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ramsgrl909, do games w Ronimo Games reportedly files for bankruptcy | GamesIndustry.biz

Awesomenauts is still my most played Steam game. Was insanely fun at its peak

hdgdlfiuebdtus, do gaming w Ronimo Games reportedly files for bankruptcy | GamesIndustry.biz

We played Awesomenauts quite a while. It was a super fun 2D Moba with unique chars/skills. At some point we got so much lag/server issues where we had to drop it because it wasnt fun anymore.

Super sad that this “small” studios (mimimi and daedalic also) have to close. They are like the last bastion of devs who still have passion for games, not these three companies espacially but these “small/indie studios”.

I hope the employees gonna find a new place where they get paid better and still can follow their passion.

RIP

ratz30, do games w Ronimo Games reportedly files for bankruptcy | GamesIndustry.biz

That’s a shame. Awesomenauts was very fun back in the day.

blergh, do games w Armored Core 6: Fires of Rubicon debuts at No.1 | UK Boxed Charts

A question for AC veterans: does the presence of a lock-on change things too much? Is it way easier now?

prole,

I haven’t played the series since AC2, and I was pretty young so I don’t recall how tough the aiming was, but no I wouldn’t say the way they implement it in this one makes it too easy at all.

If you are set on using the old method, there’s a way to turn it on relatively early in the game. I tried it for a few minutes, and it made the already somewhat difficult game impossible (for me). Your mileage may vary.

That said, the game is an absolute blast to play, I’m enjoying it so much. Even just the movement feels so goddamn good. From Software has done it again. And it’s not too “souls-y” at all imo. The only real From Soft staple I’ve noticed so far is amazingly well designed (and often tough as nails) boss fights.

Gullible,

It’s a wholly different style of play at close range. There’s no way to “get behind” an enemy AC as they turn on a dime and so do you. At long and mid range, it feels similar. It’s really not comparable to older games as you don’t feel like you’re in a giant robot most of the time- movement is prioritized for better and worse. I still like it but had to reconcile with that early on.

Pxtl,
@Pxtl@lemmy.ca avatar

Yes. Things they changed from classic AC that I like: The assault-flight mode, the cooldown-based weapons, mouse and keyboard controls, some difficult and interesting bosses. The fact that you don’t have to pay for failed missions. Removing stunlocking.

Things I don’t like: fast rotation, loss of radar, general sameyness of the ACs compared to the more extreme oldschool designs. Sometimes it feels like the only important decision is “twogun or sword”.

Things I’m not sure about because they’re obviously “Sekirobot” but the old AC approach had some flaws: the new energy model, the boost-dodges, the new stun model.

Things about oldschool AC I’m disappointed still haven’t been replaced: The fact that buy/sell/install hasn’t been unified into a single screen instead of jumping back and forth between 3 screens. The fact that you don’t automatically start skating by default - why do you ever want to walk in modern Armored Core?

It’s a good compromise between Souls and AC, but there are definitely things I miss about the early games.

sugar_in_your_tea, do games w Weaker subscription deals have hit indie publishers, says analyst

Ok, so make good games and sell them for what they’re worth. I don’t see why they need subscriptions to stay in business.

mindbleach,

Abuse is a dominant strategy.

memerifficguitarguy, do games w Armored Core 6: Fires of Rubicon debuts at No.1 | UK Boxed Charts

I have never played an AC game before, is it fun combat mechanics?

Gullible,

Story’s fantastic, game mechanics are great, movement feels nice. Avoid if you get motion sickness.

memerifficguitarguy,

Thank you!

platypode,
@platypode@sh.itjust.works avatar

Hell yeah. Never played AC before as well–picked this one up on launch day and have been having an absolute blast. It’s FromSoft, so it kicks your teeth in a little bit, but once you get the hang of the combat system and make sense of the info on your screen it’s a ton of fun. If you like the dark souls style of combat (heavy emphasis on dodge-and-punish, demands near-perfect execution), you’ll like AC.

prole,

It’s fucking fantastic. The movement feels great, and combat makes you feel like a god sometimes with the shit you pull off. The game is a ton of fun.

