BioShock creator says "audiences reward" single-player games that don't have "other methods of monetization," like Baldur's Gate 3, Kingdom Come: Deliverance 2, and Clair Obscur: Expedition 33
BioShock creator says "audiences reward" single-player games that don't have "other methods of monetization," like Baldur's Gate 3, Kingdom Come: Deliverance 2, and Clair Obscur: Expedition 33
It is my favorite software as a service model.
They run a continuous story based experience that is extremely well done. They do offer the ability to buy in game credits, but if you play regularly there is no reason to as they show up frequently in game. Their cosmetic store only has a few items, but they cycle around so there will always be another chance to get them.
And when the devs did fuck up the gameplay, they admitted it and changed course. When Sony forced them to add in the PlayStation login the devs supported the players in pushing back and we now have an official review bomb cape.
At the very least, you can still pirate it and play cracked multiplayer with friends.
I made the mistake of buying the game year ago, and bought a bunch of DLC at 50% or greater sales, and now the sunken cost fallacy has taken hold on me, and I still want to buy more . . . . (at least I’m broke so I can’t right now hehehaha)
KCD is unique, personally I love it. In some ways it’s kind of the dark souls of first person RPG. The systems are at times a bit clunky, combat is hard, complex, and both you and your character need a lot of training to be profficient.
But that’s the fun of the game. Henry is a useless lump at the start, and you mold him in to what you want.
Personally, I love hardcore challenging single player games, and few in recent years match KCD.
I dont have a system to play KCD2 yet, but from everything I’ve seen, the developer doubled down and kept the majority of the systems in place, just adding scale and polish.
I’m sure the first one is on discount these days, and highly recommend it.
KCD2 is exactly like KCD1 with a few more years of development refining and in some cases expanding the rpg systems, a new map, and a continuation of the story. It feels the same, just a little nicer. In other words, it’s a perfect sequel.
The only fault I have with it is that Henry starts the game bad to mediocre at most things instead of useless, and that beginning stage is my favorite to go through and out of. But being a sequel I can excuse it pretty easily.
I appreciate the sentiment but the (very shitty) reality is single player games don’t come any where near the profitability of these multiplayer games in the current climate. Like no where even remotely close in terms of effort to profit. You can straight up clone call of duty every year, or add a few maps to fortnite, or add a new operator to siege, and monetize every tiny fraction of the game thru micro transactions and people will keep on playing and keep on paying.
Single player games operate pretty much the opposite. You buy it once. Play thru it. Beat it. And generally never touch it again unless maybe some dlc comes out and you might add a few more hours to it and then never think about it again.
I say this as a giant fan of single narrative games, it’s just a much smarter business move to pump out shitty online multiplayer games.
Fortnite was released in 2017, last year it netted almost $6 billion.
Call of duty has been dog water for like a decade. Its been the best selling game every single year since 2009 unless Rockstar releases a game (and Hogwarts legacy randomly dominating one year).
World of Warcraft came out in 2004. Last year they announced they had over 7 million active subscribers… Over two decades later.
Apex legends came out in 2019, last year it made over $3 billion.
The list goes on and on and on. You just can’t compete with weirdos obsessed with showing off a wizard hat on their character in an online game or busting open a loot box to get a new weapon skin or something.
On the one hand, you’re right that the market for micro transaction laden multiplayer games is much larger than single player games. On the other hand, the market for people who want single player games is still very large. You showed that yourself mentioning Rockstar games and Harry Potter.
So while many publishers want a piece of that larger pie, every publisher trying for it just leads to over saturation and greater odds that a game will fail entirely. So there is still incentive for publishers to release large single player games even if the pie is smaller since there may be less competition making it easier to stand out. And what the article is saying is that, within that pie, one way to stand out is to avoid micro transactions. And since it’s discussing single player games specifically, I don’t see a lot of relevance for bringing up multiplayer games that exist in a different part of the gaming world.
single player games don’t come any where near the profitability of these multiplayer games
True, but they are still very lucrative. You can make them, release them, generate a healthy surplus, and roll that into making the next game with plenty of cash to spare.
Also, you don’t have half your dev team stuck supporting a legacy release, constantly fixated on juicing engagement and monetization. There’s a lot less overhead involved in a single-iteration release.
Reading the article, where did you get “audience rewards” == “maximal extraction of cash from the audience”?
IMO having a very profitable game that will comfortably fund your studio for the next 5-10 years AND that has universal critical acclaim and a devoted fanbase is reward enough. You didn’t lose because you didn’t make the most money out of all your competitors.
Different games have different audiences. Some people want arcade slop and slot machines to play with friends, they were never going to play BG3 or E33 anyway.
