GaaS os one dimension of the problem. Another is that some games cultivate a culture of "one game" deliberately or by accident. This means that people expect all their variety to come from one place.
Instead of playing something else, people demand the one thing they know should change as soon as boredom sets in.
Oh, I agree. There's nothing wrong with iterative development, and I know that many companies use two week sprint cycles. But my company wasn't doing it sensibly. And yes, our upper management had a habit of setting unrealistic goals because they were the kind of assholes who thought routinely ruining their workers' lives to meet their deadlines was good leadership.Then your company is doing it wrong. There is value to iterative development, one being a more sustainable pace for the team. If you are being pushed past your capacity, you may be underestimating your work, or management is putting pressure on you to underestimate.
Yup I agree so I wonder why Apex's own battle pass has the incentive to play it as much as you can or else you won't earn enough Apex dollars to afford the next battle pass.Yeah, it certainly's not good when there's some people declaring some GAAS games as dead just because they don't have new content every week
Maybe its just me, but its okay to take a break if you feel bored, then come back to play and grind whenever you feel like it
I wish there would be a breaking point to stop the GaaS, what exactly would cause a breaking point though? Because I don't ever see it breaking
Usually it's a hot take. Usually it's someone with no experience saying, "Hey if they just cut costs they'd be fine", as if nobody at that company or every other company had ever thought of doing that. You did come up with an explanation though, which is good. The problem is, as you noted, who goes first? Nobody wants to go first because they'll get crushed by the other publishers, and ironically, if one or two publishers did that then GaaS might not result in a "breaking point" or "bubble pop" or whatever worst case scenario people are forecasting, so they would have screwed themselves. Then there's the question of whether gamers would accept more of such AA+ games as you call them, rather than expecting them to launch at $40 say. I don't think games like Wolfenstein II or Dishonored 2 were big successes, or Prey.If you think this is a "hot take" you've never been a part of one of these discussions before, lol.
The narrative that developers have "no choice" but to balloon their production costs with each advance in technology is entirely false. That kind of thinking is exactly what got the industry to where it is now. In generations past, "AAA" meant that your game had to be cutting-edge in all aspects - scope, scale, graphics, physics, motion capture, you name it - and the truth is we're already well past the point of that still being financially sustainable. So many individual things are now possible (and expensive) in the current phase of this medium that you simply cannot be "the best in everything" anymore. But publishers have stubbornly refused to admit this.
What's kept this fool's errand going is some of the same absurd mental gymnastics found at many corporations these days that are run by "professional CEOs" who think only of short-term profits. "If I work my employees to death; if I can riddle this product with ancillary monetization; if I can convince consumers to make this product the only game they play, and stretch its revenue-generating timeline to double or triple what it used to be; then I keep the gravy train rolling just a little bit longer. I can get my bonus and go home without having to do the hard work of actual strategic changes. And I'll figure out some way to kick the can down the road three years from now when this solution stops working again".
The only real, sustainable solution is to realize that game budgets are too big and game expectations are too high. Consumers won't pay more than $60, and you can't profit on these overblown monstrosities at that price. Programmers are worth a lot of money, and sooner or later they will either organize, or just leave games entirely because they know they can get paid well without being senselessly abused. Publishers are going to rethink their processes when it leads to high profile multi-million dollar failures again and again and again. Someday soon this rusty, barely-seaworthy ship is going to finally sink.
The long-term necessity is to pare back. AAA projects need to downsize to "AA+". You don't need a state of the art, massive, dynamic open world, a state of the art real-world lighting and physics system, and a state of the art, dynamic motion capture process with 10,000 hours of recorded dialogue from premiere Hollywood actors. Pick and choose what you need the most resources in for your project, and downsize the others. You can be "the best" in one aspect of the medium, and "pretty good" in others, and still make a competent product that consumers want to buy. Even better, you don't have to abuse your entire workforce to make it; you can have it out in 3 years instead of 5; and you can maybe even turn a profit without disgusting post-purchase monetization whose backlash lands you on the front page of the Wall Street Journal.