Pxtl,
@Pxtl@lemmy.ca avatar

It’s a compromise between the classic AC games that were a bit more mech-y and a Soulslike (note that even the classic games were very fast-paced, we’re not talking about Mechwarrior here). Some people call it “Sekirobot” because it’s moved away from a few of the mech-y aspects and is more about high-speed soulslike combat but with a rocket-pack, guns, and homing-missiles.

Personally I’m enjoying the hell out of it.

weirdo_from_space, do games w Weaker subscription deals have hit indie publishers, says analyst

I didn’t know Devolver Digital and Team17 were public, that probably isn’t good.

nanoUFO,
@nanoUFO@sh.itjust.works avatar

It never is for consumers.

ryathal, do games w Weaker subscription deals have hit indie publishers, says analyst | GamesIndustry.biz

Alternatively, small publishers that haven’t had a hit in a while are suffering.

OneOrTheOtherDontAskMe,

Yeah i see some defense of the studios in the comments but Devolver hasn’t released something I’ve heard of since the first Good Neighbor outside of potion craft and I only know that one because an off-handed recommendation from a friend l. Not to say I’m some penultimate opinion on games, but if your stuff doesn’t make waves I’m assuming you won’t get money.

Like, everyone wants a Stardew Valley, but only 1/10000000 indie games will receive that kind of love and only 1/100000 indie games would even deserve it. Some are legitimately awesome and present unique gameplay you can’t find anywhere else, and the rest, is shit. It’s poorly designed or implemented, it’s dated, or it’s another super generic RPG Maker level of game and those were NOT going to sell well anyway.

I dont know what the alternative is, but what it is now is shit.

TotallyTerry,

Devolver has their hands on a ton of indie games. I’m surprised you haven’t heard of Loop Hero, Deaths Door, Trek to Yomi, or Cult of the Lamb. Out of the Indie studios, they seem like the most likely to be able to push pass this.

TheMightyCanuck,
@TheMightyCanuck@sh.itjust.works avatar

All they gotta do is make a cult of the lamb 2 and they’ll be rich

OneOrTheOtherDontAskMe,

Turns out I didn’t scroll down long enough. I felt like it had been 5 minutes of flying through and didn’t get that far.

Yeah, if they’re not getting paid well for those hits, then absolutely that’s horse shit for them.

systemglitch,

*push past this

kandoh, do games w Weaker subscription deals have hit indie publishers, says analyst | GamesIndustry.biz
@kandoh@reddthat.com avatar

The problem is publicly traded game companies.

EMPig, do games w Weaker subscription deals have hit indie publishers, says analyst | GamesIndustry.biz

I believe in Volvy. He will handle this.

UrLogicFails, do gaming w Weaker subscription deals have hit indie publishers, says analyst | GamesIndustry.biz

Part of this article just feels like the capitalistic notion that profits should only increase and anything but that is failing:

"Expectations for Devolver this financial year were $115 million to $120 million, and they’ve had to go back to $90 million. The majority of that is the delay of big releases into 2024. I think those are decision for the right reasons, although investors won’t like it in the short term.

But I wouldn’t be surprised if the subscription model WAS actually hurting smaller developers. I remember hearing people hypothesizing that would be the case for a long time.

If you have Gamepass or PlayStation Plus Ultra, you can play almost any small publisher game for free. With that set up, there’s a very large incentive to only play the games on the subscription service, instead of buying a full priced game to try out.

The problem is that once a small game is on the service, a large number of potential sales are going to be cannibalized by people playing on the subscription service instead of buying the game.

This leads to a scenario where your game needs to be on the subscription service and you have less sales because of it. This means that Microsoft and Sony have a large amount of power over the small publishers’ vitality, since a lot of money now needs to come from deals with them.

As Microsoft starts tightening its purse strings trying to make Gamepass profitable, I wouldn’t be surprised to see more small publishers suffering as a result.

ampersandrew,
@ampersandrew@kbin.social avatar

They're not going to suffer from weaker deals. They're going to turn down deals that don't make up for their lost sales.

UrLogicFails,

Honestly, I would hope for that as well; but it seems very similar to the enshittification of Amazon (Wired link, archive link):

Marketplace sellers reached huge audiences and Amazon took low commissions from them.

