This seems like a inaccurate take from folks who are not following the gaming industry closely.
Activision just had a record-setting year of high revenue (presumably they are not feeling the impact of peaking attention), in part because the quality of their products is still high-ish. They laid people off because they could, not because of any downturn in business.
EA's quarterly results are down, because their product quality has suffered and their pricing has risen, players are somewhat disengaging. Those problems are with EA and internal to EA, not problems with the industry.
---
The article is right to claim that too much focus is on "Fortnite", but they miss their own point. These companies are not suffering from "peak attention", so much as they have stumbled into various mismanagement and/or bled out a chunk of their talent and ability to create. These companies problems are impacting the products they ship.
If you build a well designed, well crafted product, players will still happily arrive and spend lots of money (as EA's own Apex Legends is showing today, and as Fortnite, Spider-Man, RDR2, Warframe, Path of Exile, Magic Arena, and many others routinely demonstrate.)
The best reporting on Activision I’ve seen has been from outside the games industry and games journalism (I’ve preferred writing from this link, Variety, Bloomberg, etc.)
Activision is not concerned about whether they are making money now. They are concerned about whether they can continue to make money. They have profitable, mature lines but nothing in the battle royale genre that is quickly growing and a threat to both Call of Duty and Overwatch, not to mention what’s next after that. They need to invest heavily in acquisitions and development of new titles using their existing brands. The layoffs came from areas of the company that wouldn’t be able to help with that.
The morality of layoffs can be debated, of course, but analysis of the reasoning has been too absent from close followers of the games industry.
And yet they posted pre-tax profits of almost 1.5 billion dollars in 2018 (their highest profit numbers in the last 4 years). That's hardly the mark of a company that's ready to go under.
Growth is not the only measure of a companies health.
I don’t have a ton of direct insight into gaming, but in general when a business that’s dependent on development is facing headwinds and doubles down on hitting the numbers, that’s a bad sign. It’s often a signal that the firm is not investing in the business.
IMO, modern business models for gaming (ie casinos for elementary school kids) are problematic and are turning kids off. There will be a harsh reckoning as more and more people figure that out.
I mean, they aren't saying that players don't products, the point is that when "players will still happily arrive and spend lots of money" then (unlike earlier years) those players are leaving some other product (quite likely also made by one of the same few major publishers!) and spending less money there, so building that well-crafted product didn't bring new sales but cannibalized existing sales; and if the industry builds twice as much well-crafted products, the total revenue for the industry will be pretty much the same, with the only difference being that maybe one publisher will gain slightly more sales at the expense of another.
It's been years since I played any games really. I enjoyed D3 and really committed for a while to WoW. personally, I don't really like free to play as it distorts the gaming experience too much. Take WoW for example: when it started, it was legitimately slow and hard to get to level 20. Now that level 20 is the free to play cap, it only takes a few hours. All the fun that came from exploration and "play" of the game in that early level set is now gone, replaced by speed grinding, achievements, and constant rewards. I feel like leveling used to be a consequence of playing, now, since they've basically decided that there is no play until endgame, leveling is a chore that is meant to be rushed through. I mean, I get that endgame play is fun, and that the big raids are fun, but, they've so distorted the solo-questability that as a part time player there is virtually no point. There was a point in there where they could have focused on the long-term viability of the game and doubled down on mid-game content - better quests with complicated storylines, better low-level raids, better "role playing game" mechanics. Instead, they focused on endgame, where WoW and Fortnite start to look a lot more similar. One just takes a ton of work to be competitive and one is easy any free.
I guess if I had one point to make it would be that all the big titles focus a lot on endgame rather than making the mid-game deeper and more fun.
That has nothing to do with being free. For many expansions now,WoW has pushed players up to the latest content (usually last expansion content and 10 levels). They've been through 2 stat squishes and several expansions where you get a character boost when you buy the expansion. The MMO feel only happens when you're paying an MMO though so it makes sense to push the players into a smaller cross section of the game. They introduce what you call "mid-game content" every expansion. Its just in the last 10 levels.
