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Path: ...!Xl.tags.giganews.com!local-2.nntp.ord.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Fri, 07 Feb 2025 15:07:56 +0000 From: Spalls Hurgenson <spallshurgenson@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: Kingdom Come Deliverance II Wins Big Date: Fri, 07 Feb 2025 10:07:53 -0500 Message-ID: <nf7cqjhpqu4gf584ebo5d8qnat22qd05p0@4ax.com> References: <lbl9qjhjdug7olmh72g1327fg75o4c42na@4ax.com> <vo4j1d$3eeu7$1@dont-email.me> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 53 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-ExbO1ylWTcReIMvazp3GChvmVSlHu9M5mklwzcvVaLS26og1kc6EJLbY9sfiB+460/Pg0a6bP4voU79!zdjTzYbZiS4EzrSjHJjU70Vaz45uk6ken5FSokKicuONNam9hWe5CxUvecMB7HEj3z6/hQp7 X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 Bytes: 3895 On Fri, 7 Feb 2025 09:16:28 +0000, JAB <noway@nochance.com> wrote: >On 06/02/2025 15:45, Spalls Hurgenson wrote: >Yep, the impression I get is that triple-A developers have almost backed >themselves into a corner in which they feel they have to produce 'mega' >games as that's just what they do and those budgets also effectively >force them to be risk adverse. You'd think they'd have woken up by now >and realised that just throwing money at a game isn't a recipe for >success and instead is often a recipe for getting a studio closed down >or 'restructured'. Well, when your company makes literal billions from MTX --far more than you'd ever make in traditional sales-- it's a career-killing move to say, "hey, let's turn our back on that sort of revenue". American-style capitalism always seeks the short-term profit over long-term stability, even if its obvious that chasing after the former might kill your golden goose in a few years down the road. >> [Meanwhile, EA is suggesting that "Dragon Age: Veilguard" might >> have been more successful had it been released as a live-service >> game. Because the lack of 'shared world features' in DA:V was >> what held it back, right?] > >Yes I saw that and well what can you say, just how out of touch are >they. Then again I'm sure the grand formages will be the ones carrying >the can for this costly mistake and not the dev's :-) The sad thing is: they're not that out of touch. Live-service games rake in billions of dollars and are immensely popular amongst hoi polloi. They aren't loved by Real Gamers (tm) but we are a surprisingly small percentage of people who buy those sort of games. It's almost guaranteed money, and the much safer bet. In theory, at least. Of course, there is an issue that in order for live services to work, you have get people to dedicate large swathes of their time to the game, and as there are only so many hours in the day, the market can only support so many live-service games. Thus, the current trend of cranking out endless numbers of billion dollar games chasing after that potential MTX loot is sabotaging itself. It's also increasingly alienating your core (and even your periphery) audiences as they become aware as how overly monetized the hobby has become. And in the current economic environment --when belts are increasingly being tightened and there doesn't look to be any relief soon-- its these sorts of products -- the ones that offer least value for the dollar-- which are likely to be abandoned first. TL;DR: live service games are a very smart move... but the triple-As really need to diversify. But they don't, which is why they're having problems and why mid-tier publishers are making a comeback.