This strategy meant that it became progressively harder for shoppers to find things anywhere except Amazon, which meant that they only searched on Amazon, which meant that sellers had to sell on Amazon. That’s when Amazon started to harvest the surplus from its business customers and send it to Amazon’s shareholders. Today, Marketplace sellers are handing more than 45 percent of the sale price to Amazon in junk fees.

Basically the notion is once a storefront has captured the bulk of potential customers, they are able to extort their suppliers however they want, since it’s the only way the suppliers can reasonably reach the customers.

Hopefully in this case, the publishers can explore other sales avenues; but it all depends on the reach of the subscription service.

ampersandrew,
@ampersandrew@kbin.social avatar

The ways those two businesses function are dramatically different. Microsoft has a near monopoly of the operating system that powers gaming PCs, and they couldn't turn their store into the Amazon of PC gaming, not for lack of trying, because Steam already offers customers what they want in a far better way and any attempt to close off their operating system is met with market resistance. There's also the fact that the games market is so broad and diverse that Game Pass and Microsoft's stores are nowhere close to being the one-stop shop that an Amazon or a Walmart have historically been, and it's why they're nowhere close to capturing "the bulk of potential customers". They've got about 25-30M subscribers last I checked, which is substantial, but it doesn't even come close to the 100M+ monthly active users on Steam, let alone the wider games market. (Steam is easy to cite, because they make more of their data public, but obviously there are substantial pieces of the market on PlayStation and elsewhere.)

What developers and publishers get from Game Pass and PS+ is a lump sum that devs/pubs project will make up for the potential of lost sales, and if it doesn't, that the word of mouth from offering the game with those services will make up for it in sales outside of those subscription services. If the offer is too low, they don't take the deal. So the subscription service is either a subsidy or marketing or both, but that's only if the figure they're offered is high enough. Saying that Devolver or TinyBuild benefited from that boon in ramping up subscription offerings is one thing; in fact, it may have ripple effects that help them out long-term, as people are more familiar with their brands through subscription services now than they would have been otherwise. But if they're truly "suffering" from those deals being less generous, that's just going back to the old investing adage of "When the tide goes out, you can always tell who was skinny dipping", or to put it another way, they weren't adequately gauging their risk alongside a good deal that was never going to last forever. Judging by the article, Devolver will likely be just fine and TinyBuild is more of a question mark. I honestly had no idea TinyBuild was publicly traded. Both are making sensible long-term bets, at least for the most part...in TinyBuild's case, I hope they didn't invest too much into the likes of RawMen. Both companies were contrasted against Team17, who kept more consistently conservative projections.

Neato, do games w Weaker subscription deals have hit indie publishers, says analyst | GamesIndustry.biz
@Neato@kbin.social avatar

They are in a no-win situation. If they aren't making enough from subscriptions they can pull their games, but then they lose a massive amount of marketing and visibility. Much like Spotify and other streaming services, smaller artists just aren't making much from these. And with the way that contracts and subscription fatigue works, it's unlikely a competitor is going to be able to offer better deals while also attracting sufficient customers.

pory,
@pory@lemmy.world avatar

The win comes later once gamepass gets netflix’d. It’ll only go on like this for so long before there’s UbiPass and EAccess and Sony Prime and so on and so forth. Then a few years after that, when the services finally get pushed back against and die, everyone who just kept buying games on steam/gog/itch/whatever (or pirating) just keeps on not paying sub fees. Like nothing ever happened.

learningduck,

My impression of this comment read like us vs them (subscribers vs buyers) to me which I don’t think realistic. They aren’t mutually exclusive.

There are games that may be too short or don’t have much repeatability that people better off renting than buying.

pory,
@pory@lemmy.world avatar

Subscriptions and those that use them are a worse deal for indie devs, and it only becomes an even worse deal as big name publishers put their new AAA games in the subscription and demand a proportionate slice of the pie.

My opinion / analysis of the situation is that it’s only going to get worse for non-AAA and non-backed indies as “$180 a year gets me aaaaallll thiiiiiis, why would I spend a whole month’s of gamepass on your one game” becomes more and more common.

