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rustydrd, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@rustydrd@sh.itjust.works avatar

The development cost was around $85 million, and I think EA kicked in $40 million for marketing and distribution.

Apparently, $40 million doesn’t buy you much in today’s market, because I’ve literally never heard of this game until now.

p03locke,
@p03locke@lemmy.dbzer0.com avatar

Probably spent it all on cable TV ads, where their audience ain’t at.

Or just blow and hookers.

ShaggySnacks,

“I’m telling you, the cocaine and hooker market is ripe for a AAA single player FPS game.”

Zahille7,

I saw one YouTuber that I follow play it. It looked kinda interesting from his video, but he also has the same criticisms.

Decoy321,

It was actually quite fun! I rented it off Gamefly and enjoyed it for about 30-40 hours. It’s basically an action-adventure shooter like Metroid. It’s a decent game, not groundbreaking, but definitely doesn’t deserve the hate people give it.

joe_cool,

It has Denuvo, and runs like crap even on $1500 hardware.

I don’t know what kind of sales they expected when they don’t test it on lower spec PCs.

noobdoomguy8658,

We should expect more of that with the upcoming UE5 titles. The devs that have devoted to releasing those seem to have very hard time optimising - they’ll likely expect us all to just own 4090s and still run their game with DLSS ultra performance or other fake frames.

STALKER 2 will have the janky soul we expect from the series, but this mostly, mostly due to engine choice and apparent attempts to visually impress the player. Or the investors.

guacupado,

but definitely doesn’t deserve the hate people give it.

I don’t think it’s getting hate. I think it’s getting indifference because no one knows what it is.

DrQuint,

Nah, I’ve seen hate. But mostly from people who hate Wesdon-Like quip writting and, well, women-haters who can’t handle the characters being ugly (and they are ugly, admittedly), so I just dismissed the hate.

HawlSera, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

Maybe if you market it at all so that I’ve actually fucking heard of it that’ll help?

guacupado, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

EA is a truly awful idea. I’m curious if their sports games are the only thing keeping them in business.

HawlSera,

Well that, The Sims and the Star Wars license…

FunnyUsername, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@FunnyUsername@lemmy.world avatar

This guy’s a tool, Atomic Heart was fantastic and I’d love getting more games of that calibur every year

WeLoveCastingSpellz,

do you reccomend atomic heart? I haven’t played it due to the supposed russian propaganda (about the war)

dylanTheDeveloper,
@dylanTheDeveloper@lemmy.world avatar

There’s no propaganda, the studio is in Russia and the game was released shortly before the special military operation by coincidence. They wanted to release it on Defender of the Fatherland day since that’s a pretty patriotic day which fits the game pretty well but Putin also wanted to release revenge on that day so now it’s all muddled.

I’ve played it and the game feels more like a parady similar to Fallout so if you count fallout as propaganda then Atomic Heart is also propaganda

WeLoveCastingSpellz,

Sounds kinda up my alley then, I am gonna give it a look

joe_cool,

Only bad thing really about it is Denuvo (properly implemented it doesn’t make the game run like garbage, but I still like to run my game whenever I want without online verification and excessive load times). I might buy it when it’s DRM free on GOG and discounted.

WeLoveCastingSpellz,

Oof it that is a dealbreaker, I am politically against dwnuvo. I will either check for a crack or wait for GOG aswell

FunnyUsername,
@FunnyUsername@lemmy.world avatar

Without any spoilers, i thought the overall message of the game was VERY anti-russia. But you really need both ends to get the full picture.

cyberpunk007, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I would eat up a single player story driven fps no problem.

acosmichippo,
@acosmichippo@lemmy.world avatar

exactly. maybe you guys just made a shitty game and can’t accept that.

Archelon,

Doom (2016) and Wolfenstein TNO both proved that AAA single player story-driven fps can be hugely successful.

They just need to, y’know, not be shit.

MilitantAtheist,

Thanks!

Paradachshund,

These studios can’t quite wrap their heads around that last part.

RizzRustbolt,

But… The Formula!

Poem_for_your_sprog,

Doom eternal was amazing.

