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Post by majesticjazz on Mar 14, 2019 14:49:58 GMT
Assassins Creed Odyssey seems like an interesting take on the GaaS format.
The way Ubisoft structured the game in terms of post launch content follows a similar path as MP GaaS, especially how they do their SP DLC in Episodes as well as single quest free DLC. Then there is how DLC armor is done.
But yeah, considering that DA4 is going to be a GaaS, why is it that it HAS to have MP or "live service" as EA says it.
I think my concern after Anthem is that the SP side of things would or could be nerfed/ neglected in order to favor something that is more MP/community oriented.
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Post by pessimistpanda on Mar 14, 2019 15:11:29 GMT
If you look at the mobile gaming space, there are plenty of "games as a service" that are mostly or even exclusively single-player.
Just off the top of my head: Pokemon Go, Kingdom Hearts Union X and Final Fantasy Dissida Opera Omnia are games where playing with others might be desirable, but isn't necessary (and the play isn't synchronous anyway, and doesn't really fit the idea of "traditional" multiplayer).
Last I checked, Futurama: Worlds of Tomorrow and Another Eden were single-player only, and had no features that involved interacting with other players at all.
However, what all these games DO have in common is: a requirement to be online at all times while playing, a business model that relies on players spending money to gain benefits (usually in the form of randomised items), gameplay systems that are tedious by design (in order to support the aforementioned business model), and limited-time events that create pressure to spend via artificial scarcity.
Those are all far more concerning to me than a straight-forward multiplayer mode, which at least might be fun in theory.
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Post by thats1evildude on Mar 14, 2019 15:12:10 GMT
It doesn’t HAVE to be, but that’s the most obvious and profitable way of profiting from the LIIIIIIIIIIIIIVE SEEEEEEEEERVICE model.
1) Make gamers interact with other people 2) Exploit their desire to show off or at least fit in 3) Shut up and take my money
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Post by Hrungr on Mar 14, 2019 15:34:04 GMT
I think my concern after Anthem is that the SP side of things would or could be nerfed/ neglected in order to favor something that is more MP/community oriented. Personally, I'm not particularly worried about this. While I had fun with MP in DA:I, it was never popular. It didn't take off like MP did in ME3, even after they were giving away DAMP for free. And when they tied "Dragon Decor" to DAMP, the outcry was pretty telling (and they never tried it again). Everything I've seen from the DA playerbase suggests they are, in general, pretty resistant to the idea of MP. So while I expect they'll still have MP in DA4 to try and grow that, I don't expect a heavy push. The market just isn't there for that. They would probably have more success adopting an AC-style SP live service model. TBH, I expect they'll have both.
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Post by biggydx on Mar 14, 2019 16:09:48 GMT
Having Multiplayer affords them the opportunity to engage players on a longstanding basis. This was similar to how ME3 MP was with its playerbase, as it added enough free content to keep players engaged for extended periods. Extended play sessions means more potential for people to spend money on in-game items. AC:Odyssey is going to have a smaller, recurrent playerbase because it's primarily single player, and most people who have beaten the campaign won't come back; let alone buy stuff at the store.
With that said, I think AC:Odyssey's model of GaaS is fairly reasonable for a single player title. Free - albeit small - events and updates thrown in with dedicated DLC.
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Post by thats1evildude on Mar 14, 2019 17:25:22 GMT
Personally, I'm not particularly worried about this. While I had fun with MP in DA:I, it was never popular. It didn't take off like MP did in ME3, even after they were giving away DAMP for free. And when they tied "Dragon Decor" to DAMP, the outcry was pretty telling (and they never tried it again). Everything I've seen from the DA playerbase suggests they are, in general, pretty resistant to the idea of MP. So while I expect they'll still have MP in DA4 to try and grow that, I don't expect a heavy push. The market just isn't there for that.While this makes perfect logical sense, Hrungr, my fear is that it doesn't matter. The fans may not want multiplayer and single player mixed together, but EA definitely loves the concept, however poorly-suited it may be for a particular market.
And I believe that if given the choice between a safe bet that will make moderate profits and a long shot that could theoretically make a lot of money, they'll go for the long shot.