Furthermore, there was never a world where Netflix stayed as “$15/mo for everything”. Other corps want their own Netflixes. So they pull their content and put out another subscription. There’s no world where MS Gamepass stays the only subscription-based game service in town, and when users are paying for three gamepasses, they’re even less likely to buy a cool game that’s lacking AAA polish for $10.

However, unlike movies and TV, no game has really become exclusive to Gamepass (some tried with Stadia, which thankfully died). There are shows that were exclusive to HBO Max that cannot be legally acquired anymore. Players that want some degree of ownership of their games can buy them on Steam/Epic, or if they want full ownership of their games they can buy them DRM-Free like on GOG. Those guys can keep on doing that through the rise of the “wow it’s genuinely a good deal” gamepass, the “more corporations want their own gamepass” phase, the “prices go up and quality goes down now that we’ve got an audience” phase, and the “service is going away forever” phase.

It’s game buyers that’ll keep indie games alive. Subscription models are a poisoned treat that benefit indie games right now but are already shifting to be a huge blow to the indie game scene.

learningduck,

A well thought out answer.

I see your points, which I mostly agree. I think at one point, but there are also Indies games that may hardly see any penny without the exposition of the subscription as well. There are games like Chain of Echoes that I bought after playing it on GP just because I like it so much that I want to support the devs and wouldn’t have buy it in the first place had it not included with GP, but this may be a rare case or just a matter of releasing a demo.

Rockstar had their games on GP for a short period then pull them from the platform repeatedly for a while, I guess they intended for people to use GP to demo their game. Not sure how that work out for them.

szczuroarturo,

I think the games generaly wont go into subscription only simply beacuse of how much time they take. You speak as if 180$ is a good deal but a lot of pepole do not play enough to justify spending 180$ on gamepass ( of course if you play online on consoles the equation works a little diffrent beacuse of their shitty practice of paid online but thats another matter ). Its not music that is consumed repetivly in massive amounts or to a lesser extent tv and film industry. Games take an awful lot of time amd many of the best ones are free to play already( Path of Exile )

pory,
@pory@lemmy.world avatar

i say $180 a year because it sounds like less of a “good deal”. More people are willing to write off “$15 a month” than they are “$180 a year”.

Krauerking,

Yeah, no.

This we will own nothing and be happy for it is exactly what got the world into it’s current mess and it really makes to many investor groups salvate at the thought of it.

He has a point where eventually these companies that have merged and want to run their own subscription is gonna kill this and people’s wallet for most of the money to go to the major players and devs anyways.

I’m sure Epic would love to have a subscription bundle and it would absolutely dry up money for indie studios unless they have private cash flow

hh93, do games w Weaker subscription deals have hit indie publishers, says analyst | GamesIndustry.biz

Capitalism only working well for the top dogs while the rest has to fight for the crumbs? Unheard of…

MolochAlter,

That’s simply the Pareto distribution in action, or sturgeon’s law.

Most games aren’t that good and will not make a lot of money.

MentalEdge, do games w Weaker subscription deals have hit indie publishers, says analyst | GamesIndustry.biz
@MentalEdge@sopuli.xyz avatar

Whoa, subscription models hurt smaller games? Whoever could have seen this coming?

Glances at spotify.

No-one could have predicted this!

BB69,

Why did a lot of indie devs flock to gamepass’s defense then?

WarmSoda,

Did those devs already have a deal in place? Were they hoping to get a good deal in the future?

What were those devs saying when they defended Gamepass?

TwilightVulpine,

Indie devs are probably gonna get their bread now and think about the future later. They don’t know if they can get a single game out.

MentalEdge,
@MentalEdge@sopuli.xyz avatar

Likely because when the big games weren’t part of it yet, they were getting good payouts.

But as soon as you throw in one elephant into the pool, let alone a dozen, the rest of the swimmers are gonna have a lot less water to swim in.

JoMiran,
@JoMiran@lemmy.ml avatar

I have gamepass but I also use to be a regular Destiny player. A single time sink like Destiny can leave very little time for anything else. Since I stopped playing Destiny I have been playing a lot more indie games.

