Ah yes, of course immediately after they got all of the money for the things that scalpers bought out instantly, and are now going to be resold for triple the price online. So, so sorry.
Even the best live-service games end up a confusing, convoluted mess of menus and currencies that are hard to navigate. And that's before you even try actually play it.
It definitely feels like this is counter to their competitive advantage in the market (marque single player titles), but maybe the numbers on that just aren't big enough anymore.
They're right that retail prices of AAA games are too low to make a profit. Which is why they've turned to microtransactions and dlc. However, the price of such games is too high, which means the budgets and profit expectations are too high. With the quality of games coming out lately, even $60 is too high. I can't imagine spending $70 or even $80 on a game.
To be fair to Capcom, I think that an ideal world for them would be not having to compete against games whose expectations and ideations are out-of-wack with the price point and requires huge sales numbers to even be profitable.
For example, SF6 has a full single player mode that exceeds any of the output of previous games. While the quality of this single player mode is sub-par, it's still very ambitious compared to their old method of releasing fighting games (Arcade mode and Versus mode, with some mini games -- that's all!) and it finds itself having to compete with other 60 dollar titles whose scope is often outlandish while knowing full well that a fighting game can never move FPS game figures, for example.
The 60 dollar game made a lot more sense in the era of the PS2 where games were often linear experiences, sometimes lightly to heavily cinematic. A game that was made like MGS2 could be sold today for 60 dollars and it would have a very hard time competing against huge blockbusters like Starfield, with some probably scoffing at the idea of paying 60 dollars for that experience. (See Armored Core 6 -- a good example of this that actually happened.)
They should just get rid of the expectations of sales numbers like what current AAA get. If we want better games, less people will buy them, because a good game isn't for everyone.
Since they bought bandcamp payments have been fucked. Ever since every time someone buys an album it takes 2 or 3 days to reach me. Which is terrible on band camp friday, where all funds go to the artist. Because of the delay instead of getting the entire sale, I get the regular amount. Logins have been breaking, the app has been unstable, and a bunch of smaller issues. They fucked it up.
Well, I think gaming standards are too low, Harushiro Tsujimoto.
Here's the deal, we keep the game costs where they are, but you need to stop pulling unrealistic ideals to match up to. And you need to stop shitting out bad games just to keep the trademarks alive and other copyrights. Give us GOOD Megaman games, not whatever Megaman Dive is.
We need to go back to the model of where making good games was a key priority. Why have you forgotten this?
The giant BR is likely Fortnite, the Battle Royale part that is the game most people know wasn't supposed to be the big deal, what is now Save The World was supposed to be the game and BR was just going to be tacked on.
Their reboot of Unreal Tournament failed. And so did their moba named Paragon. Arguably, their Fortnite Save the World also failed. Gears of War Judgement had poor sales for a Gears game though that may have been mostly developed by People Can Fly.
Generally if we ignore Fortnite and Infinite Blade(a mobile game), their last successful game was Gears 3, from 12 years ago. They basically only have Fortnite, Unreal Engine and the Epic store.
They cancelled a bunch of games like Paragon and Unreal tournament to feed the Fortnite machine, abandoned the main Fortnite mode they had already sold and then started funneling money at the epic store.
The epic store at this point has been such a huge loss, exclusivity deals alone are worth millions and not even those managed to get them a user base.
A company with Fortnite’s and Unreal’s income should not be struggling to make a profit.
I'd venture a wild guess that the revenue split business model behind Unreal Engine, and the strategy around spending tons of money to bring people over to the Epic Games Store, are not sustainable. They probably have been generally subsidized by the huge amount of cash that Fortnite has brought in.
Maybe the Fortnite well has dried up? 2023 has been a strong year for news game releases, and it's possible that Fortnite has lost some of players' attention?
Hard to say, but it's looking like Unity are not the only ones struggling to keep their business afloat.
I only have played Fortnite because my nephew was big into it for a long time, now that he and his friends are in high school they have quit playing, I don't know if that's a big trend, but he tells me it is just not cool to play anymore.
They keep giving away free games each week (they have to pay to the publishers of the games to give away games) yet nobody spend money in the store (I think the average was each user spend like $10 or $15 per year)
They also keep buying exclusives, a thing that cost money...
And we cannot forget all the studios and company they have bought, the purchase cost money and their maintenance too
I passed on this game a because it looked like a generic city builder. But having finally played it it had some surprising mechanics.
building up. Your space is fairly limited and you’ll want the good land for growing food. So you need to build up. Buildings ontop of buildings and you’ll need to account for efficient pathing and scaffolding. I thought this was a really cool mechanic.
power, the power mechanic is also pretty interesting. Everything that needs power is either attached to a powered building or connected via a big spinning log. Power sources are water wheels and windmills neither of wich is consistent so you also need gravity batteries. These are cool because the higher up you make them the better they are which encourages you to use mountains and scaffolds to make huge structures.
I’m looking forward to seeing how this game continues to grow
It's definitely a recommendation from me for all basebuilder/colony management enjoyers out there, maybe its not as deep or complex with its mechanics as I'd prefer at times but it's a very unique, charming game that only keeps getting better with updates like these. Badwater seems like it could really spice up the game and change it drastically in the later phases which is just what I hoped for!
Thing is... video games don't really "need" actors. At least not in the same level as they need writers.
Sure, some games might want to add realistic expressions and maybe even voice acting, but it's not something really required for most forms of video game entertainment. Even story-heavy games do perfectly fine with just good writing. In fact, for RPG universes meant to be extensible / moddable, it makes a lot more sense to not be restricted by how many lines of dialogue can the game afford to voice. Morrowind has a lot more dialog options than Oblivion and extensibility / flexibility in how the users interact with NPCs, despite Oblivion having superior AI and a lot more budget.
In fact, a lot of the videogames that do make use of voice acting, only do so for one (or at most, a few) languages... meaning that there's always some subset of players that don't really understand anything the voices say and still enjoy the game. They might as well be speaking autogenerated gibberish, like Animal Crossing characters do.
Add to that how nowadays 3D animators have a good dataset of information to tap into for creating convincing expressions, plus how AI can be very good at generating decent voice lines... and it gets even harder for a walkout like this to have any success. At least when it comes to the video game market.
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