The reason publishers haven't done this yet, of course, is simple: fear of the competition. "I can start making sane projects now; but if Rockstar keeps making insane projects, and the customers value them more than mine, I'm ruined!" Unfortunately, what someone thinking this way needs to realize is that they are playing a very stupid and short-sighted game of chicken where everyone will simply fall off the cliff into the abyss if nobody steps on their brake. And it's not like there aren't big-name publishers out there who haven't already successfully implemented a more streamlined, specialized strategy. Nintendo games are no longer graphically advanced. FromSoft games often have some issues in the technical department. Hell, people shower millions on games from Bethesda Game Studios, and those titles have made an art of being superlative in one aspect (i.e., narrative & worldbuilding) and literally utter shite in every other.
So no, I don't think what I'm proposing is a "hot take". In fact, I think it is the only way forward.
It will happen due to oversaturation. People can only play 1 GaaS game at a time , 2 max.
If you think this is a "hot take" you've never been a part of one of these discussions before, lol.
The narrative that developers have "no choice" but to balloon their production costs with each advance in technology is entirely false. That kind of thinking is exactly what got the industry to where it is now. In generations past, "AAA" meant that your game had to be cutting-edge in all aspects - scope, scale, graphics, physics, motion capture, you name it - and the truth is we're already well past the point of that still being financially sustainable. So many individual things are now possible (and expensive) in the current phase of this medium that you simply cannot be "the best in everything" anymore. But publishers have stubbornly refused to admit this.
What's kept this fool's errand going is some of the same absurd mental gymnastics found at many corporations these days that are run by "professional CEOs" who think only of short-term profits. "If I work my employees to death; if I can riddle this product with ancillary monetization; if I can convince consumers to make this product the only game they play, and stretch its revenue-generating timeline to double or triple what it used to be; then I keep the gravy train rolling just a little bit longer. I can get my bonus and go home without having to do the hard work of actual strategic changes. And I'll figure out some way to kick the can down the road three years from now when this solution stops working again".
The only real, sustainable solution is to realize that game budgets are too big and game expectations are too high. Consumers won't pay more than $60, and you can't profit on these overblown monstrosities at that price. Programmers are worth a lot of money, and sooner or later they will either organize, or just leave games entirely because they know they can get paid well without being senselessly abused. Publishers are going to rethink their processes when it leads to high profile multi-million dollar failures again and again and again. Someday soon this rusty, barely-seaworthy ship is going to finally sink.
The long-term necessity is to pare back. AAA projects need to downsize to "AA+". You don't need a state of the art, massive, dynamic open world, a state of the art real-world lighting and physics system, and a state of the art, dynamic motion capture process with 10,000 hours of recorded dialogue from premiere Hollywood actors. Pick and choose what you need the most resources in for your project, and downsize the others. You can be "the best" in one aspect of the medium, and "pretty good" in others, and still make a competent product that consumers want to buy. Even better, you don't have to abuse your entire workforce to make it; you can have it out in 3 years instead of 5; and you can maybe even turn a profit without disgusting post-purchase monetization whose backlash lands you on the front page of the Wall Street Journal.
The reason publishers haven't done this yet, of course, is simple: fear of the competition. "I can start making sane projects now; but if Rockstar keeps making insane projects, and the customers value them more than mine, I'm ruined!" Unfortunately, what someone thinking this way needs to realize is that they are playing a very stupid and short-sighted game of chicken where everyone will simply fall off the cliff into the abyss if nobody steps on their brake. And it's not like there aren't big-name publishers out there who haven't already successfully implemented a more streamlined, specialized strategy. Nintendo games are no longer graphically advanced. FromSoft games often have some issues in the technical department. Hell, people shower millions on games from Bethesda Game Studios, and those titles have made an art of being superlative in one aspect (i.e., narrative & worldbuilding) and literally utter shite in every other.
So no, I don't think what I'm proposing is a "hot take". In fact, I think it is the only way forward.
The thing is, the whole crux of this "crisis" is that current AAA games production is not sustainablly profitable. Consumers will not pay more than $60 for a retail game. And you simply cannot continue to budget in everything and the kitchen sink at the grandest scale and the most bleeding technological edge at the price. Nevermind that eventually the labor issue is going to explode, because high-skilled programers simply do not have to put up with an industry where they are overworked, underpaid and abused.I appreciate the long post you wrote, but "fear of the competition" is inherent to the economic system we find ourselves in. Capitalism structures the behavior and decision-making by individuals and companies to such an extent that it is simply impossible to ask them to scale down or pare back. The only way out of the current "crisis" is a financial collapse as if running into a brick wall (much like climate change) or change the entire structure that motivates and mandates companies to pursue as large profits as possible every financial quarter.