Important to the conversation as well is the fact that plenty of live-service games have recently failed spectacularly. Remember Concord? Within the industry, that is a clear signal that very high budget online slop isn’t as risk-free as previously assumed, which makes ambitious narrative-driven single player games an interesting diversification strategy for studios.
It’s not either or. Executives could spend 100M€ on “nearly guaranteed” online slop, or 80M€ on online slop and 20M€ on a good narrative game. And the critical and commercial success of games like BG3 and E33 are definitely moving the needle.
Especially when micro-economically, there are diminish returns when scaling dev teams. It’s kind of obvious but the first million euros does a lot more for a project than the 100th million. That further strengthens the case for a move away for big players from ONLY funding live-service slop.
Absolutely!
Games as a service is a scam.
Games as a service can be okay, in some situations. Ones we very rarely see due to (primarily) publisher greed.
If you’re paying for the game itself, at any point, GaaS is stupid and extremely exploitative.
If they choose to go that route however, the game needs to be free to play with separate monetization. They need to mebe things that are completely optional and don’t affect gameplay.
I mean, MMOs were supposed to be continuously supported and developed during the enrollment period. Earlier iterations of the model had live DMs running encounters, active continuous releases to expand the game world and advance the storyline, and robust customer support to address the bugs and defects. Also, just maintaining the servers necessary to support that much data processing was hella-expensive on its face.
Games as a service don’t need to be a scam.
But eventually, the studios figured out they can do the MMO business model on any game. Justifying a fee for Everquest was a lot more reasonable than justifying it for a glorified Team Fortress knock off. Or a freaking platformer.
Oh and they were what weekly spawn on top of that too that were also open world spawns to boot, so quite often you had competition just laying claim to it.
Our server had some quite… colorful guilds that didn’t play nice and would train attempts, or bum rush it in an attempt to do more damage to steal the claim, among other nastiness. Imagine you spent hours getting 80 people together, prepping, and then getting ganked at the last minute. lol pure chaos.
The GMs were constantly involved sorting out the aftermath. Which was funny in its own right I suppose. Which is probably why they leaned hard into instances in later expansions.
Fun times. Dont think there will be another experience like it was its hayday.
And honestly I think that’s what’s missing in “modern” mmos: the human element. Or rather the social one. Which is ironic.
They are now way too friendly towards solo play and systems like ff14s duty finder removed the social aspect by automating group comp with complete randos that you will probably never see again since it was cross server.
In evercrack and even ffxi you were required to shout for groups from a pool of players on your own server so you got to know people. Who was good and who was not so good. You built a reputation.
It was a lot harder for sure, but it felt more meaningful.
Neither don’t play them or ignore additional methods of monetization built into the game. It’s like they don’t exist.
If there is too much dlc, it makes me feel like the base game is an empty shell. Even if it’s not true, it turns me off from the game. Look at sims 4 and one of those city builder games.
I feel the same about multiplayer games without gated progression and LAN server hosting. (Or local/splitscreen)
These days I can’t even play a multiplayer game with friends somewhere with shitty internet. And because of progression you have to force yourself to only play together, but never with different people or by yourself because then you will get ahead.
This is pure unadulterated copium. Numbers don’t support this
Regardless, I’m tired of this shit. There is clearly room for both.
Thing is, I’ve seen funbucks stuffed into various single player games over the years. The first was probably Mass Effect 3, but some of the Assassin’s Creed games have it too.
But who are they for? Who buys them? They’ve never really felt like anything that would be useful. It’s usually just some crappy cosmetics, or something you can get through normal play. It’s like they’ve been stuffed in at the request of management, but also like nobody has ever checked up on what they actually put in, or whether anybody bought it…
The game industry was assaulted by the MBAs long ago. They have this financial concept of leaving money on the table. That if you aren’t skinning your customers alive for all they have then you are losing money.
Then there was that infamous power point slide that got leaked where, basically, the plan is to use games to bring in audiences then use gambling techniques to hook on whales then cash them for eternity. Thus “live services games” were born.
It feels like uncreative shit because it is. It’s a finance people idea, not a creative game developer idea.
Who buys them?
Play Nice by Jason Schreier mentions that the “Pay to Win” style of monetization is very popular in Chinese markets.
I’d wager that, since other markets strongly oppose that, public companies focused on profits over player sentiment needed to find a middle ground. (That dichotomy is the main focus of the last half of the book)
We revolted when Battlefront 2 had loot boxes at the center of game progression, so companies hoping to make the most money in both markets need to make the purchasable items either purely cosmetic or only helpful in early game progression (starter packs).
Who buys them?