They recently did a stat squish and made a large part of the old world autoscaling so you can take your time in an area and exhaust the quests there.
I have no idea what you mean when you say wow is like fortnite.
All this said, the quality of writing and attention to game design has suffered recently. I assume Blizzard has attention on other games.
This is why Everquest was so great for me. Leveling took a long time and you really got to explore the world. It would take teaming up with people just to make perilous journeys - this is something I don't think exists anymore in games. Additionally, gear lasted much longer. You could be using the same piece of armor for months potentially as you leveled in EQ. It really felt like you were building your character. Now in MMOs, it often feels like you are just checking boxes to get best-in-slot items so you can be like every other high level $build $class character.
You may be talking about the "free sample of limited gameplay" or "free to play, pay to win" or "free to play, pay to not wait" models, to all of which I would deny the simple title of "free to play." A good example of actual-free-to-play is DoTA: You get access to the full game, all characters, all servers, etc. The only thing you pay for is cosmetics; you can't buy anything that gives an advantage in-game, and it's hugely popular as an esport and makes Valve tons of money. It's free-to-play done right imo.
For us who grew up playing lots of video games but are now adults, we now have:
1. Way less time
2. A higher expectation of quality
3. More money
Creating "Quality Time" entertainment is why I founded Escape Character. We're a platform for online experiences with a live actor. Since a paid actor is involved, and we pay them a suitable rate, events are ticketed even though they're online, just like an escape room or theatre show.
I have a background in improv theatre (but also a PhD in Comp Sci), and my initial crazy idea was "what if every NPC in a game you were playing was played by a good improvisor who could adjust to you." Economically this is feasible as long as the player:actor ratio is 4:1.
Our first online experience released last week - a 45 minute "live action digital adventure" called The Aluminum Cat. Tickets here: https://escape-character.com/
This content is made in-house, but our goal for Escape Character is to enable actors to work from wherever, to audiences based anywhere. Currently these kind of high-touch responsive experiences are exclusively in-person, e.g. escape rooms, immersive theatre, Disneyland.
I'm not yet convinced that this is something I'd really like, but I have to admit I'm intrigued. And the prices seem really reasonable.
I feel like I'd be more sure (and more likely to purchase tickets) if I had a better idea of how it plays. The description seems to be lacking. Perhaps a short video would help people better understand what they're buying into?
To be fair, this is my problem with real "dinner theatre" as well. I simply don't know what to expect, and so I'm not likely to buy tickets.
The problem for me is that games are rarely designed to be “complete” anymore. I assume there’s some kind of catch with most of them, and it’s tiring. Why spend time on a game only to discover that it’s actually missing entire chapters, or has major bugs, or is curiously un-fun without an oddly expensive “optional” item? (Clearly many people must fall for these schemes, otherwise so many games would not be designed this way.)
“Initial price” seems to be the lure. Game revenue would look a lot different if publishers were required to use the term “Submit DOWN PAYMENT of $0.99 (All Content: $200.00)” or “Pay First Month $0.99 (Price Per Month: $3.99)” or “Try Now (All Content: $389.00)” or “Buy Chapters 1-3 ($9.99)”.
Similarly, it would be very useful if publishers were required to show statistics on what percentage of people bought each downloadable pack. If you offer different downloadable chapters for instance and I see you have 50,000 downloads of the first chapter at $0.99 and like 10 people buying Chapter 2, I can conclude that maybe your game was not fun enough for people to want to play more. The platform may be able to determine this too, e.g. calculating an “average price per hour” factor that translates app time from those who purchased at least one component of the app, giving you a sense of how much time they were able to spend for their money.
An interesting thing that's happening right now with the release and rise of Apex Legends is seeing how these now stale numbers are already starting to move around in regards to the level of engagement that Fortnite now commands versus what it commanded only weeks ago.
The pace that the market is moving is pretty incredible in direct contrast to the landscape even just 5 years ago when MOBA's owned the world.
This in conjunction with other nimble, highly accessible entertainment experiences (Tiktok, HQ and its clones, etc) make for vast and extremely fickle landscape vying for attention. It's really fascinating to zoom out and watch it unfold.