CEOs, boards of executives, shareholders, investors, will never "pare back" and we are delusional if we think they can be convinced given the system we find ourselves in.
Suppose "back in the day", there were so many hobbyist modders making stuff for games like Counter Strike, there was always something new and novel, even if it was entirely untested and shite. I kind of miss those days of UGC.
Well said!Yeah let's blame consumers who have had no choice but to accept the change in direction of game development, and when publishers then cannot keep their end of the bargain and the consumers rightfully express disappointment and anger, it's the consumers' fault for having unrealistic expectations. Not cultivated by the publishers seeking to constantly milk a game at the expense of their workers' health.
I feel like the need to constantly update a game wouldnt be an issue if games would stop coming out too early
For Reason like this is that I roll eyes when people complain about "predatory/ monitarization tactics" and how those are "anti-consumer". Like, "DO YOU KNOW WHY COMPANIES IN 1st PLACE ARE DOING ALL THAT??"
they are pushing both their staff and the money machine to their limits cause the end user are demanding for more of the product but somehow cry out wolf when they get too know whats need to be done to try to meet those demands.
Is it a problem in the industry? absolutely, is it a problem created solely by evil CEO/ Management sitting in a chair while stroking a cat, hell no
It's comical seeing gamers refuse to take any responsibility for this market they have helped to create. When gamers complained about ME3's ending, they got a new ending. When gamers complained about SWBF1 having no campaign, they got a campaign in the sequel. When gamers complained about MTX in the sequel, they got them removed. But gamers have nothing to do with anything the publishers do! Never mind the obvious fact that publishers get successful by giving the market what it wants. When a GaaS game does well, it's because that's what gamers want: more, more more. When a SP focused $60 game bombs because gamers refuse to spend $60 on something that's "only 10 hours long, wait for $20 or less", that's on gamers too. How many times do we see forum topics here or elsewhere bemoaning the lack of games like X and Y, then when one comes it doesn't sell? People cried about getting a Mirror's Edge sequel for years, and EA can barely give it away at $10. Look at Fortnite vs Apex, the former dominates on Twitch thanks to constant updates, the latter gets complaints from gamers about taking too long to release new content. Gamers caused this.Yeah let's blame consumers who have had no choice but to accept the change in direction of game development, and when publishers then cannot keep their end of the bargain and the consumers rightfully express disappointment and anger, it's the consumers' fault for having unrealistic expectations. Not cultivated by the publishers seeking to constantly milk a game at the expense of their workers' health.
It's comical seeing gamers refuse to take any responsibility for this market they have helped to create. When gamers complained about ME3's ending, they got a new ending. When gamers complained about SWBF1 having no campaign, they got a campaign in the sequel. When gamers complained about MTX in the sequel, they got them removed. But gamers have nothing to do with anything the publishers do! Never mind the obvious fact that publishers get successful by giving the market what it wants. When a GaaS game does well, it's because that's what gamers want: more, more more. When a SP focused $60 game bombs because gamers refuse to spend $60 on something that's "only 10 hours long, wait for $20 or less", that's on gamers too. Look at Fortnite vs Apex, the former dominates on Twitch thanks to constant updates, the latter gets complaints from gamers about taking too long to release new content.
Epic has some of the best talent in the industry, and they've been hiring like crazy, and they've been crunching a lot, and EA is supposed to compete with that without crunching too? That's a huge ask.Erm, regarding Fortnite and Apex, not sure how that's the gamers' responsibility considering EA opted to enter that market knowing exactly what it will take to compete with Fortnite. People demanding more are realising that EA released an inferior product as far as ongoing support is concerned.
Regarding your other points - the 'gamer' has every right to complain about a product they're unsatisfied for which they've spent money. Not sure how complaining about things that are then fixed - by all intents, the developer/publisher failing to understand their audience - is the gamers' fault. The notion that publishers are only serving a market is also a fabrication, considering the fundamental underpinning of capitalist economy is to create new wants in order to keep pursuing more profit. This is hardly a gamer-related issue, and frankly, I'd rather have gamers complain about shit all the time than allow publishers leeway considering they will never do what is in the interest of the consumer or their developers - but their bottom line.