I never even heard of this, but I wouldn’t buy it anyways because EA.

n3m37h,

I’ma just go back and play through Mass Effect series again

Fish,

Cyberpunk 2077 exists, though it may not be the best example.

cyberpunk007,

I enjoyed that one

DragonTypeWyvern,

Eventually

RampantParanoia2365,

It’s excellent. Seriously a great RPG after 2.0.

RampantParanoia2365,

I guess Cyberpunk was a truly awful idea. Who knew?

rainynight65, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

Unlike many people in this thread, I actually have heard of the game. The makers of a podcast I follow loved it, and had the head of the studio on their show for a pretty frank interview, too. When I learned that there was a free demo, I decided I would give the game a try some time.

And in light of the overwhelming negativity in this thread, I did so last night. And what can I say? I spent an hour and change going through the prologue, the training and the first battle sequence, and I really enjoyed it. Movement and shooting slinging magic are great fun, with a diversity of spells available pretty much from the get-go. Just shoot, or throw a massive armor-breaking spell at a wave of enemies, or use a lash to pull a remote enemy close and whack them. I wouldn’t have know what to expect from the ‘CoD with magic’ premise but it’s really enjoyable so far.

The voice acting is very good, and while the facial animations are a bit uncanny valley, I am enjoying the snarky dialogues and matching facial expressions. Gina Torres has presence, and the rest of the cast so far blends in fine.

I will definitely spend some more time with the demo, and if it doesn’t annoy me too much, I might just buy this. And that seems to be the feedback the devs got from many people - once players actually get their hands on it, they actually enjoy it. According ton the studio head, sales have picked up towards Christmas, and they’ve been getting a lot of conversions from the free demo.

hswolf,
@hswolf@lemmy.world avatar

I think the problem is just that, the game is… okay, not bad or good, just okay, unremarkable and forgettable.

If you want good sales you need to do something innovative and interesting, or something cliché but really well done.

Taking a look at Doom 2016 (also a single player shooter) we can see the core gameplay: Shoot demons, Pick up ammo, Shoot more demons. But it’s crafted so masterfully that you spend dozens or hundreds of hours doing just that.

Now with this game that I actually forgot the name mid comment, It’s… well you get the ideia.

rainynight65,

If you want good sales you need to do something innovative and interesting, or something cliché but really well done.

Or a recognisable brand. Starfield got panned and still sold oodles.

Taking a look at Doom 2016 (also a single player shooter)

Case in point. Doom has a lot riding on its name and legacy, and many people will buy it just because of that.

steeznson, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

This game was the most AA shit I’ve ever seen. In the PS2 days it would have got a 7.5 average from most reviewers then it would have had a not-insignificant number of people pick it up.

They are delusional for thinking a UE5 asset flip is a AAA game.

ExfilBravo,

Wait for the “Body Cam” games to flood the market with their UE5 asset flips. Its all shit.

Draedron, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I would love an AAA single player shooter. If it is done well and fun. So no chance EA could do it

reverendsteveii, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I play a lot of single player shooters. One thing they all have in common is that I know they exist, which I’m thinking could potentially be part of the problem with this one. Based on reactions in this thread it seems like a lot of people are in the same position I’m in, where the first they hear of the game is when it’s being pronounced a flop. I’m getting big The Producers vibes.

Blackmist, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I had to look up a video to realise this wasn’t the “I guess that’s something I do now” game.

Looks like a confusing mess of a game tbh. When a game’s failure is blamed on it being released close to fucking Starfield, you know it never had much going for it.

TheBat, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@TheBat@lemmy.world avatar

The what of what now?

EdibleFriend,
@EdibleFriend@lemmy.world avatar

Literally the first I’ve heard about it as well. Maybe should have tossed a bit of that money at the marketing department.

Buddahriffic,

Disagree. The fact that I’m only hearing about it now that it’s flopped is a good thing because I might have given it attention before. Well, probably not because it’s EA.

I just hope that companies that aren’t EA don’t take what they say about single player games at face value. EA games probably need friend group hype to succeed at this point. Or maybe that’s just wishful thinking that there are many others like me who want to avoid anything from that company and thus would only play when pressured by friends.

But if EA does fail, there likely will be a period where they try to talk about it like experts and will just say, “oh, gamers must not like x genre anymore”, when gamers really just don’t like overproduced garbage games that are clearly tuned to sell MTX rather than be fun.

echo64,

They did, 40million of the budget went to marketing

EdibleFriend,
@EdibleFriend@lemmy.world avatar

Oh. Oh dear.

