this post was submitted on 03 Sep 2024
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Gaming

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Update: players are now throwing themselves off cliffs to grind xp for the platinum trophy https://x.com/realradec/status/1831041419756388429

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[–] chloyster@beehaw.org 46 points 2 months ago (14 children)

I feel like short of making it free to play and having a complete art style rework this game doesn't have great hopes of ever being relevant. I mean from what I've gathered the gameplay itself is decent to good. But yeah they just misfired so hard with this.

Despite it all, I feel bad for the majority of devs who spent so much of their life working on this and who are likely going to be out of a job. Of course I don't know anything about the inner workings, but I'd be willing to bet it's not most of their fault's that sony had been pushing so hard for live service stuff under their former leadership

[–] sp3tr4l@lemmy.zip 15 points 2 months ago* (last edited 2 months ago) (3 children)

I do not think this will go F2P at some point in the near future.

If you spend 8 years and 200 million + dollars on something that you expect to ... you know, at the very least, recoup that cost... and it doesn't even make a fraction of a percent of that?

At that point, someone with some modicum of business sense is likely to realize they've been chasing the sunk cost fallacy for almost a decade and that throwing even more time and money at this to develop it even more probably is completely insane, as its already shown that nobody wants this product.

I think its more likely this will be totally scrapped barring a few assets and code snippets that might be cannibalized into other projects.

This whole thing is an utter disaster from a branding perspective, if the core gameplay systems later emerge in some other game, its going to have nothing to do with the whole grand expanded universe they've envisioned and promoted as being a huge draw to this game.

As for the devs, sure I feel bad for them in theory, but it doesn't help that you've got at least one that calls everyone criticising the game a 'talentless freak' and then having a twitter meltdown in response to a person saying basically: wow I'm sorry this game didn't do so well on launch, it looks like a lot of time and effort was put into it.

https://boundingintocomics.com/2024/08/23/concord-dev-writes-off-critics-why-would-i-care-about-a-bunch-of-talentless-freaks-hating-on-it/

The whole 'feel bad for the devs, they did a good job, it was management that fucked everything' is seriously undercut when you basically express that opinion to a dev and they act like a 14 year old responding to people that don't like their Deviant Art OC.

[–] chloyster@beehaw.org 16 points 2 months ago

It's def not a great look but it's also only 1 former dev. I'm not going to judge the whole team on the words of 1 person who isn't working there anymore

[–] millie@beehaw.org 8 points 2 months ago* (last edited 2 months ago)

This is the problem with spending millions of dollars on games and focusing on profitability over actual quality or expression. Video games are fundamentally an art medium. You can choose to make some uninspired cash grabbing trash, and can even make a whole company built around that and make profit. But are you going to make a great game that way? Probably not.

You'd be better off with half a dozen people with passion and a comparatively minuscule budget. You might have to scale back from ultra realistic graphics and massive explorable areas with dozens of voice actors, but I don't really think that makes games any better anyway. A little 2d rpg with really basic pixel graphics can put a big project to shame if it's made with passion and emotion.

[–] JackbyDev@programming.dev 7 points 2 months ago

Just read the article, id hardly call that a "meltdown" lol. Sure, it was unprofessional, but it wasn't a rant. This article feels like it's trying to spin a narrative that doesn't exist.

The post in question.

eh, i don't really care. it was a huge labour of love from a lot of insanely talented people making an awesome game. why would i care about a bunch of talentless freaks hating on it? i'm sure having fun playing it, and i wouldn't trade it for anything.

Note that this is the only post they're talking about. It wasn't like a drawn out thread with name calling.

Again, not saying it's professional, but calling this a meltdown? Come on now... Y'all are being ridiculous. This is like the tamest fucking tweet.

[–] mosiacmango@lemm.ee 8 points 2 months ago* (last edited 2 months ago) (1 children)

I think that's common in gaming development. You work on a project until it's done, then pivot to another or get let go.

The game bombing likely doesn't help but I expect most devs involved expected this. Apparently development ran 3-4 years, which is a good time to leave a job in tech generally, if not earlier if you want to maximize income.

[–] GammaGames@beehaw.org 14 points 2 months ago* (last edited 2 months ago) (1 children)

I heard the project had been in production for 10 years and in development for 8

[–] SoupBrick@yiffit.net 8 points 2 months ago (1 children)

It is astonishing that the leads on this game didn't take any notes on the successful parts of other team shooters released during that timeframe.

[–] Faydaikin@beehaw.org 6 points 2 months ago

I think they did. As people keep saying the gameplay was fun. It's everything else that doesn't work.

