• Almacca@aussie.zone
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    11 days ago

    Because they don’t want some of the money, or even enough of the money. They want all of the money, and think all you have to do is copy a successful game to get it.

    • Mirshe@lemmy.world
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      10 days ago

      Moreover, like Hollywood, the gaming industry is largely run by people who truly do not understand the thing they’re there to make. All of the C-levels still think it’s the early 2000s where you could shit out anything that looked like a popular game and make 20 billion dollars from it. They think their entire market is dumb kids who will mindlessly play whatever is put in front of them without regard to polish, story, or even playability.

      • msage@programming.dev
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        10 days ago

        And the market proves it’s true.

        How in the hell is EA still not dead?

        Many studios produce barely acceptable shit, yet people buy it in droves.

      • Almacca@aussie.zone
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        10 days ago

        And chasing trends when it can take up 5 years or more to complete a project is utterly moronic.

    • pyre@lemmy.world
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      9 days ago

      Stephanie Sterling has been saying this for so many years, and it’s only getting worse. at least in the “”“AAA”“” space.

  • darthelmet@lemmy.world
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    10 days ago

    My (completely uninformed) theory: It’s competitive advantage. Indies succeed on their creativity, but that works because there are thousands of indie devs out there and we get to see the best (and luckiest) ones. It’s not easy to replicate that creativity by just throwing more money at the problem. So what is a company with ooodles of money but no creativity to do? Make games that only a company with way too much money could make. No indie dev is going to make the next Far Cry or Assassin’s Creed or Fortnite because they just don’t have the budget to make that happen. So they know that even if they keep churning out generic crap, at least it’s generic crap with very little real competition.

    Of course then all of them got the bright idea to compete in a game business model that is inherently winner take all with already well established leaders. So yeah now it just seems like they’re lighting money on fire for fun.

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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      10 days ago

      I mean… You could make a knock-off Fortnite with Minecraft level graphics, make the cosmetics unlocked by just playing, and give it away for free. That would probably be enough to topple Fortnite. It just also would net you exactly 0 profit.

      • darthelmet@lemmy.world
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        10 days ago

        Maybe. But you’d need servers. And that would cost a lot of money for something aiming to be that scale.

          • themoonisacheese@sh.itjust.works
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            10 days ago

            I mean that’s literally just Minecraft hunger games at this point.

            The reason Fortnite is popular isn’t it’s outstanding gameplay, it’s a network effect coupled with the sillyness of the various IPs interacting. People play Fortnite because their friends play Fortnite.

      • Justdaveisfine@midwest.social
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        10 days ago

        Doesn’t this already exist? I could have swore one of the open source Minecraft clones had a battle royale mod.

        There are definitely free battle royale games out there though I don’t know of their cosmetic unlocks situation.

    • sp3ctr4l@lemmy.dbzer0.com
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      10 days ago

      Heres a gamer-brained analogy:

      You know how all the manosphere types describe 90% of women as only being willing to date the top 10% of men?

      This is that.

      90% of all the money in gaming is going toward developing a game with a 10% chance of being rhe next Minecraft, the next Fortnite, the next big huge thing that will generate a stupid amount of money by functionally acting as its own MTX ecosystem with widespread adoption.

      It is: We don’t sell consumer model economy cars because our financial situation is so wound up in financing (read: debt obligations) that we can actually only afford to sell high end luxury models, otherwise our profit margin is too small, and then we can’t afford our operating costs and debt obligations, so then we have to downsize and fire everyone and most importantly, our shareholders don’t get as much wealth extraction, I mean profit.)

      The … problem with this obviously is that if 90% of the money in gaming is shooting for making basically the same kind of game… well then it is all competing with itself, thus causing a gametheortic prisoners dilemma situation where everyone acting out of maximum self interest actually results in the worst possible outcome.

      Another problem with this is that these games are very expensive to make, and they must be made very fast… so, everything other than the MTX system in these games will be buggy and sloppy and garbage tier…

      So, yeah. Game companies are the same kind of delulu that the manosphere thinks 90% of women are, chasing a wildly unrealistic outcome via wildly unlikely to work means.

      (Disclaimer: I am not saying I endorse or believe in this manosphere idea, I am using it as a gamer-brained analogy, assuming it is true for sake of argument and comparison.)

    • Justdaveisfine@midwest.social
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      10 days ago

      I’d hate to say it, but look at any big publishers quarterly reports. Compare how much base games sell compared to micro transactions.

      ^ EA’s

      They would all like to take the lead and have “the” live service game but unfortunately even their bland attempts still bring in a lot of cash. This is why the push to live service is so aggressive.

      The only thing that’s been slowing the push down is these big live service failures, which is making big publishers a little stingy on what games to push.

