• Re: It turns out Live Service Isn't Guaranteed Money after all

    From Lane "Stonehowler" Waldby@21:1/5 to Spalls Hurgenson on Sat Jul 19 15:03:29 2025
    Spalls Hurgenson wrote:

    For a long time, publishers chased after live-service games because
    it was seen as a road to instant and constant money. And why not; you
    had examples like "Fortnite" or "GTA Online" which were raking in more
    cash than Croesus would know what to do with. 'Obviously',
    live-service was the magic ingredient that, when added to a game,
    would elevate you to instant success and profit beyond imagining. Or
    so publishers thought, as they started to stuff live-service mechanics
    into every game they could get their hands on.


    But, as it turns out, live service ISN'T magic and a lot of these
    games failed. Some of them failed spectacularly; others scraped by. A
    lot of the games did okay, but that was often despite their live
    service additions. Often --even when they were profitable-- the live
    service mechanics were a source of aggravation for the consumer and
    may have driven many players away (either from the game itself, or
    from any sequels), making the publishers ever more dependent on the
    small minority who enjoyed the mechanics. And even when the game was successful, their very success locked out other games from
    succeeding... because the market can only support so many live-service
    games.


    There are, after all, only so many gamers and so many hours in the
    day in which to play. With an old school game, a customer might
    dedicate only 20-80 hours on a game before looking for their next fix;
    live service games demands months and months of play before that same customer even considers moving on to the next game. Publishers who
    might once have had four or five hit games -and the profits that came
    with each- were now increasingly reliant on single games to keep them
    afloat. And if their next game couldn't match the success of the
    previous one, things could go sour for the company real quick. There
    was no back-up to keep them afloat anymore.


    None of this is news; people have been writing and warning about
    this for years. But the reality seems to finally be sinking in for
    some publishers, who are scaling back their live-service dreams.
    Capcom, for instance, moved back from making their next "Resident
    Evil" game an open-world live-service game originally planned and
    shifted it back to the single-play mechanics that made the franchise
    so popular in the first place. Microsoft recently cut back on a lot of planned live-service games (most notably canceling an entire MMO that
    was already in production at its Zenimax/Bethesda studios). Other
    publishers are doing similar.*


    [ There was also a quote from a developer -alas, I can't
    find the reference so forgive me the lack of specifics-
    that basically said that any new live service game is
    essentially competing against the same three or four big-
    name live-service games ("Fortnite" was one, "Roblox" another;
    I forget the other games mentioned)that have dominated the
    market for nearly a decade, and unless you think you can
    beat those your new live service game is probably going to
    end up being a flash-in-the pan, and not reach the levels
    of success necessary that you can base the whole company's
    survival around it.]


    So there is, slowly, some awareness amongst the publishers that live-service isn't the cure-all to the financial struggles many
    companies are facing. Certainly, the success of strong single-player experiences ("Baldur's Gate 3" being the most prominent) are good counter-examples too. More important, I think, is just limiting the
    scope of many of these games; every release doesn't have to be a
    half-billion dollar expenditure. Smaller titles can sell just as well,
    and you can crank out more of them to boot. Sure, some will flop...
    but as we've seen, there's no promise that your next $400 million
    online shooter will succeed either (just ask Sony about "Concord"...
    if you dare).

    As a part-time game developer myself, I find that the number one route
    to failure is telling one person or more your idea for the game. Even developers heading teams must keep the team in the dark as to the big
    picture they are working on.

    --
    Hasbro

    --- SoupGate-Win32 v1.05
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  • From Lane "Stonehowler" Waldby@21:1/5 to Spalls Hurgenson on Sat Jul 19 19:29:35 2025
    Spalls Hurgenson wrote:
    On Sat, 19 Jul 2025 12:32:17 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:


    So there is, slowly, some awareness amongst the publishers that
    live-service isn't the cure-all to the financial struggles many
    companies are facing.

    Then again, there's always an exception, and whaddaya know, Ubisoft
    insists on being "it". Back away from live-service mechanics? No way!
    After all, says Ubisoft in their most recent financial report,
    "monetization within premium games makes the player experience more
    fun!"*

    And you know, they aren't actually lying. The monetizations DO make
    their games more fun... but only because Ubisoft drains the enjoyment
    out of their games with mechanics that all but demand you choose
    betwein either grinding through tedious and repetitive gameplay, or
    paying up to get the goodies. "Paying us for mouthwash makes this shit-sandwich taste less disgusting!" is a true statement too**

    You mad, bro?