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Post by Hrungr on Mar 14, 2019 17:51:02 GMT
Personally, I'm not particularly worried about this. While I had fun with MP in DA:I, it was never popular. It didn't take off like MP did in ME3, even after they were giving away DAMP for free. And when they tied "Dragon Decor" to DAMP, the outcry was pretty telling (and they never tried it again). Everything I've seen from the DA playerbase suggests they are, in general, pretty resistant to the idea of MP. So while I expect they'll still have MP in DA4 to try and grow that, I don't expect a heavy push. The market just isn't there for that.While this makes perfect logical sense, Hrungr, my fear is that it doesn't matter. The fans may not want multiplayer and single player mixed together, but EA definitely loves the concept, however poorly-suited it may be for a particular market.
And I believe that if given the choice between a safe bet that will make moderate profits and a long shot that could theoretically make a lot of money, they'll go for the long shot. If they hadn't tried MP yet in DA (or if DAIMP had been wildly successful), I would expect a heavy MP push in DA4, no question. But having tried, they have hard data on the numbers.
I agree, they could ignore that and try and push MP hard anyway, but as we've seen from ME:A and Anthem - just because you build it, it doesn't mean they'll come.
I do expect a fairly heavy monitization push however, given the weaker performance of the last 2 games. I expect a lot of that will be on the SP side this time around though.
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Post by colfoley on Mar 14, 2019 22:13:29 GMT
No, it doesen't.
But beyond that the sky is the limit. GaaS with SP only? Check (Odyssey) With seamless integration between SP and MP? Check (Ghost Recon Wildlands). With unintrusice microtransactions that are easy to ignore? Check (both). With free story expansions which only offer cosmetic microtransactions? Check (Anthem).
Now which way EA will jump for DA 4 we still don't know... But in general i haven't been this excited about the direction gaming is going, in general, since i bought ME 2 and discovered RPGs for the first time.
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Post by majesticjazz on Mar 15, 2019 3:45:01 GMT
No, it doesen't. But beyond that the sky is the limit. GaaS with SP only? Check (Odyssey) With seamless integration between SP and MP? Check (Ghost Recon Wildlands). With unintrusice microtransactions that are easy to ignore? Check (both). With free story expansions which only offer cosmetic microtransactions? Check (Anthem). Now which way EA will jump for DA 4 we still don't know... But in general i haven't been this excited about the direction gaming is going, in general, since i bought ME 2 and discovered RPGs for the first time. Division 2 also has free story expansions.
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Post by colfoley on Mar 15, 2019 4:07:06 GMT
No, it doesen't. But beyond that the sky is the limit. GaaS with SP only? Check (Odyssey) With seamless integration between SP and MP? Check (Ghost Recon Wildlands). With unintrusice microtransactions that are easy to ignore? Check (both). With free story expansions which only offer cosmetic microtransactions? Check (Anthem). Now which way EA will jump for DA 4 we still don't know... But in general i haven't been this excited about the direction gaming is going, in general, since i bought ME 2 and discovered RPGs for the first time. Division 2 also has free story expansions. hmm. In that case I'm glad to know EA and ubisoft are apparently comparing notes.
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Post by Hrungr on Mar 15, 2019 4:09:19 GMT
Everything I've seen from the DA playerbase suggests they are, in general, pretty resistant to the idea of MP I should point out the downside to this though. If they don't expect to have a long revenue tail coming from MP, you have to consider how that might impact the game's budget, their GaaS model, etc..
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Post by Polka Dot on Mar 15, 2019 4:24:50 GMT
While this makes perfect logical sense, Hrungr, my fear is that it doesn't matter. The fans may not want multiplayer and single player mixed together, but EA definitely loves the concept, however poorly-suited it may be for a particular market. And I believe that if given the choice between a safe bet that will make moderate profits and a long shot that could theoretically make a lot of money, they'll go for the long shot. If they hadn't tried MP yet in DA (or if DAIMP had been wildly successful), I would expect a heavy MP push in DA4, no question. But having tried, they have hard data on the numbers.
I agree, they could ignore that and try and push MP hard anyway, but as we've seen from ME:A and Anthem - just because you build it, it doesn't mean they'll come.
I do expect a fairly heavy monitization push however, given the weaker performance of the last 2 games. I expect a lot of that will be on the SP side this time around though.
