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Path: ...!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: Dimensional Traveler <dtravel@sonic.net> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: Single Player FTW Date: Fri, 11 Oct 2024 18:12:10 -0700 Organization: A noiseless patient Spider Lines: 32 Message-ID: <vecid7$3s8oj$3@dont-email.me> References: <n8rbgjld5mpj1lbsftmr8qanjagsh92tjm@4ax.com> <vealol$3j3a3$1@dont-email.me> <qhfigjl7523d6pei0k6f49p8u8rf1nmp2d@4ax.com> MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8; format=flowed Content-Transfer-Encoding: 7bit Injection-Date: Sat, 12 Oct 2024 03:12:08 +0200 (CEST) Injection-Info: dont-email.me; posting-host="5c1e94211d9ef497d1725528ae0bec91"; logging-data="4072211"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+59zyINsZgHhpp2BRysHBA" User-Agent: Mozilla Thunderbird Cancel-Lock: sha1:cWCubJWTyLcYXwL93w4YJjXUaog= In-Reply-To: <qhfigjl7523d6pei0k6f49p8u8rf1nmp2d@4ax.com> Content-Language: en-US Bytes: 2566 On 10/11/2024 8:19 AM, Spalls Hurgenson wrote: > On Fri, 11 Oct 2024 08:57:08 +0100, JAB <noway@nochance.com> wrote: > >> On 09/10/2024 04:16, Spalls Hurgenson wrote: >>> Still, for years publishers parroted the line that multiplayer was the >>> only way to profitablity, and strictly single-player games (or even >>> single-player modes) were often given short-shrift. There have been >>> numerous reports of attempts by developers to push forward >>> single-player games that have been shot down by publishers, who told >>> the devs that single-player games 'just don't sell'. And why not? >>> Multiplayer games sold tremendously well, and you could attach all >>> sorts of live-service features onto the games to rake in even more >>> money >> >> I'm not sure it's that they don't sell but instead the really big bucks >> are to be had in multiple-player games that are far more amenable to >> having MTX shoved in them providing a healthy income stream possibly for >> years to come. >> > > > Except the study showed that you _aren't_ necessarily promised massive > revenue just because you make a multiplayer game. Or rather, it isn't > simply the fact that the game is multiplayer that guarantees that > money. It's that wildly unpredictible, "is it a good/popular game" > factor that brings in the big bugs. But we don't want bugs at all!!! -- I've done good in this world. Now I'm tired and just want to be a cranky dirty old man.