Why did they make an expensive game like Concord which nobody wanted? Don’t they have market analysts or something like that? Everyone was able to tell them beforehand that it will flop.
Afaik they started development when overwatch was already successful. By the time development finished the hype was over and players had moved to other genres, and had very little interest in an overwatch clone.
They probably started it at a time when analysis suggested it was what people wanted more of, and then during the probably what; 4 or 5 years it took to develop, interest waned?
I don’t think it was weird that they started on this; it was pretty weird that they didn’t pivot or cancel earlier.
While playing the single player masterpiece which was God of War, I absolutely thought: “The only way to make this game better is if I had the luxury of buying a battle pass to grind for seasonal cosmetics along with a dozen other people.” 🤤🤤🤤🤑
All I read here is that there are still 8 too many live service games in development. Are execs addicted to gambling or what? Because that’s exactly what live service game development is. Also I would like to know what kind of research they are doing that indicates that more live service games is what the market wants, when people who play them rarely ever switch once they find the one they like and at this point there are entirely too many of them.
Live service games that become successful can make billions of dollars, so everyone is trying to be the next big one. Having a ton of concurrent live service projects is the “throw shit at a wall and see what sticks” strategy. They expect most to fail but hope that the 1 that succeeds makes up for it and then some.
I can’t imagine how it sucks to being these devs. They obviuosly earned more and lived better than me, but I’d have a hard time parting with some project even if they are all mismanaged unborn messes.
I was a professional developer in a wide range of gaming areas for about 20 years… Looking back, I can honestly say that 95% of the work I did ended up as a vapor… The 5% that made it to market were so fleeting…
I derived my satisfaction not from completing projects, but solving the underlying problems. That kept me very engaged.
Especially if Silksong comes out this year. I could see a board memeber pointing at it saying, “IF THAT FLAT GAME CAN MAKE A MORBILLION DOLLARS, WE CAN MAKE ONE SO FAST AND GET SO MUCH MONEY!”
Just ask “what is making money” to get the answer. It’s still live service and gacha shit, but I’m sure they’ll try to add machine learning to it somehow cause you gotta have that
It would certainly be weird, after their recent games were so story-driven. You can’t tell a good story, if you need to always keep the end open for possible expansions.
GoW as a live game isn’t the most out there thing. Tens of people liked the multiplayer mode in Ascension (?) and the reception to the roguelite mode was generally very favorable. And the core game already had gear based progression that could map to something like what Ghost of Tsushima has (that has hundreds of people who like it…).
But having frigging Bluepoint spend cycles on this? I am sure that the studio asked for something more than just remakes but… what?
I don’t think it at all matches “Never ask me about my past” Dad Kratos and nobody likes Atreus enough, but one could easily imagine an “open world” live service game where new gods and factions are added every few months and you do quests for or against them.
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Aktywne