    --
    Hasbro

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  • From JAB@21:1/5 to Spalls Hurgenson on Sun Jul 20 09:51:05 2025
    On 19/07/2025 17:32, Spalls Hurgenson wrote:
    I'm not against live service games; they aren't my favorite thing
    but I think they add a certain spice to the hobby. But the way they've DOMINATED the market over the past five years has made for a much
    worse experience over all. If the big-name (and small-name publishers
    too) back away from this obsession with making EVERY game a live
    service behemoth, I think the overall effect will be good not only for
    the play experience, but the industry as well.

    I'm not against the idea of them but instead the reality of them. They
    employ a host of tactics (some of which I think are basically unethical)
    that I disagree with to get you to open your wallet and none of those
    are designed to make a better game experience beyond we'll give you a
    bad game experience unless you pay.

    Another problem I do see is that even if companies do start backing away
    from them do they have the people that can develop decent single player
    games any more. I have a horribly feeling that the answer to that is
    going to be no.

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  • From JAB@21:1/5 to Spalls Hurgenson on Mon Jul 21 08:15:26 2025
    On 20/07/2025 16:39, Spalls Hurgenson wrote:
    The TL;DR was that a lot of these companies didn't have the
    programmers and artists who had years and years of game development
    skill which let them know what made for a good game. It was as if
    every game was their 'first game', and that was one of the reasons for
    the diminishment of quality in game design. And it was only going to
    get worse as attrition takes out the older programmers what had
    learned their necessary lessons before corporations started treating developers as fungible units.

    I never worked on a game in my life but in my experience there is a
    general lack of understanding of what software development entails and
    just how important domain knowledge is. A simple example is I had a
    project manager who had bought into the whole idea that it was like
    building a house so once you had the design in place it was just a case
    of cranking the handle and the product came out effortlessly.

    It kinda explains how common it is for people who have never developed
    any software in their life to say something along the lines of, it won't
    take that long surely. No it won't take that long at all but I inflated
    the estimate just to annoy you, why else would I do it.

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  • From Dimensional Traveler@21:1/5 to JAB on Mon Jul 21 07:43:52 2025
    On 7/21/2025 12:15 AM, JAB wrote:
    On 20/07/2025 16:39, Spalls Hurgenson wrote:
    The TL;DR was that a lot of these companies didn't have the
    programmers and artists who had years and years of game development
    skill which let them know what made for a good game. It was as if
    every game was their 'first game', and that was one of the reasons for
    the diminishment of quality in game design. And it was only going to
    get worse as attrition takes out the older programmers what had
    learned their necessary lessons before corporations started treating
    developers as fungible units.

    I never worked on a game in my life but in my experience there is a
    general lack of understanding of what software development entails and
    just how important domain knowledge is. A simple example is I had a
    project manager who had bought into the whole idea that it was like
    building a house so once you had the design in place it was just a case
    of cranking the handle and the product came out effortlessly.

    That last sentence alone proved that project manager was an idiot with
    no real world experience. NOTHING as complex as building a house ever
    comes together without some issues. And as a former programmer the big software packages are MUCH more complicated and troublesome than
    something as simple as a house. And I'm sure the software has gotten
    much more complex in the 20 years since I worked on code.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

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  • From Aaron Dean@21:1/5 to Spalls Hurgenson on Thu Jul 24 10:58:31 2025
    On 7/20/2025 11:39 AM, Spalls Hurgenson wrote:

    I read an article a month or two back (long ago that I can't find it
    anymore; sorry, no URL footnote this time) that touched upon this
    issue. It pointed out that one result of big publisher's tendency to
    fire its development teams so quickly after release is that the
    developers no longer were building up necessary skills over long
    periods of experience.

    This is deeply covered in the book "Press Reset" by Jason Schreier, the
    culture of 'expendable developers' in the industry has been the case for decades, unfortunately. It's a shell game of moving from team to team,
    project to project; great if you're a flexible nomad, terrible if you're looking for a consistent career.

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