Felessan
Member
Wiping out Forza Motorsport team (non-engine) and Tango was classic tooInstant classic, indeed…
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Obsidian is next in line
Wiping out Forza Motorsport team (non-engine) and Tango was classic tooInstant classic, indeed…
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Asia proved long ago that this is bullshitThe games industry doesn't run on GAAS, it runs on a handful of GAAS that completely dominate the market. That's why new GAAS games can't compete unless they are exceptional, unlike single player games. You can have 1000s of single player games but no more than a dozen GAAS games as they are played continuously. I look at that chart and think the opposite and instead the logic would be to make more single player games. That's like looking at fast food chains. No point competing against McDonald's and completely failing.
Exactly, smaller chains. That's not what Sony or anyone else is trying to do. They are trying to complete with the likes of Fortnight. You can't. Look at any market, you always have only a couple of big players. There aren't hundreds of operating systems for example. As soon as a GAAS game drops below a certain amount of players it just collapses. Because of the budgets they neea a large player base and just through maths not every game can. A single player game with a decent multiplayer mode doesn't need a minimum amount of players.Asia proved long ago that this is bullshit
You might not be McDonalds but smaller chains can have success via specialization
We have ZZZ, WuWa and Arknight threads all on the 1st page and those are not "10 years old games"
They do notExactly, smaller chains. That's not what Sony or anyone else is trying to do. They are trying to complete with the likes of Fortnight.
There are like tens of biggest gacha games and hundreds of smaller one.You can't. Look at any market, you always have only a couple of big players.
A single player game with multiplayer does need a minimum amount of sales or studio will go down just as fast as gaas one do.There aren't hundreds of operating systems for example. As soon as a GAAS game drops below a certain amount of players it just collapses. Because of the budgets they neea a large player base and just through maths not every game can. A single player game with a decent multiplayer mode doesn't need a minimum amount of players.
Sooo, like single player. And so, like single player, there is no guarantee going gaas will make you enough money. Soooo, no advantage whatsoever in pursuing gaas instead of a traditional sp game.There are like tens of biggest gacha games and hundreds of smaller one.
Quite the opposite, you can have something like Tokyo Xtreme Racer being considered a massive success with only something like 5 million in revenue, or many Atlus games. They don't need player retention to begin with, unlike gaas. So much so many AA Gaas like Deep Rock Galatic are actually much more similar to traditional games than the typical MP GAAS, some being straight up single player like Euro/america truck simulator, not even demanding internet connection to operate. They're basically normal games that get a expansion or update every now and then, monetized or not.And as I said above - its somewhat easier for AA gaas to survive compared to AA single player game as a number of players former need is really small if you have suitable monetization.
That is like dictionary definition of a commitment.It's because GaaS fits better into people's busy lives.
Log on, do a couple of daily's, log off.
No commitment
There are more people and money in gaas part of the market. And more importantly - gaas part is expanding and SP part is shrinking. And people, unless they are very principal, wants to be on winning sideSooo, like single player. And so, like single player, there is no guarantee going gaas will make you enough money. Soooo, no advantage whatsoever in pursuing gaas instead of a traditional sp game.
And small mobile title can live off 100k revenue. Even likes of F11 now earns less than 5mio per year and continue to operate.Quite the opposite, you can have something like Tokyo Xtreme Racer being considered a massive success with only something like 5 million in revenue, or many Atlus games.
The difference is that gaas operate on recurring revenue basis and SP operates on upfront revenue basis. So gaas prioritize retention (though acquiring also important) while SP focus on acquiring. Failing to aquire sufficient initial sales, where people have to pay real money, unlike 90% of gaas games, is a huge risk. And as Steam shows thousands fail miserable at that, failing to even get back Steam placement cost (100$)They don't need player retention to begin with, unlike gaas. So much so many AA Gaas like Deep Rock Galatic are actually much more similar to traditional games than the typical MP GAAS, some being straight up single player like Euro/america truck simulator, not even demanding internet connection to operate.
95% of Asia industry are gaas, to the point that those who wants to expand to SP for diversification find it difficult to find enough talents who are experienced and willing to work on SP games.What the Asia market has proved has nothing to do with gaas but with talent retention and proper budget management. Its the same for any type of game.
No there isn't and it isn't. This is like seeing mario kart sell a bajillion copies and thinking "kart games is where players are at!". Completely ignores context and the history many succesfull live service games have, typical shortsightness of the business bros.There are more people and money in gaas part of the market. And more importantly - gaas part is expanding and SP part is shrinking. And people, unless they are very principal, wants to be on winning side
Its the exact same risk exist for both you know, by your own words. I dont know how you can admit acquiring players is important for gaas then immediatly contradict this without any further elaboration. Can't get players? Your live service is done for.The difference is that gaas operate on recur1rring revenue basis and SP operates on upfront revenue basis. So gaas prioritize retention (though acquiring also important) while SP focus on acquiring. Failing to aquire sufficient initial sales, where people have to pay real money, unlike 90% of gaas games, is a huge risk.
You realize the vast majority of these "failures" were barely an attempt to begin with right? Asset flips, copy-paste rpg maker games and so on. Even i published a game that i made in a week (not on steam tho), no shortage of people who think they can cobble together a game in a month and make a viable product.And as Steam shows thousands fail miserable at that, failing to even get back Steam placement cost (100$)
What? There's CS, Dota2, LoL, Warthunder, the "non-console" space has plenty of MP games. I'm arriving at the conclusion you truly have no idea what you're even talking about.MP gaas only typical in console space as it's the oldest type and usually first ones to enter market. Non-console space crowded with coop, semi-SP or even straight SP-focused gaas games (most gachas are SP games maybe with some coop elements).
90% of that money is concentrated on a dozen or so franchises.There are more people and money in gaas part of the market.
90% is fortnite and gta5 online alone.90% of that money is concentrated on a dozen or so franchises.