Personally I'm just thrilled to see the level of production around eSports really kick off. Games that have been around for a decade plus now (CS:GO, Dota 2, Street Fighter) now have these incredibly high quality events and online coverage that for me have shifted my attention away from many traditional sports I used to watch.
I do think Esports is let down by bad production quality of the telecasts, for eg: Most Rocket League telecasts seem show most of the match from each players camera, quickly switching from one player to another, but showing the whole action from a roof-top or sky camera or atleast traditional football broadcast like camera would make it more watchable. Even with CSGO and Overwatch, similar problems, the game designers and sportscaster should promote such more viewer friendly production of telecasts.
Also most esports telecasts have too much fluff and too little gameplay, hours of pregame chats and pettifloggery for very short actual gameplay, they should take a hint from football(Soccer for Americans), esp EPL broadcasts, very less fluff.
I think the content would be richer if one could spectate the tournaments in-engine rather than watch them as video streams, atleast then viewers can take full potential of such telecasts, see things from any angle / perspective desired.
You want the production to kick off? There's nothing wrong with just airing the game, I don't need commercials and interspersed ads and huge breaks and player backstories and all this other fluff that comes with "production values". I like how technical the casters are now and not catering their commentary to lowest common denominator viewers, so someone who plays the game can actually learn something interesting. Besides, "production values" are literally just resource sinks anyway.
I feel like I'm way out of touch with what I read online about game prices, and I don't think that I'm looking at things wrong. Games still cost about what they did when I was a teenager -- which is to say game prices haven't kept price with inflation. Meanwhile, games have added big increased in graphical quality, in the amount of voice acting and mo-cap involved, in the size of maps and whatnot. Meanwhile, for instance, I got Assassin's Creed Odyssey for myself for Christmas, and I've been putting 5-10 hours a week into it ever since and I'm still only about 2/3rd of the way through the main story campaign. There's almost no other entertainment medium where I can go spend $60 and get that much time spent out of it. And by just waiting for the holidays, I didn't have to spend $60, I spent like $30. And yet online I see complaint after complaint about how big AAA games aren't delivering value for the money because of all the DLC available that they feel "should" be part of the base game. I don't get it.
1. Sales numbers have increased significantly. Compare GTA 3 (2001) which sold 2 million in its first 3 months, 6 million in its first two years and 15 million lifetime to GTA 4 (2008) which sold 8.5 million in its first month, and 20 million in its first 3 years to GTA 5 (2013) which sold 11.2 million on its first day, 29 million it its first 6 weeks and is currently at 100 million lifetime sales.
2. Add to that DLC (and now microtransactions and loot boxes) pushing the ARPU up.
3. The rise of special editions and preorder content mean most games are launching with special editions in the €120-€200 range. I don't have a breakdown for special vs regular edition sales but they're certainly pushed hard and I know of people who do buy them.
4. Also not everywhere has seen the same stagnation in video game prices, here the price of a new release on console has gone from IR£25 (€32/$35) in the PS1 era to €70 ($80) these days.
> And yet online I see complaint after complaint about how big AAA games aren't delivering value for the money because of all the DLC available that they feel "should" be part of the base game. I don't get it.
My complaint: If I, something of a story completionist, want to ensure I get to play all the story content which was built for, say, Asassain's Creed Odessey, I have to not only pay that up front $100+ (to get the appropriate level of pre-order exclusive content) cost, I have to spend an additional hundred plus for season passes and other DLC. And that's not counting all the extra skins and weapons for sale.
I'm glad you feel you're getting your money's worth, but not everyone plays games the same way you do. For some people, the level of content you purchased is a week's worth of entertainment.
Regarding the video attention, Fortnite is building most of its community around game streamers instead of players! Most of the Fortnite events are heavily focused on big streamers than pro gamers unlike other successful big gaming communities.
That leaves a lot of power to streamers hand. But streamers will play any game that they’re get paid to play unlike players from community.
Most of their community are following streamers instead of the game or Epic. That is how many of them moved to ApexLegends when top streamers got paid to play ApexLegends.