[–] 100@fedia.io 7 points 2 months ago (1 children)

they still got paid and made stuff for their portfolio, while executives get to explain why there is a hundred million missing and entire studios worth of manhours in the void

[–] sp3tr4l@lemmy.zip 5 points 2 months ago* (last edited 2 months ago) (1 children)

Normally it works exactly backwards to this in larger studios/publishers.

Game devs do backbreaking, insanity inducing levels of work, and all but 10% are laid off when the game launches, regardless of success or failure, and for this time they are making probably about area median wage, maybe 10 or 20% more.

Its the middle managers and higher up executives who make multiples to orders of magnitude that amount of money, and almost all of them are rewarded by either failing upward or bailing out with golden parachutes, even though its often their decisions and directions, often going against lower level devs, which lead to the ultimate commercial failure.

Perhaps this loss will be so serious that some higher ups will actually get axxed, but even then it hardly matters: They can easily retire on what they've earned so far, whereas the actual people writing code, making maps, making art assets, they'll basically all be homeless if they don't find another decent job in 3 to 6 months.

[–] luciferofastora@lemmy.zip 3 points 2 months ago

Devs be applying like "Hi! I'd like to join your development team! My professional qualifications are that I've spent eight years working on a failed game!"

Of course, it won't be the individual devs' fault but I don't have any difficulties imagining that some of them have a harder time finding new jobs than people who were let go after the launch of more popular games.

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[–] thingsiplay@beehaw.org 38 points 2 months ago (1 children)

I never saw a launched game unlaunch this quick. We talked about failures that got shutdown 1 year after launch. But now the record is what, 2 weeks? Question is, will they go back to drawing board and make changes to the game for a relaunch, such as a free to play model? Nothing is stated here, so probably not.

I would consider playing this game, if it was playable on Linux (and without a PSN account requirement). But clearly Sony does not care about me.

[–] djsoren19@yiffit.net 14 points 2 months ago (2 children)

I think the record still goes to Amazon's Crucible, which was cancelled before release after a closed-beta that nobody played.

[–] Tropper@lemm.ee 8 points 2 months ago

I actually liked that game. Sure, it was unpolished and unoptimized. But there were still some fun to be had. It feels like they gave up on that game within a week or two.

[–] luciferofastora@lemmy.zip 5 points 2 months ago

"Nobody" probably isn't literal here, but I imagine some manager scheduling a meeting where they want a report on the game's performance and feedback during the beta. Some higher up is going to sit in for the first few minutes for the KPI summary.

The sweating analyst jokes about the heat in the room, the higher up dryly remarks that the AC seems to be working just fine. The presentation starts, the analyst grasping for some more weasel words and void sentences to stall with before finally switching to the second slide, captioned "Player count". It's a big, fat 0.

They stammer their way through half a sentence of trying to describe this zero, then fall silent, staring at their shoes. The game dev lead has a thousand yard stare. The product owner is trying to maintain composure.

The uncomfortable silence is finally broken by the manager, getting up to leave: "I think we're done here." There is an odd sense of foreboding, that "here" might not just mean the meeting. The analyst silently proceeds to the next slide, showing the current player count over time in a line chart.

[–] mtlvmpr@sopuli.xyz 29 points 2 months ago (3 children)

This would be a perfect spot to advertise that EU petition. There must've been at least 1 person who liked the game and now can't play anymore.

[–] thingsiplay@beehaw.org 21 points 2 months ago

They get a refund and it has been only 2 weeks out. The situation is vastly different from the EU petition that is going on.

[–] nekusoul@lemmy.nekusoul.de 16 points 2 months ago (1 children)

As much as I'd like to see this game preserved, I don't think the dev can be held responsible when they're refunding everyone who purchased the game.

[–] sp3tr4l@lemmy.zip 8 points 2 months ago* (last edited 2 months ago) (3 children)

I am fairly, but not 100% certain, that Ross Scott's proposal currently making the rounds in the EU would say that you either have to refund a game (and all in game purchases) when it becomes totally unplayable, or you have to release some kind of way for dedicated fans to be able to least run custom servers and bypass no longer maintained, proprietary, always online verification/anti cheat schtuff.

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[–] DarthYoshiBoy@beehaw.org 12 points 2 months ago (2 children)

Concord will be back as a F2P, guarantee it. They've got Amazon churning out an episode of their Secret Level series for the game, they're not going to fully kill it here and now.

The feedback that I heard everywhere was that the game should have been F2P, so they'll make that happen.

[–] sp3tr4l@lemmy.zip 6 points 2 months ago (6 children)

I will bet you $0.02 that they will absolutely pull the plug on that episode, that they will indeed fully kill it here and now, and that it will not be reworked into a F2P game with the same characters or art style ever.

Maybe they will take some of the core gameplay mechanics and work them into projects totally unrelated to the 'Concord IP' they spent so much time hyping, but I see 0 chance that Concord just relaunches as Concord F2P in 6 months.