Zorque,

Probably same reason they defended being bought off by epic for exclusivity, short term stability at the cost of long term survivability.

ShakeThatYam,
@ShakeThatYam@lemmy.world avatar

Cause a lot of indie devs are also idiots when it comes to business decisions. Many (especially solo devs) didn’t get into the industry to make boatloads of money; they are often creative types who are passionate about their work.

Aielman15,
@Aielman15@lemmy.world avatar

A lot of gaming sites asked developers whose games were on GamePass what they thought of it, and the answer was predictable. Like, nobody is going to ill talk the provider of the service their game is on.

Other developers didn’t speak ill of it because of the fear of burning bridges, I suppose.

The Game Bakers (Furi, Haven) talked about their difficult relationship with GP on Vice (LINK).

“Game Pass is such a fantastic platform for players,” said Leprince, “so there are possibly more Xbox players than ever interested in indie games. Unfortunately, without Game Pass, it is also very hard for many indie games to be visible on Xbox.”

Basically, the problem with a subscription service such as GP is that it cannibalizes other games’ sales outside the service itself. And since you are not guaranteed to land on GP, developing a game Xbox may be more of a gamble than it is on other platforms. I fear this may become the norm as more subscription services are rolled out and start encroaching the market.

There’s also the problem with founding. Furi sold 78% of its copies through PS+, yet only one third of its budget was paid by Sony for the deal. Developers have to decide whether they need less money immediately, or potentially more money down the line; but for indie developers, sometimes there is no choice: they either accept the deal, or shut down because they don’t have the founding to complete their next game.

I really like the Vice article I linked because it’s one of the very few who tried to analyze the situation impartially, with data backing it up. Most of the other industry journalists at the time were like “GP is the future! Gamers spend less and everyone gains more money!!1!”, parroting Spencer’s bullshit.

szczuroarturo,

I always wondered if thats really true for smaller musicians . I mean you get bigger share of subscription money without label and you should come out on top over cd eventualy if pepole are listening to your music. The only diffrence being that you get your money over time instead of an imidieate boost. I get this feeling its just the case of more music being made than ever before.

Also how does revenue sharing works in case of games. In case of music its pretty easy but in case of games i am not sure how that works.

MentalEdge,
@MentalEdge@sopuli.xyz avatar

In the case of both, how fair it is, depends on payment model. At least spotify is grossly unfair, to the point that there is an entire industry around bot farming plays to drain money from the payment pool.

As for game subscriptions, I’ve not looked into it much, but I know Apple’s service at least is based on hours played, which has resulted in some games on the service attempting to stretch out their playtime using things like mandatory grinding to progress in their games. With this model, developers can literally shoot themselves in the foot financially, by allowing the player to sprint. It’s stupid.

Games can’t be reduced to that simple a value. You can get the same amount of hours out of God of War as you can Binding of Isaac, but their production and purchase costs, are not, and should not, be the same.

szczuroarturo,

Hmm yeach ive heard that spotify aproach is kinda shitty and allows music boosting by bots. But at least tidal as far as i know is fair in that regard. basing the revenue based on hours played im game is fairly shitty. Actually Given the games specific i wonder what would actually be fair ( actually i know what would be fair. Microsoft buying the games that you downloaded straight up and paying the current price,but i really doubt it would be sustainable ).

MentalEdge,
@MentalEdge@sopuli.xyz avatar

Unfortunately, basically no game on these services, will ever get what a customer paying full price would net them.

The same goes for music. There’s simply less money to go around in the subscription model.

szczuroarturo,

Hmm with the game i agree but with the music i basicaly buy a full cd every month. And i doubt pepole were buying a cd every month. The only controversy to me here is the revenue sharing model which seems to be shitty on some of the platforms( like Spotify wich i would probably ditch for tidal if not for the amazing discver weekly )

MentalEdge,
@MentalEdge@sopuli.xyz avatar

Right but that has the same problem as video game pricing. Ten bucks is a lot less than it used to be.

And do you listen to just one album a month? I don’t think so.

Lojcs, do gaming w Weaker subscription deals have hit indie publishers, says analyst | GamesIndustry.biz

I hate investor brain

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