MWEB GameZone writes: "According to XSOLLA, the rise of mobile gaming, the free-to-play (F2P) market, Steam sales and ease of game development have all impacted the video game industry in a negative way. AAA developers seem to bear the brunt of the changes in the industry and this could lead to more studios closing down."
With so many games fighting for players' attention and interest losing out over time, time sink games are at risk of eventually losing steam.
It was worrisome to begin with.
It's a niche genre with only a handful of hits that can stand the test of time.
Only a few will catch on. You need a perfect storm to be successful in GaaS and a bit of luck on top of that. But a potential cash cow will keep them trying and some will go out of business because of it.
Helldivers 2 manages just fine…
Keep production costs low… don’t just make custscenes until the mechanics and enemies are perfected first.
Make so much content that you can drip extra content for years, and the game already feels complete without them.
Most importantly: make weapons, enemies, levels, and mechanics that will stand the test of 1000 hours. This might require more devs embracing procedurally generated leveled, which I think separates Helldivers 2 from Destiny’s repetitiveness.
Nameer from eXputer: "Some exceptions aside, I don't think the battle pass is a net positive for gaming with how they're implemented in most live service titles."
I like the way Helldivers 2 does battle passes. It allows you to make purchases on each level of the battle pass and gives you the option of choosing which item to unlock first. The more purchases you make using medals the further you progress. There is no timer and you can earn medals towards purchasing stuff via personal orders and Major orders.
I haven't played much live service games that have battle passes but I remember some games that have battle passes where you progress through it linearly using an exp system. What makes it really bad is that the battle pass will have like 50 or more levels with the cooler stuff being closer to the end. They also have an in-game shop that sells exp boosters so you can reach the end of the pass before it refreshes. Everyone ilse will have to grind their way through.
battle pass in fortnite is perfect; buy one and it buys the rest for every other season as it gives you more money than the first cost. so 8.50 and season ends with you getting 13.00, it pays for the next and you have some pocket change to save up for cash shop. All of which is optional
Sony is taking actions as video by Moore’s Law is Dead, has been issued with a copyright claim.
And people say it's all fake because Sony haven't said anything 😂 conveniently forget the PS4 Pro was only announced 2 months before release.
Just announce it already! I want to preorder one asap. But in reality they don’t want to lessen PS5 sales until Pro is ready to launch so I understand the business part of it. September is probably when they announce it with an early November launch like the PS4 Pro
I would take that video and upload a torrent of it, fuck that copyright bullshit. If your going to do something that has a chance of being taken down, make a torrent first share it. Then Sony or any other company is helpless and you can laugh in their faces, taunting them to try to take it down 🤣
As much as the PS4 Pro didn't represent a major % in the playerbase, announcing a 'better' model will hinder sales from the 'base' model. They are right, business-wise.
I always just see "steam sale" and buy, but never thought about how it all affects the developers.
Great for us consumers but i would hate to see some of my favorite studios close.
If budgets are increasing, then devs need to think about why that is the case. This is not an issue for consumers to worry about.
The cost of games is an interesting debate...
Here's the thing I have never been able to fully get my head around...
To produce a PC game costs X
To produce a console game costs X plus License fee to manufacturer
For YEARS PC games have had higher resolution, higher quality textures, and generally require at least as much effort, if not more effort, to produce than a console game (as PC devs need to account for differing hardware set ups - such as AMD vs Nvidia).
Yet, PC games have always been cheaper than console games. If the price difference was simply the licensing fee being passed on to the consumer that's OK. But the leap from PS3/360 to PS4/XB1 has seen a significant increase in prices.
What is the real justification for the increase? Most devs are now using multi-purpose game engines that scale between platforms (some even scale from high end PC down to mobile); and in general the PS4 and XB1 are much more 'PC like' in architecture compared to the PS3 and a PC for example - so cross platform releases / ports should be quicker (and time = money).
So a dev may need more texture artists, modellers and some types of roles - but in other areas they may need less people.
The other part of the debate is how people's expectations are changing. We are going through a period of change with F2P and low entry price for mobile games - some of which are pretty high quality. But what i think is that the pricing model will start to converge between platforms.
We are already seeing more games on mobile costing upwards of £10 - £20, and I think this trend will continue. There will come a point where the F2P market will be saturated and the business model will shift again.
Also, you could also view mobile gaming as a good gateway to console / PC gaming. Just look at the sales of PS4, and even XB1 - they are higher than last gen - with a limited library of games, the hardware is still flying off the shelves.
Those people are going to want to buy games for their new consoles.
Finally - there's the risk versus reward aspect. Publishers are not stupid - Ubi, EA, and Activision do massive amounts of market research. they have a good idea of what will sell, and in what volume, and what the market currently wants. If a Publisher is green-lighting games with budgets that are not going to return on investment. And spending millions marketing bad games. That is their problem / fault.
There have been numerous reports for the last 6 years about how developing games or making games is the cheapest its ever been. So I don't believe for one minute the current pricing model is hurting devs or publishers in anyway. I agree with what someone else said whether the games are costing more to produce isn't a consumer problem or one we should worry about all we need to worry about is the quality of the game and keeping the cost to us down.
"Even if you release an amazing game with dozens of hours of content and think that it's worth a $50 price tag, the market may not agree with you. Many developers don't have the savings to wait for profit over a course of years due to sales."
So lets go back to business and marketing 101...
If there is no market for a $50 game...
Maybe STOP making huge development costing games that you have to charge $50 for. Maybe you cut your team down, take longer than a year to develop and release at what the MARKET can sustain. If you cant then why are you in business anymore?
I mean really all this article is saying is that large studios aren't adapting to the market and want to do things like they have always done regardless of supply and demand, new technology, easier development. You cant say with products like Unity its easier to develop and also say people are spending more to develop.
Another glazed over fact is the video game industry is a multibillion dollar industry and they make it sound like it was anywhere near that back in the early 90's. The model they are using is wrong and they are suffering from being too big to control in a volatile market.
I believe in a free market system if you cant compete you change or close down. That is what businesses do. People make it sound like people have a "Right" to have overgrown bad business models, and its the markets fault.
Businesses cater to the market, the market doesn't cater to business.
Last point if an industry has more money being spent on games but somehow its again costing developers more to develop with a larger industry and easier tools, then again your business model is wrong. Never blame the market for shifting, that happens with EVERYTHING.
Adapt and overcome.