SkylineRKR
Member
Avengers could've been like Guardians, which i've heard is a solid SP game. Perhaps that would've fared better.
That's Eidos Montréal's take, not CD's.Edit: Also, people seem to be loving CD's take on GoTG...so maybe shoehorned GaaS systems are just suck, SE? Hmm?
There is no studio that would make good Avengers GAAS game. Not if player are expected to play as existing avengers.I might be a bit biased cause I like SE from my childhood but my take away is that it's not really SE throwing CD under the bus but admitting that SE fucked up by making CD make A GaaS product and the solution is to make another studio do it.
Yeah, but that's a separate issue.There is no studio that would make good Avengers GAAS game. Not if player are expected to play as existing avengers.
Yeah but I wonder what the expectations on Babylon Fall really are.Oh what’s next ?!, Platinum was the Wrong Dev for Babylon Fall ? 60$ GaaS sucks dick no matter who’s making it, as it LITERALLY only works with competitive PvP multiplayer games, otherwise The Avengers (and soon Babylon Fall) should’ve been F2P like Genshin
I think the question is whether the game is bad because they created a game with a business model in mind.
Surejan.gif
If this thing sold gangbusters without MTX they would've still pressured Crystal Dynamics to put some sort of season pass in there with a ton of unlocks, cosmetics, DLC that can only be purchased, etc etc. I don't think Crystal Dynamics were the issue here lol.
This has nothing to do with reality haha. Hades is considered a smashing indie success when it crossed over a million last year, and that is a massive indie game. Very few indie games get anywhere near 1 million, let alone 5. Most indie games are over the moon if they can reach over 300k.Which is why is why 5 million is good for an indie game.
A big budget $60 game selling 5 million copies in west is usually either okay or disappointing. Far from bad. Far from a big success. Other publishers have been disappointed with far more. $60 a game is rougly $200M in revenue to the publisher (subtract royalties, and retailer/digital cut), not every game sold was actaully sold at full price because we're talking over multiple years so it's signficantl less. Add on maybe 5-60M for marketing. Estimated budget is around $100 million. We're looking at tens of million in profit but that's over the whole dev cycle of what 4-5 years, and 1-2 or whater years it took to hit 5 milions which is shit reward for the risk. They could have took sigfnicantly less risk and got comparable or more returns elsewhere with the money they put in.
Bandwagoning has always been a big issue in gaming and usually always has the same results. About three to five games become successful, the other 100 games to jump on that bandwagon usually just fail.Thats how games are failing nowadays.
They don't look at new ideas, new ways to catch their consumer interest or being inovative.
They only look at the money. They just look where the money is, goes with the flow and nothing more.
There's no contention on indie side so I don't know why you keep bringing it up. The 5 million is the number you brought up, my point has always been for a high budget game it's not great.This has nothing to do with reality haha. Hades is considered a smashing indie success when it crossed over a million last year, and that is a massive indie game. Very few indie games get anywhere near 1 million, let alone 5. Most indie games are over the moon if they can reach over 300k.
Ghost of Tsushima is considered a big sales success, pushing over 6 million. Remedy had its strongest year financial year ever with Control selling over 2 million units. Very few games are even close to a 100 million budget, and most of the big games out there aren't selling what you think they are.
This isn't specific to gaming, it's happening to the entire economy. Marx calls it "the tendency of the rate of profit to fall" - as capitalism develops it becomes harder and harder to make a profit, so companies become more and more obsessed with squeezing out every last bit of profit that they can by cutting costs and raising revenue. The result undermines the long-term profitability of the system (since consumers are less likely to spend money on low-quality products), which leads to recurring economic crises (see: the modern world).Thats how games are failing nowadays.
They don't look at new ideas, new ways to catch their consumer interest or being inovative.
They only look at the money. They just look where the money is, goes with the flow and nothing more.
We have no idea what they spent on Tsushima and what they got back, these sort of hobby speculations on expenses and profits are pointless. Truth is, it's a big triple-A game that was profitable when it crossed 5 million and they are likely extremely happy to get there.There's no contention on indie side so I don't know why you keep bringing it up. The 5 million is the number you brought up, my point has always been for a high budget game it's not great.
Ghosts of Tshumia sold 1.5 million more copies than 5 million. Sony pays royalties to themselves and the retailer/digital cut goes back to themselves. The game is developed by a team half the size and in turn the budget $60 million (versus $100 million). So better margins, cheaper development costs, 20% more sales in a shorter period of time (GoT as potential to keep selling more copies whereas Tomb Raider has plateaud). We're looking signficantly more profit than Tomb Raider brought even if they sold the same number copies.
I watched multiple Remedy investor presentations and they brag about how with how they designed their engine they can produce games really fast and cheap [unlike other companies]. Control budget was $30 million which is uncommon and it's sometihng they bragged about. They've said they are happy with the sales but not what they were hoping for or a major success either way. And their happiness is probably on partly because their mentality is that they can continue to get sustained income via selling the game over and over via digital promotions because that's their selling point to investors is that they old games are always selling at least something because of promotions.
In regards to games with 100 million budget, many big games are and if they aren't they are closer to that than they are of Control's $30 million. There's a general consensous that costs are on the rise too. Again 5M copies for a big-budget western game is not that great. The only exception to that is if the game gets supplementary income elsewhere (e.g. ads, DLC, mtx)
Shawn Layden said their games costed as much as 100M$. Ghots of Tshumia from linkedin posts is suppsoedly aroudn $60 million from someone boasting about budgeting for the game. Even if it was more. the margins are still significantly better and 6.5 Million doesn't seem much more than 5 million but once you past the break-even point everything is like gravy. Their first 3,4, or sometimes even 5 million could even not be profitable.We have no idea what they spent on Tsushima and what they got back, these sort of hobby speculations on expenses and profits are pointless. Truth is, it's a big triple-A game that was profitable when it crossed 5 million and they are likely extremely happy to get there.
You are trying to rationalize your comment saying that games like Control used a smaller budget, but what you are really talking about here is massive games with absurd budgets. Which is the small majority of triple-A titles. There was some guy who said that Doom Eternal has made hundreds of millions in profits, a game that is likely at 5-7 million. That is what most triple-A games are aiming at, look at the top 30 games of last year, very few of those titles have 100 million budgets. Most developers aim for around 1-3 million to recoup costs. The monster ones need 4-5. A game that hits 5 million is very likely to get greenlit to become a franchise and is making money back.
The sad thing is, this is probably right as JoeQ public, and kids love Gaas and pay to win. Simpletons think oh game is free.... They don't think about he implications of that. Its what has destroyed good games being on phones.In a few years will be gaas, online games, vr and metaverse
Not an insult... I'm gen X but would rather be called a boomer than a snowflake/sjw or whatever gen z or millenials called now. Single player, couch co-op and lan play ftw... Quake 3/UT2000 over fortnite any day. GaaS is shit.Not true but ok i guess?