Okay, I'll say it. The primary reason why DAMP doesn't fly is because... simply controlling a character in DA's combat isn't especially fun. My personal favorite way of doing combat in DA involves using the Advanced Tactics mod, programming the entire team, and sitting back to watch it all play out. DA's combat is also quite a bit more complex than yer typical MP mechanics, what with the 5 different elements, cross-class combos, sustains, passives, activated and all. In its current form, it just doesn't translate to MP very well. I think it would need to be radically redesigned to draw more MP interest, but then you'd likely lose a lot of the people who aren't particularly skilled with the fast action gameplay and/or vastly prefer a more tactical approach. I could certainly see some SP monetization opportunities, though. One has only to look through some of the mods available to see the popularity of cosmetic additions - armors, weapons, HAIRSTYLES, wedding modules, and the like. The problem is that any extra item packs they try to sell are usually met with accusations of cutting stuff out of the base game so they could sell it as extras - which makes it difficult to "win" at any SP monetization scheme they might try. Sometimes I wish they'd just bump the price of the base game and get it over with. Well, plus story DLCs.
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Post by Polka Dot on Mar 15, 2019 4:29:11 GMT
Everything I've seen from the DA playerbase suggests they are, in general, pretty resistant to the idea of MP I should point out the downside to this though. If they don't expect to have a long revenue tail coming from MP, you have to consider how that might impact the game's budget, their GaaS model, etc.. After Inquisition, I think a lot of the DA fanbase would be quite content with smaller maps and a more focused narrative.
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Post by Hrungr on Mar 15, 2019 4:44:29 GMT
I should point out the downside to this though. If they don't expect to have a long revenue tail coming from MP, you have to consider how that might impact the game's budget, their GaaS model, etc.. After Inquisition, I think a lot of the DA fanbase would be quite content with smaller maps and a more focused narrative. That's unlikely to happen in the current market. There was a discussion on Twitter recently about the reasons why... A twitter thread today on why GaaS is taking over traditional SP GaaP (Games as a Product)...
Rami Ismail @tha_rami *everything in the industry is more-and-more focused on providing maximum benefit and exposure for infinite online experiences* "Why doesn't anyone make singleplayer games with no F2P and a start and end anymore"
Listen, here's why - generalized: - People expect low prices for one-time expenses - Streamers play one-time experiences only as long as there's content - People in 2019 play less games for longer time - Storefronts decide popularity by playtime - Updates are huge marketing ops
Add all that together, and it's easy to see why a developer might go 'well, let's go Games As A Service', why marketing might go 'well, let's go GAAS', why financial might go 'well, let's go GAAS', and why shareholders might go 'well, let's go GAAS'.
Anyways, in case you're wondering why I've always rejected the idea that "more hours = better game", this is what "more hours" looks like as an industry goal.
I hope we can build sustainable models for both that don't require being effectively first party or Rockstar/CDPR.
There's a ton more this ripples into or from (including studios closing, layoffs, marketing & PR, stock expectations, early access, patching, narrative structures, etc. etc) but I'll leave those for some other day. A lot is shifting, and not everyone had stable footing to start.
Anyway, I love some GAAS (Hi, Destiny, Anthem, etc) & I love some GAA...P? Games as a Product? I don't know.
I'm talking more about the structural changes to the industry than about specific games, or whether I think those changes are good or bad. Just saying they are, is all.
ionward 👽 🤡 🤠 🕴 🌈 🌈 @pybro when people ask that rarely is it an actual question; we know they do it for what boils down to money. we’re not idiots. asking why is mostly just venting frustration.
Pino @ Belvcon @pinotorious It's not just profit though, making single player games at the quality levels people tend to expect are extremely expensive endeavors, and it's difficult to recoup that cost without some other revenue stream. It's my favorite kind of game, but it's hard to justify.
A Long, Disappointed Sigh @megamandrn001 Is it though? Undertale became a national sensation based entirely on the strength of its characters and story, done by one dude. Stardew Valley as well.
Doing single player games with massive budgets that do little new and have awful writing are a hard sell, yes.
Pino @ Belvcon @pinotorious Twitter isn't a great place to discuss this, but two outlier games does not a business plan make.
A Long, Disappointed Sigh @megamandrn001 The indie scene isn't because it's a loose confederation of dreamers and hobbyists.
The scene rose specifically because the industry at large refused to meet a demand. It refused to innovate and lessen budgets.
Pino @ Belvcon @pinotorious There are too many things going against a shortish solo experience. Youtube, Let's Plays, twitch streams, piracy, reselling. It's very hard to make money with that stuff in AAA these days.
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Post by Frost on Mar 15, 2019 5:14:26 GMT
GaaS do not have to have multiplayer. Unfortunately, EA games do.