> But streamers will play any game that they’re get paid to play unlike players from community
They're also paid by the community through subscriptions and direct payments (Twitch bits). They'll get more people watching (and more bits/subscriptions) if they play an already popular game that people are interested in watching.
The article doesn’t really mention mobile gaming which is a big factor in the attention economy, whether PC/console gamers like it or not. I think companies that handle mobile gaming properly will be at a serious advantage.
I think Supercell is one company that does well in this space and understand that attention is a commodity. I’ve been playing their latest game Brawl Stars, and I although the graphics are a bit cartoonish for me, I can see the genious behind their design decisions: the game combines several modes that are simplified versions of today’s popular genres, moba and battle royale. Each game session lasts no longer than 2 minutes and it’s continuous real time gameplay. There is no waiting, no searching for opponents, no setup. You just pickup the phone and play. These 2 minutes of gameplay however are very engaging and fun.
This is the kind of sessions a lot people will be looking for in today’s world.
There are plenty of games I find that aren't dumbed down or geared for younger audiences but then I find the opposite problem: they're way too in-depth and require way too much time commitment. I picked up The Witcher 3, and that's certainly not a kids game or monetized in stupid ways, but it's also not a game I can play for 10 minutes and then set aside for a few weeks and come back and play again. RDR2 is like that as well. Most of the open world games are, in fact. And games for adults that aren't open world game, I'm finding them to be super difficult. I assume I'm just getting worse at gaming, but it really sucks to be locked down to only a handful of games that are single player, casual friendly, made for adults, not so difficult that I'm throwing my controller across the room, and not nickel-and-dime me to death.
Yeah, I'm feeling that. It's creeping into more traditional genres and publishers as well. I was kinda hyped for BlazBlue Cross Tag Battle until it was revealed that the base $50 game is a "starter pack"; only half the roster is included. For this kind of game it might be defensible to use DLC to negotiate the addition of more franchises contingent on initial sales, but they actually sliced characters from every included franchise, probably in an attempt to jack up the DLC attach rate. So it goes on the hypothetical "maybe I'll buy a discounted 'Complete Edition' someday" pile.
To me there are a couple of things going on. Both were touched on by the article to different degrees.
One thing is that videos games interest is largely affected by trends. When PUBG blew up I had been out of the loop and I actually thought it was a novel concept. But it wasn't. It was just an improvement to game modes that had existed for years. Now we have seen Fortnite take over interest in PUBG and now with Apex not because it was a totally new thing but because it's a familiar thing with new wrinkles. It's a lot like clothing fashion. We don't really go for totally new ideas because we want to fit in. There is a network affect going on where the hot new thing dominates just because everyone is doing it now. So there is definitely a limited amount of attention.
The other thing is the fact that various video streaming services exist and people can get much of the same experience from video or streams as they get from actually playing games. But video or streams are free or inexpensive whereas each new game requires a heavy investment. It is enjoyable to watch someone else play a game. Not quite as fun as playing it yourself necessarily but it also takes much less effort. You can also get various degrees of social benefits from streams or videos depending on how much time or effort. Again, not as good as "real" socialization necessarily, but also usually with much less effort.
I would go so far as to say that a lot of the investment into assets, programming, story, content in general is being broadcast out for free or low cost or for the benefit of streaming platforms/streamers and it's possible that the producers of those video games are not able to make as many sales as they would have had their content not been available (albeit in a non-interactive way) on those broadcast platforms. Which is not to say that it's necessarily overall bad for sales or bad for consumers. I just think it has an effect of sales.
The rate of technological improvement in video games has also slowed down (i.e, smaller increments in terms of graphics).
Graphics are a major part of a video game and the first thing most people notice. With a slow down here it seems inevitable that there will be a slow down across the industry.
While we're all complaining about the state of current games, what I really want is for games (especially RTS games, but really any game) to come with an API so I can build and test AIs. For example, I love the game Planetary Annihilation (I played its predecessor Total Annihilation a ton as a kid). But after a few dozen games, I began to think 'I wonder if I could just encode my strategy as a policy' - not even deep-RL necessarily, just a set of rules. But I can't even try because they don't have an API :(
QuakeC enabled the community to demonstrate the possibility of good AI in 3d shooters in the late 90's. It spawned an era of popular titles being programmable. Some of those early bot authors went on to become lead programmers of further games, why did they forget their origins?