[–] DarthYoshiBoy@beehaw.org 6 points 2 months ago (3 children)

I think it's too late for Amazon to be willing to take a bath on an episode of one of their new headline IPs. The show is coming December 10th. I'd be shocked if Amazon is going to be willing to just drop a whole episode of their show because the attached game launched flaccid. They're doing a New World episode for goodness sake, so it's clear that they're very willing to push this vehicle for promotion all the way to the finish line even if the engine has dropped out and the wheels have ground down to nothing.

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[–] DdCno1@beehaw.org 3 points 2 months ago (4 children)

I seriously doubt that episode will ever be finished.

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[–] UngodlyAudrey@beehaw.org 27 points 2 months ago (1 children)

Wow, this is absolutely wild. From launch to delisting in two weeks. Yeah, there's a good chance that this is temporary while they pivot to a free-to-play model, but holy crap. Guess the PS5 player count must not be substantially higher than the abysmal Steam player count.

[–] sp3tr4l@lemmy.zip 16 points 2 months ago (1 children)

The estimates I've seen from people going off of PS achievements for the game put total PS sales at about 15,000 compared to about 10,000 on Steam.

So that would equate to roughly an all time PSN concurrent player count high of 1,000.

[–] UngodlyAudrey@beehaw.org 9 points 2 months ago (1 children)

oof. Yeah, they did the right thing pulling the plug on this for now. You'd probably spend more time waiting for a match to queue up than actually playing the game.

[–] sp3tr4l@lemmy.zip 7 points 2 months ago

Yeah it hit that point a few days ago.

If I had to guess, they started the process of pulling the plug when sales/players didn't pick up on Labor Day, a holiday that normally sees increased player numbers.

[–] t3rmit3@beehaw.org 21 points 2 months ago (13 children)

Stop making live service games and "shared world" faux-mmos. If it's not single player, P2P multiplayer, or providing the server executable for me to host, I'm not buying it. There are already enough good MMOs anyways.

[–] realcaseyrollins@thelemmy.club 5 points 2 months ago (1 children)

Some of the best FPS games are live service games but it's because they're great games at their core. Plenty of companies are focusing on making live service games instead of games so good that they become live services.

[–] t3rmit3@beehaw.org 8 points 2 months ago

I loved the first Division game. It had a great community, great gunplay, and prior to the crafting nerf(s) a really good loot/crafting feedback loop. But it could have just as easily been made as a local co-op or self-hosted game. I have yet to encounter a game that can only exist as a live service game, unlike e.g. Eve Online which can only exist as an MMO.

[–] papertowels@lemmy.one 3 points 2 months ago* (last edited 2 months ago) (1 children)

It sounds like you've already got a curated list of games - what are a few standout multiplayer that you enjoy that meet your criteria?

I'll start off - when knockout city, an excellent dodgeball "shooter" closed shop, the devs released the server hosting code so the community could still play

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[–] GammaGames@beehaw.org 16 points 2 months ago* (last edited 2 months ago) (1 children)

It fully released August 23rd. Beta started in July

While we determine the best path ahead, Concord sales will cease immediately and we will begin to offer a full refund for all gamers who have purchased the game for PS5 or PC. If you purchased the game for PlayStation 5 from the PlayStation Store or PlayStation Direct, a refund will be issued back to your original payment method.

Customers who purchased from other digital storefronts will also be refunded.

[–] sp3tr4l@lemmy.zip 23 points 2 months ago* (last edited 2 months ago) (1 children)

The Day Before was playable from release on Dec 7th until the servers were shutdown on Jan 22nd.

47 playable days.

All time steam peak player count: 38,104.

Total Development Time: Approximately 3 Years, likely closer to 4.

...

Concord was playable on release on August 23rd, and will shut down on September 6th.

15 playable days.

All time steam peak total player count (after release): 697.

Total Development Time: Approximately 8 Years.

...

Fucking amazing. At least they're refunding it.

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[–] zipzoopaboop@lemmynsfw.com 15 points 2 months ago

Stop making live service games, especially when you have no fucking clue where your audience is

[–] abbiistabbii@lemmy.blahaj.zone 13 points 2 months ago* (last edited 2 months ago)

Released: August 23rd, 2024.

Shutting down: September 6th, 2024.

Speedrun strats?

[–] Butterbee@beehaw.org 10 points 2 months ago

WR Tax-Writeoff% no OOB

[–] sleepybisexual@beehaw.org 6 points 2 months ago

Can someone preserve this piece of shit? The internet has enough lost media to scramble after

[–] istanbullu@lemmy.ml 3 points 2 months ago

This is probably a new record

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