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Post by Andrew Waples on Mar 15, 2019 9:21:36 GMT
After Inquisition, I think a lot of the DA fanbase would be quite content with smaller maps and a more focused narrative. That's unlikely to happen in the current market. There was a discussion on Twitter recently about the reasons why... A twitter thread today on why GaaS is taking over traditional SP GaaP (Games as a Product)...
Rami Ismail @tha_rami *everything in the industry is more-and-more focused on providing maximum benefit and exposure for infinite online experiences* "Why doesn't anyone make singleplayer games with no F2P and a start and end anymore"
Listen, here's why - generalized: - People expect low prices for one-time expenses - Streamers play one-time experiences only as long as there's content - People in 2019 play less games for longer time - Storefronts decide popularity by playtime - Updates are huge marketing ops
Add all that together, and it's easy to see why a developer might go 'well, let's go Games As A Service', why marketing might go 'well, let's go GAAS', why financial might go 'well, let's go GAAS', and why shareholders might go 'well, let's go GAAS'.
Anyways, in case you're wondering why I've always rejected the idea that "more hours = better game", this is what "more hours" looks like as an industry goal.
I hope we can build sustainable models for both that don't require being effectively first party or Rockstar/CDPR.
There's a ton more this ripples into or from (including studios closing, layoffs, marketing & PR, stock expectations, early access, patching, narrative structures, etc. etc) but I'll leave those for some other day. A lot is shifting, and not everyone had stable footing to start.
Anyway, I love some GAAS (Hi, Destiny, Anthem, etc) & I love some GAA...P? Games as a Product? I don't know.
I'm talking more about the structural changes to the industry than about specific games, or whether I think those changes are good or bad. Just saying they are, is all.
ionward 👽 🤡 🤠 🕴 🌈 🌈 @pybro when people ask that rarely is it an actual question; we know they do it for what boils down to money. we’re not idiots. asking why is mostly just venting frustration.
Pino @ Belvcon @pinotorious It's not just profit though, making single player games at the quality levels people tend to expect are extremely expensive endeavors, and it's difficult to recoup that cost without some other revenue stream. It's my favorite kind of game, but it's hard to justify.
A Long, Disappointed Sigh @megamandrn001 Is it though? Undertale became a national sensation based entirely on the strength of its characters and story, done by one dude. Stardew Valley as well.
Doing single player games with massive budgets that do little new and have awful writing are a hard sell, yes.
Pino @ Belvcon @pinotorious Twitter isn't a great place to discuss this, but two outlier games does not a business plan make.
A Long, Disappointed Sigh @megamandrn001 The indie scene isn't because it's a loose confederation of dreamers and hobbyists.
The scene rose specifically because the industry at large refused to meet a demand. It refused to innovate and lessen budgets.
Pino @ Belvcon @pinotorious There are too many things going against a shortish solo experience. Youtube, Let's Plays, twitch streams, piracy, reselling. It's very hard to make money with that stuff in AAA these days. So games like the Uncharted franchise are a hard sale these days?
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Post by thats1evildude on Mar 15, 2019 15:44:44 GMT
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Post by Hrungr on Mar 15, 2019 16:06:08 GMT
That's unlikely to happen in the current market. There was a discussion on Twitter recently about the reasons why... A twitter thread today on why GaaS is taking over traditional SP GaaP (Games as a Product)...
Rami Ismail @tha_rami *everything in the industry is more-and-more focused on providing maximum benefit and exposure for infinite online experiences* "Why doesn't anyone make singleplayer games with no F2P and a start and end anymore"
Listen, here's why - generalized: - People expect low prices for one-time expenses - Streamers play one-time experiences only as long as there's content - People in 2019 play less games for longer time - Storefronts decide popularity by playtime - Updates are huge marketing ops
Add all that together, and it's easy to see why a developer might go 'well, let's go Games As A Service', why marketing might go 'well, let's go GAAS', why financial might go 'well, let's go GAAS', and why shareholders might go 'well, let's go GAAS'.
Anyways, in case you're wondering why I've always rejected the idea that "more hours = better game", this is what "more hours" looks like as an industry goal.
I hope we can build sustainable models for both that don't require being effectively first party or Rockstar/CDPR.
There's a ton more this ripples into or from (including studios closing, layoffs, marketing & PR, stock expectations, early access, patching, narrative structures, etc. etc) but I'll leave those for some other day. A lot is shifting, and not everyone had stable footing to start.