It does help a game to live beyond its years -- many previous games could become popular again with community AI improvements, and I'm not comfortable applying binary patches and they're not very portable either..
There is intense competition between these battle royale games. Possibly more intense competition than we've ever seen. Being the 2nd WoW or top MOBA pales in comparison. Of the dozen BRs I've played (including mods for existing games), all but 3 already seem somewhat dead. PUBG, which was the leader for what seems like the longest duration, now seems like a distant third, and will likely never recover.
I think it might have something to do with a combination of free to play and no matchmaking.
Once a BR has saturated the market, the percentage of new to experienced players starts to drop. I think most players will reach a skill peak and the game starts to get harder faster than they are improving. This can be frustrating, and since newer BRs have a higher percentage of less skill players they feel easier. With no money barrier, the players switch.
maxsilver|7 years ago
Activision just had a record-setting year of high revenue (presumably they are not feeling the impact of peaking attention), in part because the quality of their products is still high-ish. They laid people off because they could, not because of any downturn in business.
EA's quarterly results are down, because their product quality has suffered and their pricing has risen, players are somewhat disengaging. Those problems are with EA and internal to EA, not problems with the industry.
---
The article is right to claim that too much focus is on "Fortnite", but they miss their own point. These companies are not suffering from "peak attention", so much as they have stumbled into various mismanagement and/or bled out a chunk of their talent and ability to create. These companies problems are impacting the products they ship.
If you build a well designed, well crafted product, players will still happily arrive and spend lots of money (as EA's own Apex Legends is showing today, and as Fortnite, Spider-Man, RDR2, Warframe, Path of Exile, Magic Arena, and many others routinely demonstrate.)
1123581321|7 years ago
Activision is not concerned about whether they are making money now. They are concerned about whether they can continue to make money. They have profitable, mature lines but nothing in the battle royale genre that is quickly growing and a threat to both Call of Duty and Overwatch, not to mention what’s next after that. They need to invest heavily in acquisitions and development of new titles using their existing brands. The layoffs came from areas of the company that wouldn’t be able to help with that.
The morality of layoffs can be debated, of course, but analysis of the reasoning has been too absent from close followers of the games industry.
falcolas|7 years ago
And yet they posted pre-tax profits of almost 1.5 billion dollars in 2018 (their highest profit numbers in the last 4 years). That's hardly the mark of a company that's ready to go under.
Growth is not the only measure of a companies health.
Spooky23|7 years ago
IMO, modern business models for gaming (ie casinos for elementary school kids) are problematic and are turning kids off. There will be a harsh reckoning as more and more people figure that out.
PeterisP|7 years ago
tokai|7 years ago
Not a strong suit for triple-a developers.
abakker|7 years ago
I guess if I had one point to make it would be that all the big titles focus a lot on endgame rather than making the mid-game deeper and more fun.
jayd16|7 years ago
They recently did a stat squish and made a large part of the old world autoscaling so you can take your time in an area and exhaust the quests there.
I have no idea what you mean when you say wow is like fortnite.
All this said, the quality of writing and attention to game design has suffered recently. I assume Blizzard has attention on other games.
mipmap04|7 years ago
tines|7 years ago
kfwhp|7 years ago
You also have private servers of all expansions.
escapecharacter|7 years ago
For us who grew up playing lots of video games but are now adults, we now have: 1. Way less time 2. A higher expectation of quality 3. More money
Creating "Quality Time" entertainment is why I founded Escape Character. We're a platform for online experiences with a live actor. Since a paid actor is involved, and we pay them a suitable rate, events are ticketed even though they're online, just like an escape room or theatre show.
I have a background in improv theatre (but also a PhD in Comp Sci), and my initial crazy idea was "what if every NPC in a game you were playing was played by a good improvisor who could adjust to you." Economically this is feasible as long as the player:actor ratio is 4:1.
