I don’t know about that.Failed GAAS games don't leverage the social effect as well as good GAAS games.
More news at 11:00pm.
Friends weren't asking friends to grab Concord. That was it's issue.I don’t know about that.
Concord was certainly in the news a lot more than any other on this site.
Friends don’t talk about any GaaS games aside from the small handful that made it.Friends weren't asking friends to grab Concord. That was it's issue.
kFriends don’t talk about any GaaS games aside from the small handful that made it.
I think this is not really a trend, neither is the go woke go broke nonsense others post as the reason for the shift that's happening right before them. If you look at August top UK sales you see that Black Myth isn't even in the top 10 there (it released mid August), GTAV is. It's mainly because the IP is popular in China.
Stellar Blade also didn't last very long in the chart, I just hope it did well enough to cover its costs. There are big games without woke stuff not selling very well either like FF16 or FF7 Remake. There is a general trend that the market is contracting to only a few big IP games that are live service.
He's really just saying this to hype up Fortnite and try to make himself sound like a visionary with Fortnite BR rather than that being a trend chaser off PUBG. Was it even his idea to put together a BR mode in Fortnite? I highly doubt he plays a big role in game design. I doubt he's played much of a role in that past the 90s. I also don't think Fortnite play a big role in the struggles of AAA games single player games. I think single player AAA's issues are more of a problem of cookie cutter stories that used to sell on the novelty of the latest graphics advancements. If people got engrossed in the stories and fictional worlds, they'd be much more into it.
And that last sentence circles back around to my point:Especially if their communication towards the gaming community is condescending and insulting. Most western devs nowadays behave like narcissistic brats who believe themselves too good for us, as if they were a gift from God. They only care about the gaming media, which is equally disconnected from their target audience so they live together in an echo chamber.
What I see from gacha devs is the opposite. They ask for honest feedback and listen to people's complaints so they correct course before the worst happens. No surprise they are thriving.
Knowing what your audience wants is very easy, barely an inconvenience.
The numbers and opinions don’t match up as often as they could be, and some of the games mentioned in this thread are actually rare outliers, because not everyone can chase what that market wants and fully succeed.
That Uk chart only track physical release, Wukong has no physical release. Even if you attribute 85-90% sales of the total sales to China, that leaves 2-3 million units sold in the rest of the world, which is far more than what Outlaws did
Stellar Blade did 1 million on ONE platform in the same timeframe as Outlaws. Stellar Blade is a success
and both are new IP, from new console developers
Keep coping, Go woke go broke
It's better than roblox I can tell you thatSounds like Tim only cares about the millions of kids playing Fortnite than anything else. I think what sucks is they’re trying to be in the #1 spot and that #1 spot isn’t appealing unless you’re 10 and you play Fortnite or Rocket League with your buddies.
To some extent I agree with his statement, developing high budget titles is too risky nowadays, in order to break even or to be profitable these type of games need to sell probably quite some millions, so they need to find ways to recoup the investment by releasing on every platform, make a plan for future DLC to keep the game alive, and cut the fat when it comes to expenses in the budget, and be more selective when approving high budgeted titles, probably 1 single AAA every 2-3 years is enough, then invest on AA and other little releases.
On the other hand you have Nintendo, learn from them.
And no, I don’t agree DEI is the problem in the industry, the average Joe won’t buy DQ even it uses the gender or type of character selector, this is just about entertainment, but mostly enjoying video games, not your agenda
If you want a game with broad appeal then DEI is definitely a problem for ou as a developer.
For more traditional gaming experiences, successful developers understand that the vast majority of their target audience are male and design their games accordingly. Would your target audience prefer to play as a space marine blasting aliens/robots or would they prefer to play as a gender-fluid obese person making wisecracks. Do they want to play as the mythical monkey man or do they want to play as the the ugly girl boss?
If you're forcing agendas into your game you need to hit it out of the park so people just have t play it otherwise if people get a whiff of bullshit and it starts catching on, YouTubers start clowning it and it's game over ...
This game only sold 1 million in 3 months. It did really poorly. Not a good example of "what consumers want".
From my experience, unless politic agenda is noticable on a video games the average consumer doesn’t complain about actually in some cases is just merely just a marketing decision to make a video game popular with a current trend among consumers. However, if you create a good game it will sell just well whether it has a DEI approach or not.
Foamstars failed because of how bad is the game itself, as Balan which has no DEI elements, on the other hand you have Forsloken a AAA title clearly influenced by DEI and again, despite the team behind it it failed not because DEI but because the game itself is average at best.
Just a reminder, DEI is not related to sex gender, the color of the hair or politics, but any type of discrimination such as race, origin, age, etc
Meanwhile Hogwarts Legacy, Spider Man 2 and God of War Ragnarok were massive hits. Go figure.When you make a AAA game and expect me to fork out £70 for it I expect it to be a AAA game that succeeds a AAA game from 2010 and doesn't lecture me with the developers ideology and force woke crap down my throat.
