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Showing posts with label Live Service. Show all posts
Showing posts with label Live Service. Show all posts

Saturday, 9 November 2024

Live Services fall, long live the industry

 

Yeah I simply had to chime in to talk about my favourite story of the year once again. The answer to the question- "Why is it that video game players feel the need to opine on their entertainment?" It seems like such a loaded question to begin with, and one that I find almost grossly dismissive on the rights of a paying consumer to find their product wanting or impressive- not everyone needs to be a nuanced critic, meanwhile anyone can offer their in depth opinion on a product they brought- I have no idea why these are concepts that need to be fought for and against in some circles. But if you want the slam dunk answer as to why it isn't some great imposition on the universe to allow gamers to give their view once and a while about what they like and don't, what they're tired of and what they want more of, maybe it's because the old adage of "you think you know what you want but you don't" more often than not is a 'get out of jail free card' for people who really should know better themselves. Because literally no one wanted Concord, and now it is quite possibly- if the suspected figures behind are indeed as true as people vehemently claim- the biggest flop in entertainment history. Let that sink in.

Brought about from a bunch of industry 'exs', including some folk from the other end of the multiplayer barrel over at Bungie- Sony invested a prohibitively steep wallet in order to not only buy the project and push it over the metaphorical finish line, but also to keep the studio behind it in-house just to keep the machine running. This being just the latest in the 'Live Service push' that gripped the industry in the wake of the one that changed it all- Fortnite. One must remember the breakout success of that story from a relatively niche-studio to producer to a Rockstar level mega-developer in the space of a mere year. Fortnite really is the kind of northstar that executives go to sleep dreaming about and wake up changing underwear over. Recurrent monetisation with no tie to style or vice paid by other advertising arms in order to expand their catalogue- the lazy dream... but not everyone can substainate that.

It seems bizarre that we have to learn the lesson again and again that 'games are hard to make' but it really does seem like this industry legitimately never learns. Back when World of Warcraft was the biggest thing ands god's green earth everyone and their mother wanted to get into the subscription-model for their own competing MMO's that would sweep the market with a grand total of one single conceptual shift away from what WOW was already doing. How'd that work out for them? A plethora of studios learnt that MMOs are stupidly big, stupidly expensive productions to run and the more of them that exist the harder it is to secure a viable user base. Then we did the exact same for survival games, albeit that was mostly a war waged by indie developers and Bethesda, for some reason. Battle Royales squeak in there too as an honourable mention- largely spurred by PUBG and Fortnite until people figured it was actually the Monetisation model which was the lesson to learn from. We're edging into the 'extraction shooter' meta next.

It is apparently so very difficult to comprehend the fact that maybe there is no easy schematic to success within a creative field were ingenuity and uniqueness are championed. When you catch all those doom-and-gloomers, largely in the public coloum of the Metro, whine about how terrible the industry and how hard it must be to get feedback on your work and how everyone is literally on the verge of transferring to the much more profitable general IT industry- they largely miss the point of why anyone desires to make art in the first place- because they want to create. The reason why seasoned developers flake out of big studios is because they long to make a substantive contribution to projects which is only possible in smaller teams. Developers want to make interesting games, and players want to play interesting games- the only sore point in this relationship is the publishers and the producers that insist a level of formulaic nonsense be stuck in there for good measure.

But the good news is this- recent years have shown the industry get absolutely trounced over their live service drive attempts. Suicide Squad, untitled Last of Us game, Hyperscape (bet you forgot that one), Final Fantasy 7: The First Solider, The Culling 2, Anthem, Radical Heights, The Day Before (if we indeed categorise that as even a game), Babylon's Fall (Wow! There's a blast from the past!), Lawbreakers, Marvel's Avengers, Paragon and now Concord- the biggest flop of the lot. Of any lot. A colossal disaster-piece. And I think that bow on top was Sony making the decision not to try and pave over the wreckage with a free-to-play launch that would have inevitably drawn in a crowd of the curious and made the game seem a little better than the worst failure in entertainment history- they cancelled their plans and even dissolved the studio: Sony let this lesson lie in the history books.

And now we've just received word that Warner Bros. has seen the writing on the wall. Their recent best seller was a single player only game- the live Service push has only cost them money. There's even an unspoken surliness towards Multiversus being discussed as though the re-release isn't doing as hot as people might have expected. (Which I personally contribute to terrible marketing that failed to convey that the original release was a beta and that this is supposedly the true launch.) For once the consumer has finally won out with the shear strength of apathy. Leaving the idiots to flounder in their waste and empowered by actual developers out there releasing banger alternative purchasing options in better genres has left it's mark. 'Live Service' is now the scarlet letter.

The only hope now is that the wrong lesson isn't learn from all this- which is not helped by the doomsayers attempting to manifest gloom with their portends all over the shop. The amount of interviews I've seen from previous industry officials condemning the modern games industry as a death spiral is alarming- considering there is seldom a point in all of the games industry history that could be considered 'swimming'. The conversation about the strangling of game budgets is not a unique one, and we'd have to be certifiable idiots not to acknowledge that bigger bets into less risky releases are scoring more failures than wins- but the market appears to be teaching that lesson soundly enough- whispering doom from the rafters is only going to serve to scare off your Warner Bros. or your Disney's who see this entire venture as a side-gig to begin with.

Still, it's good to actually win one for once. At the cost of untold millions lost in waste- unfortunately the case when we're dealing with hairbrained suits so desperate not to do their jobs it's painful, but the hopeful result is that we can move towards a future with a bit more hope where further billions can be saved. Make more games for less, sanitise scope, stretch out the big blockbusters a bit more, throw away the saturated ideas. Make more games for the younger generations so that they get into this industry! Maybe this one stone rolling down the hill can pick up traction and lead to something great. That's how I'm choosing to look at all this.