      You are correct though, the big franchises have a lot of name recognition and its really hard for a competitor to muscle in on that established space (though they do try). Established IPs is a safe bet that often pays off, despite gamers lamenting it.

    • InputZero@lemmy.world
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      10 days ago

      That and everything now needs to be “disruptive”. An idea doesn’t see the light of day in a tech board room without explaining how it’s going to disrupt the market and create space for itself. So unless the game is pitched as a killer of whatever the competition has it won’t move forward. It’s the whole silicon valley mindset of move fast and break things in action.

      • Soup@lemmy.world
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        10 days ago

        And honestly, they’re right. Games are fundamentally optional and there are so many to choose from but these garbage studios make garbage games and openly degrade their customers but people keep paying them.

    • Brave Little Hitachi Wand@lemmy.world
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      10 days ago

      The profit incentive is toxic to creativity. Try to imagine how much cultural value is lost every single day because of no UBI and having to worry about a survival job.

      • Hanrahan@slrpnk.net
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        5 days ago

        That.applies evrywhere, theres a.quasi famous quote from somone whose name escapees me, that opined they arent so muvh worried about the intracties of Einstein’s brian but the fact so many like it have had to work below minimum wage jobs picking starberries in fields just to survive and humanities future has been robbed becase of it.

      • Ummdustry@sh.itjust.works
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        9 days ago

        No question that it’s a lot. The cost of a UBI would probably be more though, ($500/month/capita, maybe? $ 2.1 trillion per annum for the USA).

          • Ummdustry@sh.itjust.works
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            9 days ago

            the “B” stands for basic, as in basic needs, $100/mo would not cover the average americans rent, let alone other basic needs. You’re looking for Universal stipend/Guarenteed Minimum Income/Citizens dividend or other related concept

  • danc4498@lemmy.world
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    10 days ago

    They honestly need to look at Fortnite as the model. It wasn’t meant to be this massive AAA game. It was a modest game with a unique concept (building). Adding battle royal was done on a whim. It just happened to click with millions of people.

    • Lesrid@lemm.ee
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      10 days ago

      IIRC it was a joke mode to make fun of how popular BRs were.

      • Justdaveisfine@midwest.social
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        10 days ago

        I don’t think this is quite right as BRs were new at the time. When Fortnite released there was really only PUBG in the battle royale space.

        I believe it was something closer to a prototype they made in a month or two simply because they liked Battle Royales and thought it would be a fun gamemode to add a side thing.

        • Lesrid@lemm.ee
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          10 days ago

          I remember there being PUBG and some other twitchslop where the gas was neon green and exiting a moving car at any speed would down you. I think there was a third BR that was raging before Fortnite

          • Justdaveisfine@midwest.social
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            10 days ago

            Yeah PUBG wasn’t the only one on the market, but everything else wasn’t anywhere near the punching weight, as PUBG was breaking steam records.

            There was an indie battle royale that was struggling, a Minecraft BR mod, and I think the one you’re describing though I can’t even remember it’s name. None of then were really competitors for PUBG and more of trying to edge in a little bit of their spotlight.

            Until Fortnite, of course.

        • ShinkanTrain@lemmy.ml
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          9 days ago

          there was really only PUBG in the battle royale space

          H1Z1 really having an Ozymandias moment rn

          • Justdaveisfine@midwest.social
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            9 days ago

            I couldn’t remember the name of this one, but looking it up, it actually had really good numbers in the range of 80-150k concurrent players.

            So I was wrong, I recalled PUBG being the dominant game at the time with very little of anything else near its numbers.

  • Korhaka@sopuli.xyz
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    10 days ago

    No. I want an incredibly small scale indie game made by a tiny team and fills my desires for power and war/crimes. Rimworld, Kenshi, Factorio.

      • sulgoth@lemmy.world
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        10 days ago

        Those three fill the bill pretty easily. I’d add Satisfactory for the snarky AI and the general disregard to anything not made of concrete or steel.

          • Knock_Knock_Lemmy_In@lemmy.world
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            9 days ago

            Portal started as a tech demo. 10 people worked full-time for 2 years and 4 month.

            It’s pretty close to an indy game. But if HL2 development is included then it’s definitely not indy.

          • SkyezOpen@lemmy.world
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            10 days ago

            I cheated and used the recruitment mod and trained and equipped the hell out of a squad and went on a grand tour hitting every major settlement and freeing the slaves, because I wanted to better the world.

            And then I put holy nation paladins in the peeler for my own amusement. That reminds me I think I still have Longen in a cage somewhere.

            • nul9o9@lemmy.dbzer0.com
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              7 days ago

              That’s the besr thing about it, it’s so good to make your own stories.

              I like waging wars with the cannibals.

