Technewsworld.com Reports:
"I think [the virtual environment landscape] is kind of like 'Everquest' was five years ago when it had 400,000 users and everyone was trying to create their own version," PJ McNealy, videogame analyst for American Technology Research, told TechNewsWorld. "So, 'World of Warcraft' came out and hit seven million. Right now, you have virtual worlds and things like the Xbox 360 Latest News about Xbox 360 with six million people online -- we're still seeing the iteration of business models here; we're still at the early stages."
Plenty of unforgettable games have completely messed up their players throughout the years, all the way back from the PS1 days to the dark recesses of the modern internet.
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
I dunno, this whole "Second Life", and online social networking thing just doesn't sit right with me. It's obvious that I'm in the vast minority with my line of thinking, but when I think multiplayer, I think of people being at my house, sharing sodas, and looking at different parts of the tv screen. When I think of social networking I think of going to a party over at a friend's house and eating appetizers and mingling with his other friends.
I wonder how many other people out there really do think like that.
ET is cool.