success metric makes the cynical side of me think that the future of gaming is GaaS. We’re already seeing it a lot but I imagine it’ll be more prevalent moving forward for AAA games.
That's not necessarily the counter-argument, though. The main point is that vanity metrics like hours played and the total number of players do not put money in developers' pockets.Gamers have used this metric for years. Metal Gear Solid was called "the ultimate rental" because you can beat it in a few hours. How often do we see good games dismissed because they are too short? Sidequest bloat is a direct result of customer preference. Measuring success by hours players have spent in a game isn't that far of a leap from how games are already designed.
You think people play games they bought?That's not necessarily the counter-argument, though. The main point is that vanity metrics like hours played and the total number of players do not put money in developers' pockets.
Success begets success. It is a bad idea to downplay dollar revenue, because it is still the most important metric for game sales.
We know Sony is making a deep play into GaaS, however, those would be excluded from their subscription service, as all major PS5 releases are. Sony is shifting to a GaaS focus because it wants microtransaction money from whales, not higher player engagement numbers. GaaS simply make a lot of money because of the microtransaction spending and many Game Pass titles don't have microtransactions. That's what Game Pass does - it allows non-GaaS titles to produce a recuring revenue stream via Game Pass itself. Microsoft is banking on economies of scale to make that work, and so far, it is. Players aren't interesting in subbing to access games that then require lots of additional purchases. That's not what Game Pass is for, that's what F2P is for, such as Halo Infinite's F2P multiplayer. So, I'd wager Game Pass retains its eclectic list of titles for the foreseeable future. Games like Starfield and Hellblade 2 are more useful for Game Pass than games like Destiny 2 and Lost Ark.Player engagement being a success metric makes the cynical side of me think that the future of gaming is GaaS. We’re already seeing it a lot but I imagine it’ll be more prevalent moving forward for AAA games.
That'd be truly sad if one of the biggest and richest companies in the world didn't make $200-$300 million AAA blockbusters and instead mostly made AA titles that smaller and indie developers make.
Xbox has the resources that very few companies in the world has. I hope they utilize it to the fullest and give us something that no other gaming company can. Otherwise, what's even their USP.
They get paid by MS regardless. I think MS' KPI is engagement. So "hours spent" directly translates to money for them. I don't know how MS measures performance and revenue shares their different studios but I suspect it's based on hours played like spotify is plays.lmao, this is absurd. They aren't getting paid in "hours spent at home or office." They get paid in dollars.
Looking forward to seeing their next big RPG is, but I hope their games don't get influenced by the average in-game time.
The money that these Iive service games bring is irresistible to these devs/publishers.
MS/Xbox destroyed halo while chasing this model.
There are reasons why you practically never see big budget movies on streaming services. The money to recoup and profit from those budgets just doesn't exist when releasing day 1 on a streaming service.
Player engagement most certainly matters a great deal. Whether sales, subs, or micros, no one spends if they aren't playing. The statements being discussed in this thread still strike me as silly though, and my guess is they were planned out to give the influencers a way to argue how successful their favorite company is. Exhibit A = the guy said the company still operates the same despite how success is now measured differently. Might as well just say we have two measures of success. The PR kind and the real kind.For people that are dismissing players engagement.
If a game has 20m gamepass engagement, there is a chance for 1m-5m out of 20m potential sale. That is a huge win for devs.
But I guess you guys won't care about that.