The more canceled live service games the better.
Make a real game or don't bother.
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The more canceled live service games the better.
Make a real game or don't bother.
This is an absolute win
Good, live service games are cancer.
So the fuckers can learn!
god of war live service? wtf???
Yeah, cancelling this seems like a good call.
Lmao. GoW live service? Fucking hell it's video games by committee.
This was inevitable as soon as games started getting the budgets of blockbuster movies. No one wants to invest that much money into a project without getting some oversight and control in return.
Of course, very, very few people who have access to that kind of cash have any design sense whatsoever, and even fewer understand the creative process, or what makes games "good"... so they ask for shit that they think will be "safe" money-makers, and we get what we get: endless, samey, soulless shlock.
While playing the single player masterpiece which was God of War, I absolutely thought: "The only way to make this game better is if I had the luxury of buying a battle pass to grind for seasonal cosmetics along with a dozen other people." 🤤🤤🤤🤑
A God of War live service game? Who the fuck signed off on that? I'm glad the article was able to zero in on the blistering stupidity of such a thing.
Live service deez nuts. Shitty trend that needs to die.
Live service games generate a constant income with minimal effort once it's live. It will only die if players stop spending money on such games.
Good riddance. Seems like Sony got the message; we're sick of everything being a "live service".
Well, no.
Deep Rock Galactic has fully optional skin packs to make money and they're doing great.
Warframe has been chugging along for over a decade now and they're doing great. Beating the pants off of Destiny 2 for average player count.
The live service trick is that live service only works if the company actually cares about the product. Those two companies stand out because they legitimately care and have great communication with their communities.
DRG and Warframe also hit the critical requirement of actually being games that are fun to play!
I haven't played a lot of WF, but I've got hundreds of hours on DRG. There is no grind. Getting holiday loot takes 5 to 8 matched total, and the Seasons are long and very relaxed. I maxed out XP for this season already and the next probably won't start until at least this summer.
The community is going strong, the game is fun, Ghost Ship seems stable and like a nice place to work. It's so stupid that more companies don't see that they could run like this instead of chasing "get rich quick" corporate schemes that always alienate the fans.
DRG doesn’t make me feel like they are taking advantage of me with their transactions because they aren’t required. It’s nice that way.
So far Warframe has been the ONLY example of a good live service game. It's the OG when it comes to the model, but it's also the exception, and not the rule.
Don't forget Path of Exile.
Id argue a bunch of early access games that get constant updates are Live Service games too.
And indie games like Terraria and Minecraft were the best examples of live service.
I'd consider No Man's Sky a pretty successful live service game, as well.
Looks like we dodged a bullet with God of war live service.
There's always the option of just not buying a game when it releases.
The problem being that execs often learn the wrong lesson from that. Instead of learning that this type of live service game isn't wanted by the market, they're likely to learn that this series of games or this character is no longer wanted.
It’s for the best. The series deserves better than live service.
You want to make money? Let bluepoint make a bloodborne remaster and bring it to PC.
Like, make the obvious good and profitable decision.
But hear me out. Battle passes, dark patterns and FOMO.
Stupid question, but was is a live service game?
Its the definition of "you dont own the game". You pay to get access to the service of playing the game and it wants to keep you playing as long as possible so you spend more money on micro transactions. They are constantly updated, usually as some form of "season", have daily login streak bonuses, etc. And after 2 years the game shuts down and you have nothing and can't play anything you paid for anymore.
Every live service game that fails or gets cancled is a good thing.
The worst thing about a live service game to me is that they only work when you can connect to the official servers. Many live service games have shut down and there is no offline mode to continue playing. Sometimes you still pay full price for these games. Sometimes games like The Crew, shut down after you spent money to play it and then The Crew 2 comes out so you pay full price for essentially the same game and the first one doesn't work anymore.
online multiplayer bullshit with monthly fees.
Monthly fees optional. These days I'd assume the battle pass model is more common.
Basically a game that is continuously updated with new content. Lots of different models of it from MMOs to Fortnite to Diablo IV. Many of them are free to play with lots of microtransactions. They usually feature things like seasons and battle passes and loot boxes. They're almost always heavily monetized. The competition in the "genre" is incredibly fierce since most people probably only play a handful of them and friend groups usually all want to be on the same game. It's very hard to break into. Sony announced that they were making a big investment into the area a few years ago and news has been trickling out since that most of them have been canceled.
cancelled God of War sequel
"That's bad!"
Live service
"That's good!"
I can't imagine how it sucks to being these devs. They obviuosly earned more and lived better than me, but I'd have a hard time parting with some project even if they are all mismanaged unborn messes.
I was a professional developer in a wide range of gaming areas for about 20 years... Looking back, I can honestly say that 95% of the work I did ended up as a vapor... The 5% that made it to market were so fleeting...
I derived my satisfaction not from completing projects, but solving the underlying problems. That kept me very engaged.
But yeah, not everybody sees things this way.
All I read here is that there are still 8 too many live service games in development. Are execs addicted to gambling or what? Because that’s exactly what live service game development is. Also I would like to know what kind of research they are doing that indicates that more live service games is what the market wants, when people who play them rarely ever switch once they find the one they like and at this point there are entirely too many of them.
Live service games that become successful can make billions of dollars, so everyone is trying to be the next big one. Having a ton of concurrent live service projects is the "throw shit at a wall and see what sticks" strategy. They expect most to fail but hope that the 1 that succeeds makes up for it and then some.
I don't even know what a God of War live service game would be like but I can't imagine it would be good.
Why did they make an expensive game like Concord which nobody wanted? Don't they have market analysts or something like that? Everyone was able to tell them beforehand that it will flop.
They probably started it at a time when analysis suggested it was what people wanted more of, and then during the probably what; 4 or 5 years it took to develop, interest waned?
I don’t think it was weird that they started on this; it was pretty weird that they didn’t pivot or cancel earlier.
Afaik they started development when overwatch was already successful. By the time development finished the hype was over and players had moved to other genres, and had very little interest in an overwatch clone.
Until Marvel Rivals showed it could still be done but you needed a very specific game for it.