Our first online experience released last week - a 45 minute "live action digital adventure" called The Aluminum Cat. Tickets here: https://escape-character.com/
This content is made in-house, but our goal for Escape Character is to enable actors to work from wherever, to audiences based anywhere. Currently these kind of high-touch responsive experiences are exclusively in-person, e.g. escape rooms, immersive theatre, Disneyland.
wccrawford|7 years ago
I feel like I'd be more sure (and more likely to purchase tickets) if I had a better idea of how it plays. The description seems to be lacking. Perhaps a short video would help people better understand what they're buying into?
To be fair, this is my problem with real "dinner theatre" as well. I simply don't know what to expect, and so I'm not likely to buy tickets.
livueta|7 years ago
unknown|7 years ago
[deleted]
makecheck|7 years ago
“Initial price” seems to be the lure. Game revenue would look a lot different if publishers were required to use the term “Submit DOWN PAYMENT of $0.99 (All Content: $200.00)” or “Pay First Month $0.99 (Price Per Month: $3.99)” or “Try Now (All Content: $389.00)” or “Buy Chapters 1-3 ($9.99)”.
Similarly, it would be very useful if publishers were required to show statistics on what percentage of people bought each downloadable pack. If you offer different downloadable chapters for instance and I see you have 50,000 downloads of the first chapter at $0.99 and like 10 people buying Chapter 2, I can conclude that maybe your game was not fun enough for people to want to play more. The platform may be able to determine this too, e.g. calculating an “average price per hour” factor that translates app time from those who purchased at least one component of the app, giving you a sense of how much time they were able to spend for their money.
the-pigeon|7 years ago
Most of the top games your find on metacritic for Switch, PS4, PC and Xbox One don't do that.
For example games like Breath of the Wild, Witcher 3, and Read Dead Redemption 2 are complete games without the catch you are talking about.
crsv|7 years ago
The pace that the market is moving is pretty incredible in direct contrast to the landscape even just 5 years ago when MOBA's owned the world.
This in conjunction with other nimble, highly accessible entertainment experiences (Tiktok, HQ and its clones, etc) make for vast and extremely fickle landscape vying for attention. It's really fascinating to zoom out and watch it unfold.
Personally I'm just thrilled to see the level of production around eSports really kick off. Games that have been around for a decade plus now (CS:GO, Dota 2, Street Fighter) now have these incredibly high quality events and online coverage that for me have shifted my attention away from many traditional sports I used to watch.
Exciting times for sure.
billfruit|7 years ago
Also most esports telecasts have too much fluff and too little gameplay, hours of pregame chats and pettifloggery for very short actual gameplay, they should take a hint from football(Soccer for Americans), esp EPL broadcasts, very less fluff.
I think the content would be richer if one could spectate the tournaments in-engine rather than watch them as video streams, atleast then viewers can take full potential of such telecasts, see things from any angle / perspective desired.
trophycase|7 years ago
ilaksh|7 years ago
cwyers|7 years ago
Macha|7 years ago
2. Add to that DLC (and now microtransactions and loot boxes) pushing the ARPU up.
3. The rise of special editions and preorder content mean most games are launching with special editions in the €120-€200 range. I don't have a breakdown for special vs regular edition sales but they're certainly pushed hard and I know of people who do buy them.
4. Also not everywhere has seen the same stagnation in video game prices, here the price of a new release on console has gone from IR£25 (€32/$35) in the PS1 era to €70 ($80) these days.
falcolas|7 years ago
My complaint: If I, something of a story completionist, want to ensure I get to play all the story content which was built for, say, Asassain's Creed Odessey, I have to not only pay that up front $100+ (to get the appropriate level of pre-order exclusive content) cost, I have to spend an additional hundred plus for season passes and other DLC. And that's not counting all the extra skins and weapons for sale.
I'm glad you feel you're getting your money's worth, but not everyone plays games the same way you do. For some people, the level of content you purchased is a week's worth of entertainment.
stunt|7 years ago
That leaves a lot of power to streamers hand. But streamers will play any game that they’re get paid to play unlike players from community.