Anyway, I love some GAAS (Hi, Destiny, Anthem, etc) & I love some GAA...P? Games as a Product? I don't know.
I'm talking more about the structural changes to the industry than about specific games, or whether I think those changes are good or bad. Just saying they are, is all.
ionward 👽 🤡 🤠 🕴 🌈 🌈 @pybro when people ask that rarely is it an actual question; we know they do it for what boils down to money. we’re not idiots. asking why is mostly just venting frustration.
Pino @ Belvcon @pinotorious It's not just profit though, making single player games at the quality levels people tend to expect are extremely expensive endeavors, and it's difficult to recoup that cost without some other revenue stream. It's my favorite kind of game, but it's hard to justify.
A Long, Disappointed Sigh @megamandrn001 Is it though? Undertale became a national sensation based entirely on the strength of its characters and story, done by one dude. Stardew Valley as well.
Doing single player games with massive budgets that do little new and have awful writing are a hard sell, yes.
Pino @ Belvcon @pinotorious Twitter isn't a great place to discuss this, but two outlier games does not a business plan make.
A Long, Disappointed Sigh @megamandrn001 The indie scene isn't because it's a loose confederation of dreamers and hobbyists.
The scene rose specifically because the industry at large refused to meet a demand. It refused to innovate and lessen budgets.
Pino @ Belvcon @pinotorious There are too many things going against a shortish solo experience. Youtube, Let's Plays, twitch streams, piracy, reselling. It's very hard to make money with that stuff in AAA these days. So games like the Uncharted franchise are a hard sale these days? There are different expectations with console-only games as they drive sales of said console and those subscriptions. For example, in this case Naughty Dog is owned by Sony, so whether they make a profit on the game itself or not, they're gonna profit in other ways. Uncharted 4 for example was PS4's 3rd bestselling game ever, but even that is just 8.7M units. Did it turn a profit? Sure, but not a huge one on the game itself. God of War for all it's accolades sold just 5M copies. Did it turn a profit after development and marketing costs? Probably not. Maybe it broke even. But again, you can get away with those numbers on a console-only game as they make up for that in PS4 sales, PSPlus & PSNow subscriptions. So in the case of companies like EA (who are multiplatform), their profits are tied to the game itself.
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Post by biggydx on Mar 15, 2019 18:08:35 GMT
So games like the Uncharted franchise are a hard sale these days? There are different expectations with console-only games as they drive sales of said console and those subscriptions. For example, in this case Naughty Dog is owned by Sony, so whether they make a profit on the game itself or not, they're gonna profit in other ways. Uncharted 4 for example was PS4's 3rd bestselling game ever, but even that is just 8.7M units. Did it turn a profit? Sure, but not a huge one on the game itself. God of War for all it's accolades sold just 5M copies. Did it turn a profit after development and marketing costs? Probably not. Maybe it broke even. But again, you can get away with those numbers on a console-only game as they make up for that in PS4 sales, PSPlus & PSNow subscriptions. So in the case of companies like EA (who are multiplatform), their profits are tied to the game itself. Something else to consider, but what I would think would be obvious, is that Sony is both a hardware and software manufacturer. They have a wealth of money to allow for purely single player focused games, in addition to letting their games take time before launching. Even in the case of independent studios like CDPR, they've got GoG.com to back them up financially, as well as the Polish government.
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Post by river82 on Mar 15, 2019 20:36:52 GMT
There are different expectations with console-only games as they drive sales of said console and those subscriptions. For example, in this case Naughty Dog is owned by Sony, so whether they make a profit on the game itself or not, they're gonna profit in other ways. Uncharted 4 for example was PS4's 3rd bestselling game ever, but even that is just 8.7M units. Did it turn a profit? Sure, but not a huge one on the game itself. God of War for all it's accolades sold just 5M copies. Did it turn a profit after development and marketing costs? Probably not. Maybe it broke even. But again, you can get away with those numbers on a console-only game as they make up for that in PS4 sales, PSPlus & PSNow subscriptions. So in the case of companies like EA (who are multiplatform), their profits are tied to the game itself. Something else to consider, but what I would think would be obvious, is that Sony is both a hardware and software manufacturer. They have a wealth of money to allow for purely single player focused games, in addition to letting their games take time before launching. Even in the case of independent studios like CDPR, they've got GoG.com to back them up financially, as well as the Polish government. GOG is in financial trouble. Looks like the Epic store might be hurting them. According to one laid off staff member "revenue couldn't keep up with growth" and "that we're dangerously close to being in the red has come up in the last few months". I'm wondering how this will affect the release of Cyberpunk and if they'll feel the need to release early ...