They set their own hours, they choose the game(s) they want to stream, they choose the platform to build their audience on. If a game is pushing out content too rapidly for them, they can pivot to another title. Customers being fickle due to competition is not the same as the crunch imposed on developers to push patches out for GaaS titles.
Epic have set the gold standard for other AAA developers on console/pc and I don't think they can keep up. It's why I think fortnite will remain super popular for years. Is it known how many employees epic have working on fortnite?As I said people are being trained to expect constant influx of content. Fortnite is prime example of really aggressive update schedule. And because it is popular people now expect other companies to do the same.
It's comical seeing gamers refuse to take any responsibility for this market they have helped to create. When gamers complained about ME3's ending, they got a new ending. When gamers complained about SWBF1 having no campaign, they got a campaign in the sequel. When gamers complained about MTX in the sequel, they got them removed. But gamers have nothing to do with anything the publishers do! Never mind the obvious fact that publishers get successful by giving the market what it wants. When a GaaS game does well, it's because that's what gamers want: more, more more. When a SP focused $60 game bombs because gamers refuse to spend $60 on something that's "only 10 hours long, wait for $20 or less", that's on gamers too. How many times do we see forum topics here or elsewhere bemoaning the lack of games like X and Y, then when one comes it doesn't sell? People cried about getting a Mirror's Edge sequel for years, and EA can barely give it away at $10. Look at Fortnite vs Apex, the former dominates on Twitch thanks to constant updates, the latter gets complaints from gamers about taking too long to release new content. Gamers caused this.
Monetizing "creation content" wouldn't be a bad idea, especially for in-game content creation tools like map editors - it's kinda what Nadeo was doing with Trackmania 2. Release the game with mapmaking tools and a base environment/content set to play with, and then release new sets of content as DLC. It would be a really cool way of monetizing new map content without splitting the community like map packs of old did. Sure, it would be harder to do on PC, but it would make a lot more sense on consoles. And if a map is really that good, there's a chance that it might end up in the official matchmaking rotation - Valve has been known to do this for community-made maps for TF2 and CSGO.Solution: Give the community the tools to create the content themselves.
Skyrim, Halo Forge, Source SDK are all good examples of this.
I'd also like to blame Fortnite for inventing the Battle Pass. Granted, battle passes are way better than loot boxes, but they're still frustrating in how they demand a lot of time instead of luck.Can we blame Fortnite on putting the expectations of updating the game every two weeks with stupid shit as setting the bar for most kids nowadays?
Same here, if it's not part of the core experience then I'm uninterested I don't care how great some DLC is I just can't be bothered with it especially once I've finished a games story. I'd rather play a bunch of different games across genres than GaaS titlesIt's so funny because I'm still kicking it old school. I love buying games, beating the crap out of them, and moving on to the next. I very rarely go back to new content, dlc or expansions with anything. I do not expect devs to keep adding things to the games I buy because I'm the type to purchase multiple games a year. Even the games I play 1000 hours of (monster Hunter, path of Exile) I'm just grinding out the content that's already there not asking for anything new to be added. To each their own. I feel bad for the game devs who feel the need to become a games as service model developer to survive.
I just wanted to add i realize path of Exile is a weird example since the game is straight up games as a service. But I only used it as an example because there's so much damn content already they could've stopped years ago and I'd still be playing. From what I understand however they are one development studio that really figured it out and learned to run things properly using a one game service model for many many years.
This demand has existed generations before Fortnite. This generation started out with folks pointing out the lack of content in Destiny BEFORE the game even released. And they were right, Destiny and many other games still have a content issue. Fornite, and GTA before it, just happens to actually keep its audience engaged.Can we blame Fortnite on putting the expectations of updating the game every two weeks with stupid shit as setting the bar for most kids nowadays?
That's the biggest and only problem really.As I said people are being trained to expect constant influx of content. Fortnite is prime example of really aggressive update schedule. And because it is popular people now expect other companies to do the same.
Looking at the latest anthem, fallout 76, battlefield and battlefront, don't those roadmaps pretty much screwed because they first need 2 months to fix everything from launch?
Publishers want GaaS, they get GaaS. None of this is on consumers.
I feel like mod support would help with this. If the community could make maps for Battlefield 5 for example, you'd have more people playing and less complaining about a lack of content i think.
Obviously, this is harder for games like Anthem and Fortnite.