TwilightVulpine,

What did they do with the two bags of chips after someone pocketed 39,999,990 dollars?

twoface_99, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

The issue is not the genre “single player (shooter)” itself, but that these big companies just churn out the same generic bullshit and then act surprised when no-one plays it.

AAA studios just don’t have the balls anymore to take a risk and develop something unique. And this is their downfall.

Titanfall 2, Metro Exodus, Ghostwire Tokyo, Doom (to name a few) are all excellent first person shooters. All of them have something unique about them that makes them worthwhile.

Hyperreality,

Goes to show that making a good game is still more art than science.

Hell, make a broken or buggy game, if it has the special something it'll still likely become a classic.

Eg. Fallout New Vegas or Vampire: The Masquerade - Bloodlines.

Damage,

Titanfall 2

Titanfall 2 had one of the most acclaimed single-player campaigns, with it being only a few hours long and mostly a showcase to get people on multiplayer, and it was still enough.

vexikron,

Quite seriously I am actually looking to attempt to solo indie dev a sort of fps/tactics/management hybrid FPS that would at least start out as single player, and titanfall 2’s gameplay is something I am drawing inspiration from.

My basic idea is: What if you had the squad management and mission planning depth of basically Xenonauts, but you actually played out the missions in first person, with combat systems and load outs and player (and enemy) capabilities that resembled titanfall2’s mix of athletecism and gunplay?

Im in very early stages, but yeah basically titanfall2/xenonauts hybrid with (this is likely the hard part) procedurally generated, 3d levels, strung together with a kind of narrative generation engine, something sort of like rimworld’s system that simulates world conditions and then generates certain events based off of them, but also responds to certain specific things you do or do not do in mission, or what missions you choose to embark on over others.

Probably Im gonna focus on core gameplay systems and not really worry about graphics or assets at all until I can get any of this to an actual working concept level.

ampersandrew,
@ampersandrew@kbin.social avatar

So like Rainbow Six 1-3's mission planning mode?

vexikron,

Probably similar in many ways, but ideally I would like to make it as or more in depth with other features from something like xenonauts.

Youve got resources such as vehicles of differing kinds you may choose to deploy or not, but you have to store them somewhere and also be able to repair them. All this comes from pools of funding from at first probably just completing a mission according to guidelines, but some things take maybe an R&D program or just outright raiding a rival faction or something.

Maybe you want to go a more special forces type route and have a few exceptionally well trained / equipped soldiers and leverage things like helicopters to do infil and exfil and leverage the element of surprise.

Maybe you want to act more like a conventional military and go with larger numbers with decent equipment and a wider array of possible vehicles and support systems.

Maybe you want to focus as much as possible on gathering intel before missions, maybe you want a more intelligent active battlefield info you can access in mission via various sensors.

So… what I am aiming for is something that eventually allows for a more broad array of mission profiles and sort of map archetypes, which, depending on many factors, will have surprises that may occur, like an enemy force having the ability to call for reinforcements that maybe you did not know about, and might force you to withdraw.

Or maybe some missions will take place with a relatively high number of civillian AI running around and your org you work for/run will suffer massively if you just go scorched earth.

I dunno, these are all ambitions at this point, and Im going to focus on at the very least getting a functional combat prototype done first, and then testing out how well that and what I can make combat AI actually do actually works.

Its possible I’ll find some kind of thing that really works well, or really doesn’t work, and change scope significantly.

So far all I have really figured out is that a near future setting would seem to work best with the scope of either my minimal working concept, or a more extended version of it.

???

ampersandrew,
@ampersandrew@kbin.social avatar

Best of luck. But yes, there's a good chance your scope is too large, so definitely start small.

vexikron,

Oh hey Im surprised that all even posted, my connection crapped out right as I hit send.

But uh haha yeah.

My one saving grace is I have a lot of time on my hands.

But I expect it to take probably at least 6 months before I even have what Id consider a working combat prototype with a variety of different weapons and Ai routines, and maybe a barebones model of a procedural map generator.

Im guessing that me soloing a whole project like this could take 3 years, but if I can get a prototype working, I might have enough money to pay for some 3D assets to speed up dev time a bit.

