"Go woke, go broke" is a major factor.The games industry is undergoing a 'generational change,' says Epic CEO Tim Sweeney: 'A lot of games are released with high budgets, and they're not selling'
The world of videogames is changing, and the Epic chief believes the future is social.www.pcgamer.com
Why is stellar blade a success to you? Didn’t we hear it only sold 800,000 copies? Or was it one million? That’s good but shit that’s likely not much profit for the studio depending on their size.And ignoring some successes like Stellar Blade, Black Myth: Wukong and Astro Bot (and comparing FF 16 with Suicide Squad) is simply bad faith.
I agree
PS5 is Sony's most profitable console gen ever after just 3 years, beating PS4 by over $36 billion in sales
It's already generated over $10 billion in profitwww.gamesradar.com
Poppycock, he strikes me as more like Brunt.Tim Sweeney reminds me of Michael Eddington from Deep Space 9. Beyond the visual similarities they are both massively egotistical, self-righteous, and assholes who only end up hurting what they purportedly care about.
Yup.This is a bit like an Ozempic sales rep telling me we don't need gyms anymore.
Poppycock, he strikes me as more like Brunt.
Beyond the visual similarities and mannerisms, in some ways Epic Games is very much like the FCA, and his profit-chasing arc trying to take over the PC storefront business reminds me very much of Brunt's attempts to ascend to Grand Nagus.
Think in terms of the Rules of Acquisition:
When you look at it this way, it seems highly likely that Tim Sweeney studies the Rules of Acquisition, and possibly uses them as part of his nightly mindfulness routine, likely while receiving 'oo-mox' from properly naked females. Once again remember rule #223 - "Beware the man who doesn't take time for oo-mox"
- Rule #10 - "Greed is eternal" -- think of the long game Tim is playing here, throwing out endless freebies and shelling out big bucks to nab exclusives. He's playing the long game. His greed can never be satisfied for it is eternal.
- Rule #16 - "A deal is a deal... until a better one comes along" -- consider the nature of all these exclusivity deals he's come up with... he makes the deals so sweet for developers that they lose sight of their own eternal greed for that short term bag to their own long term demise but to Tim's short term benefit. See games like Alan Wake 2 or Division 2.
- Rule #34 - "War is good for business" -- think of how he's gone to war with the likes of Apple and Steam.
- Rule #45 - "Expand or die" -- again, he doesn't care if every 14 year old on earth is playing Fortnite. He wants yesterday's 14 years old and tomorrow's 14 year old as well.
But I'm very happy to continue to debate in this very accessible way that leverages the board's common base of knowledge, i.e. Star Trek Deep Space 9.
Meanwhile asian companies like Capcom got their act together after the PS3 gen and started to do what worked best for them and what they were good at. What was their last flop game?
Exoprimal
they are chasing what's at the end of the rainbow... and based in the cartoons I used to watch they are gonna get fuk
Black Myth Wukong did 20m copies in its first month. And Stellar Blade was lauded as a success by both Sony and its developer.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.
A lot of its success was due to the popularity of Journey to the West in China but it didn't do so well in Europe, we will get Circana results for August next week and I hope it did well.Black Myth Wukong did 20m copies in its first month. And Stellar Blade was lauded as a success by both Sony and its developer.
Both GaaS and non-Gaas games are failing but it's the handful of GaaS games that maintain their sales and units lead. People are relying on only established IPs for high budgets now and even those can fail (like FF). Games like Hifi Rush, Hellblade, Returnal, etc score highly but do not necessarily sell that well.Looking at top 10 sales ranking in a single region is not a good way to measure the success of a game. Ranking only show relative success versus other titles, and it's no surprise that the biggest GaaS games are absolute juggernauts.
That doesn't mean non-GaaS games are failing. If you really pay attention, it's mainly the niche ones (like JRPGs), poorly scoring titles and woke trash that's bombing.
A lot of its success was due to the popularity of Journey to the West in China but it didn't do so well in Europe, we will get Circana results for August next week and I hope it did well.
FF didn't fail. It failed to meet SE's expectations. Those are two distinctly different things.Both GaaS and non-Gaas games are failing but it's the handful of GaaS games that maintain their sales and units lead. People are relying on only established IPs for high budgets now and even those can fail (like FF). Games like Hifi Rush, Hellblade, Returnal, etc score highly but do not necessarily sell that well.