  • psychOdelic@discuss.tchncs.de
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    10 days ago

    wtf does “AA” and “AAA” even mean, like, why do they need different batteries.?

    besides, I thought, batteries were totally out…

    • Artyom@lemm.ee
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      10 days ago

      AA is a game that is a normal full sized game, but was made on a budget that limited scope. Good examples are the Metro series or Balatro. AAA is your normal games with big budgets. AAAA is a special title for Skull and Bones, it means you spend a gigantic amount of money and make sure the whole thing sucks.

  • 10001110101@lemm.ee
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    9 days ago

    They work for the shareholders, not the customers. For most publicly traded companies, the stock is completely detached from fundamentals, so they just do whatever the large investors like (often just hype the new hottest thing; such as marketplaces or “increasing efficiency” with layoffs), regardless if its good for the “real” business or not.

    • Pollo_Jack@lemmy.world
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      9 days ago

      How boeing lost 11.9 Billion in one year, and then 11.8 billion a few years later. Is there anything people that have a lot of money can’t do? Yeah, stay in their fucking lane.

  • ssillyssadass@lemmy.world
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    10 days ago

    I’ve noticed that an increasing amount of games that I enjoy over the past decade have been indie games (or games with lax publishers.)

    • Corn@lemmy.ml
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      9 days ago

      No, going for the sure thing is why we have EA pumping out COD and a dozon sports games identical to last years every year.

      • QueenHawlSera@sh.itjust.works
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        9 days ago
        1. If EA is making new COD games then Activision really needs to sue for copyright infringement.

        2. Which would you rather have? Yearly releases of beloved IPs or Rare sitting on Banjo Kazooie because this is totally the year when Sea of Thieves finally becomes Pirate Fortnite? Actually given how backhanded the Battletoads reboot was…

        3. I’d rather have The Sims 4 get endless expansions if the alternative is that it’s abandoned altogether like so many other IPs EA owns like Ultima, Command and Conquer, Sim City, and Wing Commander

  • Someonelol@lemmy.dbzer0.com
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    10 days ago

    Sadly not every deserving AA studio gets to survive in the long term nowadays. Minimi Studios is my go to example for this. They made amazing niche games with no exploitative DLC/monetization that were widely praised but rarely played. Sometimes good, honest studios can’t make enough money to get by in this day and age and that’s a real tragedy.

  • 2ugly2live@lemmy.world
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    9 days ago

    Because we buy the games, the microtransactions, the cosmetics, etc. Even just one purchase multiplied by millions is a win for publishers. Whales and content creators fuel the cycle even more. Meanwhile, currencies get deliberately convoluted: you need stars for a pull, which require sparkle farts, which you can’t buy directly or in exact amounts. Out of sparkle farts? $14.99 gets you 6000—enough for three whole pills! Don’t worry, there’s a pity system, so the most you’ll spend is only $400. And then you’re left with 60 stars, and if you just had 40 more!

    You’re not forced to buy, but they make the grind brutal and a slog. If you’re really unlucky, it can even make actually playing the came harder. And as long as this system makes money, it won’t stop. Games are turning into storefronts with a mini-game attached. Good games feel like rare blessings, and creativity is often found only indie studios. Big teams have talent—they’re just not allowed to use it, their companies don’t care about that. Gotta make money, more money, all the time, forever, or you’ve failed.

    I say “they” like I don’t play a few gachas myself, but still.

  • nooneescapesthelaw@mander.xyz
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    10 days ago

    why are they like this?

    Which would you rather have 1 million dollars or 100 million dollars?

    That’s basically the thought process, if it bombs I can blame it on some other, if it doesn’t then I’m good

    • rumba@lemmy.zip
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      10 days ago

      Which would you rather have 1 million dollars or 100 million dollars?

      It’s not that straightforward, unfortunately. The real culprit is allowing all giant public companies to hoover up all the small companies. Now you’re not a 3 person team with a side job trying to pay the bills and getting lucky. Office rent, Unity/Unreal want their cut, app stores want their cut, Salary, IT, Healthcare. You end up needing to support quite a lot of infrastructure to make that 1 Mil game. That no longer ‘moves the needle’ on your company’s yearly income and the stock suffers.

      Then, you can’t just make a game and release it anymore, you need live ops, sales, events, campaigns, otherwise you’re leaving money on the table.

      • Soleos@lemmy.world
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        10 days ago

        otherwise you’re leaving money on the table.

        This is the same argument as “would you rather have 1 or 100 mil”

        But yes, you’re right to point out large companies who need to make big money to keep the lights on and, if public, stock profile. If the market perceives modest growth, it will not react kindly, leading to downstream financial losses. Some investors invest in ideas and products, most invest in perceived potential gains. No investment–>no funding–>no games.