Almost certainly not enough money to hire anyone lol, and I really really do not want to do kickstarter or early access and deal with the community and possible total failure.

Im the exact opposite of a PR person.

yamanii,
@yamanii@lemmy.world avatar

Titanfall 2 also bombed, even a good game can flop if your marketing sucks or if you release it next to other massive hits.

RememberTheApollo_, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@RememberTheApollo_@lemmy.world avatar

Because EA games is weak. It’s all retreads of ancient franchises or bloated games with no risks taken.

dylanTheDeveloper,
@dylanTheDeveloper@lemmy.world avatar

All dictated by management with zero input from anyone else. I get sad for developer’s working for EA. Having zero influence on the games they make. I believe that everyone can have a great idea or a solution to a problem no matter what department they’re in.

Lots of developers have overlapping skills from making they’re own games that aren’t being utilised.

Working under EA is probably alot like working for McDonald’s, yeah if they did it ‘this way’ they would sell more burgers but good luck getting your voice heard.

echo64,

What part of this game fits your statement here?

HauntedCupcake,

Did you read the post? I think the well formatted and easy to read bullet pointed list explains it

echo64,

Because EA games is weak. It’s all retreads of ancient franchises or bloated games with no risks taken.

Which part of this sentence fits this game.

Templa, do gaming w Diablo 4's latest microtransaction controversy is a $30 portal recolor.

Path of Exile players pay this and more with a smile on their faces, but yeah the game is “free to play” (you can barely play the game without buying storage tabs).

coffeetest,

For $20 you can buy enough stash tabs to happily play for years with nothing else. You do need more storage and the map tab is very helpful but most of the specialized tabs are not really needed. I have most of the specialized ones and I could easily live without them. So it’s a $20 game in my multi-1000 hours in-game opinion. The cosmetic microtransactions are a mixed bag but some are very cool. Compared to the money I spent on D4 which didn’t give me much in return, it is not in the same ballpark.

blindsight, do gaming w Diablo 4's latest microtransaction controversy is a $30 portal recolor.

$30 cosmetic microtransactions are reasonable in Path of Exile, imho. But it’s free-to-play, and most of their MTX are purely cosmetic.

To get the “full” experience, I suppose you’ll want to drop a retail-box-price on a supporter pack to get some stash tabs, but you can reasonably play the game to end game content (30+ hours of play time for the first time for a new player, I’d guess?) without spending a cent.

But MTX in a game that’s over $100CAD on release? ಠ_ಠ

AFallingAnvil, (edited )
@AFallingAnvil@lemmy.ca avatar

Reasonable? Big pass from me chief. Grinding Gear Games isn’t some indie studio that needs every penny anymore, they just used the inertia to get people used to dropping 300$ on a game

blindsight,

I haven’t played much since before Ascendancy Classes were added to the game, so I’m well out of the loop (although I do keep up with some of the news), so maybe I’m still emotionally attached to the studio I started following in alpha.

That said, I don’t really have a problem with their business model. They need to get paid, and they don’t sell game-breaking MTX, beyond needing a map tab, a currency tab, and a premium quad tab. I don’t regret the money I spent on supporter packs; I got over a thousand hours out of the game.

Templa,

$300? I’ve met people that buy the highest supporter pack tier every year plus the highest supporter pack from the seasons. That can add up to over $1k/year.

I think at this point I probably have more than $300 in MTX too, but I paid much more than that to FFXIV sub since 2014.

verysoft, (edited )

There's no such thing. It's just milking people who are crazy enough to fall into the trap of buying them.
$30 is not a microtransaction, thats a macrotransaction, thats an entire other video game.

Free to play doesnt give a game a pass on predatory business tactics, they are free to play for one reason only... to sell you worthless pixels for ridiculous prices. F2P games are designed for that purpose and that purpose only.

But I agree that any paid game should have zero MTX, cosmetic or not. Industry is killing its creative aspect with all this monetisation shit.

Zellith,

I spent about 40 bucks on poe. I don't think it's worth spending much more. It's a trap.

Maestro,
@Maestro@kbin.social avatar

I spent about the same on a couple of stash tabs during a sale. I don't regret it. The game gave me a couple of hundred hours of fun. That's more than most games

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