> 2535424770694943;13:
> I guess our personal biases now count for objective absolute truth. But OK. I know friends who actively bought HCS team skins to support their preferred team and contribute to the HCS prize pool but I guess they were manipulated.
No, I just don’t care whether you or your friends think you were being manipulated, because I know that other more vulnerable people are. The modern MTX business is based entirely on hunting for those people. The consequences of these models exist regardless of whether you or your buddies personally feel bothered by it.
> Then why even have this discussion? That is what innovation is isn’t it? Take the learnings of the industry and do something new with it. If we’re going to talk about how live services affects games/players are you suggesting there’s absolutely nothing to be learned/adopted from the good examples I suggested? If your argument is “there hasn’t been a successful/well received franchise that was formerly traditional model turned live service model hence it will never work” then there is no point in you even discussing further.
You are the one who made this a discussion. If I were to sum up my first post it would be: “Live services, let’s not.” To begin with the current industry obsession know as “live services” is about “innovating” in monetization not for the sake of players. If the industry wants to learn anything, it should learn some restraint.
> 1.0 Agree to disagree. Time and effort taken to make a skin is not the same as building a new complex system.
> 1.1 And crunch is crunch yes. But crunch is crunch if you don’t plan well. When you put out a project plan on any industry, you don’t put down “crunch” as the last phase of the project. Every plan looks to avoid crunch. Crunch is due to factors such as scope creep, variations in vision, mismanagement etc. Crunch is widespread in the gaming industry but its not a given. And I’m backing my stance with Bonnie Ross views on crunch in 343. You can choose to believe crunch is inevitable no matter the context.
> 2. For Halo? yes the live service model is new. But in the gaming industry its hardly new. But then again you dismiss good examples because they’re not the same genre/price point. So no point in discussion.
> 3.# of players worldwide are fixed. And when you categorize based on console, age, preference
> region etc them they become even more finite. That’s why there is a concept called target audience. A good game will get a following but a portion of the following came from playing some other game.
> 4. Gameplay experience, content, value for money etc all contribute to a passionate following. You seem to cherry pick favourable factors to further your own argument. Regardless my original point was no matter how good your game is, you’re ALWAYS at the risk of losing a portion of your population especially in a competitive genre such as shooters. Reasons can vary from competition, prize money, community culture, gameplay preference, fatigue etc.
1.) Of course it isn’t the same on its face, but eventually the work on the new complex system stops, the “live service” content factory that is Fortnite(one of your ‘good’ examples) doesn’t. My point that is that being a true “live service” ala something like Fortnite doesn’t mean that anyone is actually saving any time or energy compared to traditional development due to the shear volume of content on a much shorter schedule.
2.) Its almost like context matters, imagine that?
3.) Funny thing is that so often the industry is so busy chasing said “target audience” that they forget about their actual audience or other potential audiences. At the scale we are talking about unless someone is somehow preventing people from playing other games, there are plenty of crossover and untouched players to go around.
4.) Of course those things matter, I just take issue with the notion that the “competition” has fundamentally changed since Halo peaked.
> My point was apex took a share of fortnites population. Maybe dethroned was the wrong term. But both were not failures. This was mainly in support of point #3 and #4. You chose to belove apex and fortnite audience never had an overlap. So we agree to disagree. However, I never said a game has to fail for another to succeed. Rather success of a game is likely to eat away at anothers population. Its a consequence. Not a requirement. But according to you there’s enough gamers to go around. Especially in a saturated genre such as shooters? I disagree.
By all indications Apex didn’t “take” any appreciable shares of Fortnite’s population, you are correct when you state that neither of them were failures. I’m not saying that there isn’t any crossover, only that they don’t eat into each other’s population to any meaningful degree. Good games can potentially get lost in the scuffle, TItanfall 2 is a perfect example, but that doesn’t mean it doesn’t mean that TF2 didn’t have any possibility of securing its own audience. A saturated release window =/= a saturated market.
> But your argument would be that it would be more of the games fault for not being good enough, Competition has little to zero effort and therefore is irrelevant.
>
> And chasing genre leaders has given us great games. Ever heard of the terms dark souls esque, metroid-vania, battle Royale games, halo killer? They all should speak for itself. And there have been terrible flops too. In the same vein lessons can be learned form Industry leading live service games no matter the genre/price point. You’re again playing to your own bias by cherry picking “bad” historical evidence to make your argument seem objective.
Those success stories do speak for themselves. They say we stand on a pile of corpses who would rather starve trying to mimic the success of their “competitors” rather than just continue doing what made them successful in the first place. The idea of learning lessons from the past has obvious benefits, but the industry has proven itself notoriously bad at actually learning those lessons. When they do eventually learn it is long after the fact and the damage is already done, which is a big risk to take considering you are the one making the claim that the “live service” model is less risky.
> Your counter argument is centered around.
Let me clarify some things for you.
1.) I don’t care about hypothetical good models because the industry has not earned that trust.
2.) A good game doesn’t immediately “die” if the #content stops or otherwise doesn’t keep the same pace as a modern “live service”
3.) Unethical practices that are designed to frustrate player isn’t a bug, its a feature, it is the entire reason for the “live service” obsession but they also don’t feel like giving up the old model either
The problem with this whole thread is that it is based on your own hopes and speculation whereas I am basing my disdain for the idea on the industries’ past and present behavior.