That is the reason most western AAA games aren't selling, and as soon as they get that through their fucking heads the sooner we'll be happier and buying their games and they'll be talking it to the bank.
It's not fucking hard
With all due respect, I don't know if you know how to count, but during a press conference regarding there IPO last June 25, Shift Up announced that it estimates the sales of Stellar Blade " is over 1 million copies" since its launch on April 26. I don't think that is three months.This game only sold 1 million in 3 months. It did really poorly. Not a good example of "what consumers want".
I thought the whole point of Unreal Engine is to streamline development costs that would normally take a lot of manual work hours such as lighting and level design. Though, it seems it did nothing to stop the budget from rising astronomically and this isn't counting the debacle the woke developers have made.
Indeed, which means it's not an issue of the engine but their unrealistic scope, lack of key talent and a clear direction as to why games have ballooned to unrealistic amounts. And it's not like it's making a significant difference to PS4 games like the jump from PS3.This is the biggest disappointment to me.
I’ve not heard any developers come out and saw how much life has been made easier for them by this.
It's ok to disagree, I appreciate and respect your opinion.I respectfully disagree. The average consumer (which in this case is a male) won't be drawn to the product the same way as something without a political agenda and is marketed specifically for them.
Of course there are games with no DEI that fail, like anything can fail. But if you are a new game (not riding the coattails of an existing IP or game) then if you go wth DEI you're starting off on the back foot.
Generations are literally growing in games that dont need to be bought, you cannot fix that. imho the industry it's over, theres no recovering for that change of paradigm
I think part of the problem is the big studios need x amount of revenue to support how big they've become. Smaller, lower budget titles can be profitable, but not enough to sustain them - the go big or go home approach. We are seeing massive layoffs in triple A as they fail to even maintain or grow what they have as a result.-Too many games
-Lots of clone games now
-A few games make up most of the market
-Stupid budgets
-Long dev cycles
-Changing trend to online and GAAS
Couple that with many of the legendary devs from the 90s will be retired by the end of next gen, take what you can get!
There is a generational change coming and it will be awful! We're experiencing the beginning of it now.
For the traditional triple A everyone loves with massive marketing? Of course not, but I dont see smaller games, AA games or even indies, surviving the next decade. It's going to be a lot like the movie industry, full of Marvel blockbusters and the ocasional weird movie with good word of mouthIt’s not over at all
It’s clear the market for these F2P GaaS games is only so big and is unlikely to grow from here.
Yes it’s reduced the size of the gaming pie for narrative driven single player, but to think it’ll continue the way it has for the last 5 years is…
Look at all the other gaming trends that people thought would completely take over gaming…
A timeline of trend chasing and fads in gaming
So the below video popped up on my YouTube feed today and it got me thinking about all the gaming trends that have been and gone. While we’re, hopefully, living through the end of the live service era (I don’t think it’ll end entirely, but the gold rush is over) I thought it’d be interesting to...www.neogaf.com
I never figured out why they just never went with 2-3 games for the price of 1 mega AAA. Odds are a couple land, maybe one doesn't, but you don't cripple the studio if your 250m 6 year project flops. That just seems like way too big a gamble. Somewhere along the way a memo went out across the industry to go big, bigger, biggest and noone saw that this was unsustainable? The AAA space literally had to cave in on itself.I think part of the problem is the big studios need x amount of revenue to support how big they've become. Smaller, lower budget titles can be profitable, but not enough to sustain them - the go big or go home approach. We are seeing massive layoffs in triple A as they fail to even maintain or grow what they have as a result.
Many of these big studios will face the choice of getting bought or dramatically downsizing to sustain themselves.
Once upon a time, those games would have been seen as triple A too. The triple A side of the industry has just gotten completely out of hand and the high risk nature is hurting more and more. I'd gladly go back to smaller, shorter titles where games don't take 6 years to make. Sure, those games can still exist, but not every game needs to be that.I never figured out why they just never went with 2-3 games for the price of 1 mega AAA. Odds are a couple land, maybe one doesn't, but you don't cripple the studio if your 250m 6 year project flops. That just seems like way too big a gamble. Somewhere along the way a memo went out across the industry to go big, bigger, biggest and noone saw that this was unsustainable? The AAA literally had to cave in on itself.
Just in the last year I've completed stuff like the Plague Tale games and most recently Terminator Resistance and Robocop, which are considered AA titles and I can't say the experience was worse off than some of these AAAs coming out.
As far as my experience goes they pretty much were. Plague Tale Requiem especially looks awesome and just long enough to not outstay its welcome( which I think is an issue with some of these bloated games). I personally think 10-20 hour games are perfect, as far as story based games go.Once upon a time, those games would have been seen as triple A too. The triple A side of the industry has just gotten completely out of hand and the high risk nature is hurting more and more. I'd gladly go back to smaller, shorter titles where games don't take 6 years to make. Sure, those games can still exist, but not every game needs to be that.