I was talking more about the IP being popular in China. Using licenced IPs also works. Read this for some insight into what's been happening to big budget gamesSales are sales. Why does the sales distribution across regions matter?
Gaming is a global business.
Which is that they likely didn't meet their sales expectations based on budget.FF didn't fail. It failed to meet SE's expectations. Those are two distinctly different things.
This is true but it was on PC too so it's not about that.Returnal sold well. Sony considers it a success. It was also not a big budget game.
Hi Fi Rush and Hellblade sold like shit because they were exclsusive to a console that sold like shit. The writing was on the wall from the outset.
I was talking more about the IP being popular in China. Using licenced IPs also works. Read this for some insight into what's been happening to big budget games
Which is that they likely didn't meet their sales expectations based on budget.
This is true but it was on PC too so it's not about that.
Excactly this.Stop making bloated open world games that take several hundred employees and cost hundreds of millions to make. Adjust cost to what you think the demand is for your title and start making fun games that make people happy while playing. Not sure why more of these companies are not just copying Nintendo's lead.
There will always be a place for these thankfully but there's no doubt we'll see way less big budget AAA single player releases. As I'm getting older now with a family I don't actually mind. I'd never be able to keep up if we had releases like we did back on PS2/3 era. Even the ps4 era with annual assassin creeds or biannual far crys etc.And ignoring some successes like Stellar Blade, Black Myth: Wukong and Astro Bot (and comparing FF 16 with Suicide Squad) is simply bad faith.
That would only be the case if the industry was a 0 sum game, but it isnt. It's very possible that Fortnite is generating cash for the industry that wouldn't exist otherwise.It's funny that F2P games like Fortnite are universally allowed on consoles when they're in direct competition with console exclusives people have to spend money on to play.
At minimum, by virtue of being platform agnostic it's fueling the idea that modern consoles don't provide anything of value.
Every console allows Fortnite to exist as F2P because it brings them cash every month.
On every console 100% of that cash comes at the expense of money that's not being spent on traditional games and time not spent inside those games.
Some of those non-sales belonging to platform exclusive games that add to the overall appeal of the game console on which they're played.
Game consoles have delicate ecosystems made up of the games they offer and it's interesting that new monetization angles like F2P aren't scrutinized more.
This F2P game's making us a bundle - users can only play one game at a time - that money's not being spent on games that tie powerful user experiences to the console.
E.g. Users who payed money for TLOU on PS3 and the way they feel about PS3 vs users who spent more than the price of TLOU inside Fortnite on PS4 and how they feel about the PS4.
The unique way that F2P games make money from users leaves some percentage of them feeling taken advantage of and that negativity is likely attached to the console.
If nothing else, the opportunity cost and not playing games that build positive console sentiment makes F2P games more expensive than consoles might realize.
This. Nintendo has DEI and they are still performing very well.It's ok to disagree, I appreciate and respect your opinion.
DEI is something really useful to include everyone with no discrimination based on criteria such as race, age, sex, etc.. so all of us have the same opportunities as any other when it comes to applying for jobs or everyone can feel represented or identified with certain characters in entertainment media such as videogames, movies, books, music, etc.. However DEI shouldn't alter the original idea of the creator of the content. It's a useful tool so none is left behind, however there are many examples of abusing of DEI simply because it's one of the current trends of the market (profit-seeking) so they want to attract new or more consumers.
What I wanted to say can be summarized into: no matter if DEI is involved in a game, if a game sucks DEI won't be the the root cause for that.
They normally are risky but I think they've become far more risky now. There is definitely a change. Keep in mind that new big budget IPs were more common during the PS4 gen with games like Horizon and Death Stranding. There has been a shift in the industry to people playing mostly old GaaS like games. it's outlined fairly well in this data here today too:Launching a game using established IP versus a new IP has always carried more risk. Sequels and cross-media IP based games have always been better bets in the industry. I don see that as a change.
Ands that where the misunderstanding lies. There is no such group "dedicated gamer" that has just one opinion. The bigger the target audience, the wider the opinions are away. And games these days need a large target audience which isn't the most popular choice but needs to be done.Originality and listen to the dedicated gamers vs TELLING them what they want is the way