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When you look at Steam some days, there are 50 or 60 games released in one day only so it's more difficult to get enough traction to expose a game."
https://www.gamesindustry.biz/nacon-exec-says-industrys-problem-is-too-many-games
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Comments
Everyone runs off to another shiny but its just a reskin of what they already were playing.
Someone who is registered as being a flex offender is a person who feels the need to flex about everything they say.
Always be the guy that paints the house in the dark.
Lucidity can be forged with enough liquidity and pharmed for decades with enough compound interest that a reachable profit would never end.
Often I see games referenced with mega millions of players, yet despite knowing gamers of all ages, none of them are playing these very popular titles which have entralled so many others.
Maybe there's too many damn gamers with wildly differing tastes, so it is challenging for developers to identify and market to the target niche, especially for mid sized studios like Nacon.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
OK, maybe I do know for that one, it had zombies.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Studios must see big content success like BG3 and go "sure great success but what about the risk?". Even BG3, (when I get it) if there are achievements for getting beyond a certain stage what will I find? Typically only between half and a third of the player base will reach the last third of the game and I am only counting games which scored 80+ on MC here, but that does not matter they still go.
I think it should be, and probably is pretty obvious to most, that the real issue is too many terrible games.
This is what F2P/P2W brought. People on this very forum defended it with passion. And now here we are.
Crap stuff is always being made no matter what the product is, the trick is how to separate the wheat from the chaff.
As a publisher the question is how to get the message across to your target niche that your game stands out from the rest. (Assuming of course it actually does)
F2P is a problem, it is not really a major root cause to this problem.
Try thinking a little deeper.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
Is it really because I'm that choosy or is it developers haven't figured out a good way to reach me with to try their game out?
Probably a bit of both I suppose.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Today there are more gamers than ever before. Gaming industry revenue reaches unprecedented heights, so clearly, gamers are paying for something (I know, I know, microtransactions and all of it - they don't represent all the revenues, though).
Sure, if all that your game studio does are low-effort mediocre games based on templates and moronic market studies, with zero innovation, creativity and fun, then I'm not surprised that this claptrap is all you are left with, dear Benoît.
Should we desire fewer game studios producing fewer games? Is our friend Benoît perhaps suggesting a global oligopoly would be his preference? With a well-controlled annual supply of games?
Let the creative, the agile and nimble, the independent show dear Benoît and all the ossified studios out there that there are better ways to develop games. In the meantime I'll stock up on popcorn.
It raises the question: what is the correct number of games to be released? Is the correct number the number that allows this publisher to make a good profit?
That seems a bit self-serving.
As a retort if this publisher feels too many games are being created, he can feel free to leave the business. No? that’s what I thought.
So on one hand, I found the question profoundly irritating bordering on ignorant. Conversely, I am frustrated that I lose so many members of my community to people who do nothing but chase Alpha releases….. more in love, with the potential for a game than the actual realized product.
There are probably several dozen games released in a typical year that I'd enjoy if I gave them a serious shot. Maybe the number is even in the low hundreds. But I don't know which ones they are, as they're mixed in with large numbers of games that I wouldn't like.
If I were to pick a thousand games that seemed like they might plausibly have some potential and played them for ten minutes each, I still wouldn't know which ones I'd really enjoy if I stuck with them. Sure, I could weed out a lot of them pretty quickly as being buggy or stupid or whatever, but that would still leave a lot that might plausibly be good.
Most people just pay attention to the main stream games.
It used to be that the reason movies were not doing amazing was because there was too many. Then there was covid and very few movies were made and even less people watched.
So NO, we dont need to go back to old days of TV with only 3 channels, and being forced to watch Trash.
There are so many game players like myself that are on the sidelines that cant even find 1 good game. This industry is releasing garbage and this dev says there are too many LOL.
I say, make better games and customers will follow.
My hopium is as cold as the start of a crypto winter before AI. I hope real change in this industry can bring it back.
Someone who is registered as being a flex offender is a person who feels the need to flex about everything they say.
Always be the guy that paints the house in the dark.
Lucidity can be forged with enough liquidity and pharmed for decades with enough compound interest that a reachable profit would never end.
We already have countless clones of bubble shooters, jewels games and what have you - adding AI to the mix will not change this situation that dramatically. It will not be substantially different, just on a different scale. This issue is not at all unique to gaming - we've had mass-produced cheap counterfeit knock-offs for ages: they will always be part of our society. We learn to adapt.
There is an obvious tech solution for the likes of Valve: they can add flood control to their markets, just like what people use to fight spammers (online discussion groups have used it for 30+ years). When Steam detects a studio dumping games on the market, it puts them on hold either until human review or just adding a cooldown to the developer, e.g. 1 game per six months. No human crew could realistically churn out legitimate games faster.
The bigger problem are stores like Google Play and all business models that rely almost solely on in-app purchases: they have an incentive to allow flooding the market with free products that are monetised in-game. AI will boost this by orders of magnitude.
The second part of the solution is us. First, human brain is good at recognising patterns. Excellent, even. This will also apply to cheap AI knock-offs. People will learn to look past the genre tags, game visuals, sales pitches and will start recognising the scam patterns behind. (Of course, what they will do with it afterwards is another question - even now people fall for scams despite all the warnings they have.) So this first part of the human solution is simply about us being able to look past the superficial descriptions and recognise the patterns. Our brains are good at that.
This AI invasion is more of an issue for the legitimate developers, especially the small ones. They will need more effective ways to get noticed in all the background noise. I assume it will be mostly based on building up their reputation, directly engaging with the players (e.g. via the dedicated communities mentioned above); in short, developing people-to-people strategies to build up their studios and games, allowing them to stand out from the AI noise.
In summary, I don't see this as a major problems. We already have a similar situation and we already have the tools and approaches to address it. It's just a question of adapting. Which we will do - as we always have, it's part of our nature and biological hardware.