Most of their community are following streamers instead of the game or Epic. That is how many of them moved to ApexLegends when top streamers got paid to play ApexLegends.
ihuman|7 years ago
They're also paid by the community through subscriptions and direct payments (Twitch bits). They'll get more people watching (and more bits/subscriptions) if they play an already popular game that people are interested in watching.
mihaifm|7 years ago
I think Supercell is one company that does well in this space and understand that attention is a commodity. I’ve been playing their latest game Brawl Stars, and I although the graphics are a bit cartoonish for me, I can see the genious behind their design decisions: the game combines several modes that are simplified versions of today’s popular genres, moba and battle royale. Each game session lasts no longer than 2 minutes and it’s continuous real time gameplay. There is no waiting, no searching for opponents, no setup. You just pickup the phone and play. These 2 minutes of gameplay however are very engaging and fun.
This is the kind of sessions a lot people will be looking for in today’s world.
llukas|7 years ago
freehunter|7 years ago
We need a "dad's games" genre.
Reedx|7 years ago
- Spelunky
- Don't Starve
- Factorio
- Oxygen Not Included
- All Zachtronic's games
- Stephen's Sausage Roll
- Stardew Valley
- Faster than Light
- Kerbal Space Program
- Dungeon Warfare (if you're a TD fan)
- Return of Obra Dinn
- Prison Architect
- Mini Metro
- Cities: Skylines
- Frostpunk
- RimWorld
- Darkest Dungeon
- Monument Valley
- Portal
- Journey
- Paper's Please
- This War of Mine
- The Witness
0xcde4c3db|7 years ago
ilaksh|7 years ago
One thing is that videos games interest is largely affected by trends. When PUBG blew up I had been out of the loop and I actually thought it was a novel concept. But it wasn't. It was just an improvement to game modes that had existed for years. Now we have seen Fortnite take over interest in PUBG and now with Apex not because it was a totally new thing but because it's a familiar thing with new wrinkles. It's a lot like clothing fashion. We don't really go for totally new ideas because we want to fit in. There is a network affect going on where the hot new thing dominates just because everyone is doing it now. So there is definitely a limited amount of attention.
The other thing is the fact that various video streaming services exist and people can get much of the same experience from video or streams as they get from actually playing games. But video or streams are free or inexpensive whereas each new game requires a heavy investment. It is enjoyable to watch someone else play a game. Not quite as fun as playing it yourself necessarily but it also takes much less effort. You can also get various degrees of social benefits from streams or videos depending on how much time or effort. Again, not as good as "real" socialization necessarily, but also usually with much less effort.
I would go so far as to say that a lot of the investment into assets, programming, story, content in general is being broadcast out for free or low cost or for the benefit of streaming platforms/streamers and it's possible that the producers of those video games are not able to make as many sales as they would have had their content not been available (albeit in a non-interactive way) on those broadcast platforms. Which is not to say that it's necessarily overall bad for sales or bad for consumers. I just think it has an effect of sales.
shahbaby|7 years ago
Graphics are a major part of a video game and the first thing most people notice. With a slow down here it seems inevitable that there will be a slow down across the industry.
glial|7 years ago
PeterisP|7 years ago
DOTA had also decent API links as far as I recall.
Also, there's a lot of research on older games, see https://github.com/openai/retro for interfacing with NES/SNES/GBA/etc games.
jquast|7 years ago
QuakeC enabled the community to demonstrate the possibility of good AI in 3d shooters in the late 90's. It spawned an era of popular titles being programmable. Some of those early bot authors went on to become lead programmers of further games, why did they forget their origins?
It does help a game to live beyond its years -- many previous games could become popular again with community AI improvements, and I'm not comfortable applying binary patches and they're not very portable either..
notTyler|7 years ago
debacle|7 years ago
learc83|7 years ago
Once a BR has saturated the market, the percentage of new to experienced players starts to drop. I think most players will reach a skill peak and the game starts to get harder faster than they are improving. This can be frustrating, and since newer BRs have a higher percentage of less skill players they feel easier. With no money barrier, the players switch.
unknown|7 years ago
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