Interesting thoughts about how to define success for video games in today’s market, particularly for those using early access. Lots of respect for Hooded Horse’s CEO, Tim Bender, he says all the right things and seems genuine.

He describes van Lierop’s post as “exactly the kind of distorted endless growth/burden of expectations/line must go up perspective that causes so much trouble in the games industry”. He’s also unconcerned by Manor Lords falling behind its initial vast popularity, poking fun at “the apparently dark reality that some people, after enjoying their purchase of a premium, single-player title, might decide to go on and play another game (The horror! The horror!).”

Headline is a little melodramatic though.

  • Scrubbles@poptalk.scrubbles.tech
    link
    fedilink
    English
    arrow-up
    59
    ·
    1 month ago

    That’s honestly refreshing. Gaming companies think that people have to play their game constantly, and that’s such a weird take. Who watches the same movie every day without watching something else in between?

    I remember halo Infinite thought they were going to be the next game to do that, like destiny. No, it’s okay to put down a game and walk away. I don’t care about how many season passes you have or other garbage to try and get me addicted. I’ll play it sometimes, other times I won’t.

    • snooggums@midwest.social
      link
      fedilink
      English
      arrow-up
      20
      ·
      1 month ago

      Who watches the same movie every day without watching something else in between?

      Game distributers set their expectations on the most successful games, so they want to beat World of Warcraft and PUBG on player counts.

      • Scrubbles@poptalk.scrubbles.tech
        link
        fedilink
        English
        arrow-up
        16
        ·
        1 month ago

        god forbid they have expectations of “successful” instead of “most profitable game in our company’s history”. I don’t think PUBG or WoW set out to be the successes they were, it just happened, I wish companies knew that that success can’t be planned for

        • snooggums@midwest.social
          link
          fedilink
          English
          arrow-up
          10
          ·
          1 month ago

          WoW did set out to be massively popular with a gameplay style that encouraged daily play.

          PUBG lucked into the popularity by getting the scale and pacing correct for a large audience.

          Both also seemed to benefit from server issues causing an ‘exclusive’ thing that means people lined up to get in during peak hours. Popularity can breed popularity, especially when the games are fun.

      • Kichae@lemmy.ca
        link
        fedilink
        English
        arrow-up
        2
        ·
        1 month ago

        No, what they want is to be able to coax more money out of their sales numbers. Retention is correlated with future purchases, both of paid DLC (if the game has it) and of future studio titles.

        And it’a an easy metric to point to when talking to a publisher and negotiating funding.

    • sarsaparilyptus@beehaw.org
      link
      fedilink
      arrow-up
      7
      ·
      1 month ago

      I agree completely, no normal person wants that.

      *clicks on another tree in my 6,000 hour Old School RuneScape account*