Sunday, 30 June 2024

How many times do we have to teach you this lesson, old man?

 

Often have I heard the term 'time is a flat circle' coined, itself being a reference to 'True Detective' apparently, which makes that show a lot more bizarre sounding than I original expected having just looked that up. I cannot pretend I fully understand what that is trying to denote- but from context I get the gist. Eternal Return. Like the dragon game. Not 'Like a Dragon'. The other Dragon game. With the dogma. (Ah, forget it.) What I'm trying to say is- we never seem to progress because we're so damn stuck learning the same lessons, facing the same tribulations, and staring slack jawed at the exact same stupid nonsense we were last go around. Of course, maybe True Detective meant that more in a metaphysical sense- but I think the lens of cynicism works just fine.

The comment that blasted me back a thousand years today belongs to one Joe Tung on the verge of unveiling the brand new debut title of his studio 'Theorycraft Games'- a studio dedicated to developing '10,000 hour games'! as they posit. This title, a MOBA-looking 'action RPG' Battle Royale game that is certainly entertaining a crowed market both in genre and style- but I'd hardly call myself the foremost expert on what kind of crowd this style of game attracts. For all I know everybody is etching at the neck for another LOL style game with an almost identical artstyle but stretched over what appears to be a few quite different game modes. And I assume it's probably to this crowd that our CEO was talking- however even within that box- it's still some pretty ignorant slop that I can't help but gripe over.

Now, Tung here ain't no spring chicken to the gaming world. He's been around the block, so to speak. Being a Bungie alumni who left around about the time of Halo 4 dropping (that game would've made me quit my job too if I'd played it back then) and going for a long stint at Riot games before growing confident enough to shoot off on his own endeavour- Tung left to find a future creating live service games because his backwards-facing ass declares "the Games as a service model is so much better for developers and gamers"- than the traditional fixed boxed price games. Now already I have so thoughts on that- and already I can see both sides of the argument. Although let's get a bit deeper into these wilding claims first before the rebuttals begin, eh?

As I said, our CEO knows a bit or two about boxed products which has informed the decision of his virginal venture out to studio startership. He's been through the proverbial ringer of games industry marketing. He laments the "E3 Build", calling it the "one opportunity" that developers had to talk to their audience before launch, necessitating "Bull**** vaporwave", as has been experienced and acknowledged often over the years. He believes the "$60 boxed product" approach forced "Decisions that were not in the best interest of the player." To him that style of production prioritised "How do we sell as many copies in the first 48 hours that we can?" Instead of thinking "long term" about "What is best for the player" and "how that overlaps with what is best for the company." My, what an egalitarian utopia Tung paints for us through the canvass of Live, bloody, services! Who'd have thought?

So... let's be objective about this for a second- yeah? He believes that the pressure of trying to score customers leads to design decisions that sacrifices the quality of the game in favour of early week one sales. So we're talking vapid set-pieces, frontloading games, stuff like that, yeah? Sure- why not. What the heck do you think Live Service design mentality does ya dunder head? You know, where it's imperative that players stick around and play your game religiously for months in order to justify it's existence? Jason Schierer's expose into 'Suicide Squad Kills the Justice League' highlighted how it was the Live Service expectation in particular that weighed on how the team needed to design content. Making missions that were supposed to engaging but also easily repeatable, which resulted in trash that achieved neither vector. Redfall lacked quite a deep a dive, but it was game that no one felt comfortable making because of how abrasive the live service model was to the style of game the team were used to. Both these high budgets titles were sunk because of the Live Service model.

But we're being objective, right? So let's just say that those were un-suspecting studios who fumbled the bag. What about those who nail it? Well even they suffer in the long run because of the very nature of the game that they are servicing- the content wheel eventually starts to grate up against the artistic integrity of the game. What happens when you need to create cosmetics for people to buy for years on end but you're making a military shooter? Well COD ran out of military colours and insignias a while back and since then we've had Lilith from Diablo as a skin, Homelander, Snoop Dog- whatever brand they can get their hands on has slipped into this former military shooter- now a more high fidelity Fortnite competitor. Apex Legends has similarly sold itself to Final Fantasy. And Overwatch- once defined by it's creative integrity so powerful that every skin denoted some inner lore that was slowly being uncovered- now just pumps out themed brand deal skins every other month because D.VA wants that Porche money! 

What about the gamers, this was supposed to be good for the gamers right? Because sure, they can get themselves into these games for practically nothing and be supported with new content forever- right? But it's not really about offering players 'new content to play' now is it? No, it's about enticing people to play this game as much as possible- and that is something else entirely. Rather than developing cool new game modes or fascinating new playstyles or aspects of the game to enrich the experience, you'll instead see traps to grip onto a player and never let go. Battle Passes that demand weekly, sometimes daily play in order to get to the cooler rewards before the season's end drags them away forever. Limited time events. Deleted early game content. purchasing loops, dark patterns- Live Services feast off of anything they can to arrest the audience- it is the exception that avoids them, not the rule.

I respect that Tung is invested in Live Services so it makes sense that he is going to big them up a little, but declaring them the healthy alternative to the traditional market is ridiculously naïve at best and insidiously deceptive at worst. Look no further than the general rejection that so many high budget live services have recently received to show you that no- this isn't the player and developer friendly world that Tung wants to insist that it is. It's cut-throat, opportunistic, dehumanising, artistically stifling and conceptually bankrupt: all quite literally the further possible example to the industry possible. I quite dislike those that lie.