This Video Game Trend is Killing Single Player Games
gameranx
19 min, 42 sec
Video discusses how legendary single-player game developers turned to live service games, resulting in critical and commercial failures.
Summary
- Developers like Arkane Austin, Rocksteady, and BioWare, known for acclaimed single-player games, suffered due to a shift towards live service games.
- The transition was influenced by the potential for continuous profit from live service models, seen in games like 'Fortnite'.
- The pursuit of live service profits led to games like 'Redfall', 'Anthem', and 'Suicide Squad: Kill the Justice League' failing critically and commercially.
- Developers faced challenges like lack of experience in live service, loss of direction, and inability to engage communities effectively.
- The video criticizes the industry for not learning from these failures and continuing to prioritize profits over thoughtful development.
Chapter 1
The video opens by highlighting how highly rated single-player games share developers with recent poorly received live service games.
- The developers of acclaimed titles like 'Dishonored' and 'Mass Effect 2' have recently made critically panned live service games.
- 'Redfall', 'Anthem', and 'Suicide Squad: Kill the Justice League' are examples of the failed shift to live service.
- The developers were lured away from their successful single-player focus by the allure of consistent live service profits.
Chapter 2
The video expresses frustration with the industry's state and introduces the concept of live service as a specter haunting the industry.
- The host, Falcon from Gameranx, shares disapproval of the industry trend towards live service models.
- The success of games like 'Fortnite' has led publishers to aggressively pursue similar profit models without considering fit or expertise.
- The live service trend is likened to a specter that has clouded the judgment of corporate decision-makers.
Chapter 3
Discussion on how the gaming industry's profits are not infinite and the missteps made by developers in chasing live service models.
- The industry's profits are likened to a pie with limited slices, dominated by a few successful games, leaving others with scraps.
- Developers and publishers wrongly assumed infinite profits and forced studios into making live service games they were ill-equipped for.
- The result was a series of underwhelming and unsuccessful games that did not capitalize on the developers' strengths.
Chapter 4
An in-depth look at the troubled development of 'Redfall' and its impact on Arkane Austin.
- The development of 'Redfall' by Arkane Austin lacked direction and enthusiasm, with many staff members leaving the studio.
- The project was so problematic that some hoped for its cancellation after Microsoft's acquisition.
- The situation at Arkane Austin exemplifies the broader issues faced by developers pressured into live service ventures.
Chapter 5
Exploring the difficulties of making live service games and the issues arising from forcing trends onto developers.
- Making live service games is challenging, and established developers like Bungie still struggle with profitability and community satisfaction.
- Forcing developers to adopt live service models when they lack interest or expertise leads to subpar games.
- The video argues that live service games are not inherently bad, but they require a delicate balance that is difficult to achieve.
Chapter 6
Addressing industry misconceptions about community engagement and the reality of player time and money investment.
- The industry underestimates the importance of community engagement in the success of live service games.
- Live service games compete for players' time and money, making it hard for new entries to establish a committed player base.
- The pressure on consumers to invest heavily in multiple live service games is likened to consumer-end crunch.
Chapter 7
An overview of how studios' misguided direction and trend-chasing have cost them dearly.
- High-profile studios have suffered reputational and financial damage due to their foray into live service games.
- Examples like 'Anthem' and 'Suicide Squad: Kill the Justice League' show pitfalls of avoiding established game design insights.
- The video criticizes studios for sacrificing their unique vision and expertise to chase live service trends.
Chapter 8
Highlighting Capcom and Nintendo as examples of companies successfully balancing live service and single-player game development.
- Capcom and Nintendo have seen success by sticking to what they know and offering a balance of game types.
- These companies have not discarded their core competencies in favor of chasing the live service trend.
Chapter 9
The video concludes with a critique of the industry's stubbornness and lack of rational planning, leading to repeated failures.
- The industry continues to pursue live service models despite high-profile failures and lessons that should have been learned.
- Warner Bros. Discovery's decision to double down on live service games after failures indicates a lack of sensible planning.
- The video calls for rational business strategies that utilize developers' established talents, rather than chasing short-term trends.
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