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Post by river82 on Mar 15, 2019 20:41:02 GMT
So games like the Uncharted franchise are a hard sale these days? There are different expectations with console-only games as they drive sales of said console and those subscriptions. For example, in this case Naughty Dog is owned by Sony, so whether they make a profit on the game itself or not, they're gonna profit in other ways. Uncharted 4 for example was PS4's 3rd bestselling game ever, but even that is just 8.7M units. Did it turn a profit? Sure, but not a huge one on the game itself. God of War for all it's accolades sold just 5M copies. Did it turn a profit after development and marketing costs? Probably not. Maybe it broke even. But again, you can get away with those numbers on a console-only game as they make up for that in PS4 sales, PSPlus & PSNow subscriptions. So in the case of companies like EA (who are multiplatform), their profits are tied to the game itself. I think your point is excellent but just a small thing with your examples - God of War sold 5 million in the first month, not overall au.ign.com/articles/2018/05/25/god-of-war-sales-top-5-million-in-the-first-month
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Post by biggydx on Mar 15, 2019 21:05:42 GMT
Something else to consider, but what I would think would be obvious, is that Sony is both a hardware and software manufacturer. They have a wealth of money to allow for purely single player focused games, in addition to letting their games take time before launching. Even in the case of independent studios like CDPR, they've got GoG.com to back them up financially, as well as the Polish government. GOG is in financial trouble. Looks like the Epic store might be hurting them. According to one laid off staff member "revenue couldn't keep up with growth" and "that we're dangerously close to being in the red has come up in the last few months". I'm wondering how this will affect the release of Cyberpunk and if they'll feel the need to release early ... Oh wow. That's actually pretty huge then. Cyberpunk better make gangbusters (which I think it will), or GoG needs to find a way to stabilize. Considering how long Cyberpunks been in development, they're going to need new revenue pretty soon. It's good seeing independent studios survive, but they always take on a huge financial risk as a result.
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Hrungr
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Post by Hrungr on Mar 16, 2019 17:56:04 GMT
There are different expectations with console-only games as they drive sales of said console and those subscriptions. For example, in this case Naughty Dog is owned by Sony, so whether they make a profit on the game itself or not, they're gonna profit in other ways. Uncharted 4 for example was PS4's 3rd bestselling game ever, but even that is just 8.7M units. Did it turn a profit? Sure, but not a huge one on the game itself. God of War for all it's accolades sold just 5M copies. Did it turn a profit after development and marketing costs? Probably not. Maybe it broke even. But again, you can get away with those numbers on a console-only game as they make up for that in PS4 sales, PSPlus & PSNow subscriptions. So in the case of companies like EA (who are multiplatform), their profits are tied to the game itself. I think your point is excellent but just a small thing with your examples - God of War sold 5 million in the first month, not overall au.ign.com/articles/2018/05/25/god-of-war-sales-top-5-million-in-the-first-month Fair point! The chart I was going by must be out of date.
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Post by alanc9 on Mar 18, 2019 15:52:42 GMT
Something else to consider, but what I would think would be obvious, is that Sony is both a hardware and software manufacturer. They have a wealth of money to allow for purely single player focused games, in addition to letting their games take time before launching. Even in the case of independent studios like CDPR, they've got GoG.com to back them up financially, as well as the Polish government. GOG is in financial trouble. Looks like the Epic store might be hurting them. According to one laid off staff member "revenue couldn't keep up with growth" and "that we're dangerously close to being in the red has come up in the last few months". I'm wondering how this will affect the release of Cyberpunk and if they'll feel the need to release early ... Are we sure this is the Epic store, or did they overextend on their own?
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Post by river82 on Mar 18, 2019 20:41:14 GMT
GOG is in financial trouble. Looks like the Epic store might be hurting them. According to one laid off staff member "revenue couldn't keep up with growth" and "that we're dangerously close to being in the red has come up in the last few months". I'm wondering how this will affect the release of Cyberpunk and if they'll feel the need to release early ... Are we sure this is the Epic store, or did they overextend on their own? No clue, 100% guess on my part. The timing is coincidental though
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