• Re: Steam's Best Sellers of 2023

    From Justisaur@21:1/5 to Spalls Hurgenson on Sat Dec 30 10:49:45 2023
    On 12/30/2023 8:27 AM, Spalls Hurgenson wrote:

    Steam has a web-page listing the best-selling games of 2023, grouped
    into various tiers (games within each tier aren't ranked, however). https://store.steampowered.com/sale/BestOf2023

    Top of the pack ("Platinum Tier") is Cyberpunk 2077, Sons of the
    Forest, Hogwarts Legacy, Starfield, Baldurs Gate 3, PUBG, Destiny 2,
    Lost Ark, and Counter Strike 2.

    Games like Elden Ring, GTA5, Dead by Daylight and Arnored Core 6 help
    fill out the "Golden Tier".

    Sadly, System Shock doesn't even make it into "Bronze".

    There's also a 'most played' counter reporting which games had the
    highest 'peak players', if that matters to you (unsurprisingly, it
    pretty much mirrors the best selling list, at least at start).


    Perhaps more interesting is the fact that some of those don't match up
    with ratings. Starfield is probably the least loved with an all time
    Mixed 64% rating, and an abysmal recent reviews at Mostly Negative 28%.

    Sons of the Forest is also early access, I'm not sure how or why it got
    a platinum seller.

    A lot of the games are MMOS or Multiplayer battlers, yeah I know they're popular, but I don't want to play either, and think they're a scourge on actually fun gaming.

    --
    -Justisaur

    ø-ø
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    ^'

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Justisaur on Tue Jan 2 10:55:18 2024
    On 30/12/2023 18:49, Justisaur wrote:
    A lot of the games are MMOS or Multiplayer battlers, yeah I know they're popular, but I don't want to play either, and think they're a scourge on actually fun gaming.

    Many years ago I used to joke about how long it would be before it
    changed from games with a financial model attached to a financial model
    with games attached. I no longer think it's a joke. Even worse is the
    way that they play on people's flaws to get them to spend money instead
    of just the old fashion idea of give us some money and we'll give you
    something you enjoy.

    For me the pinnacle of that is lootboxes (which aren't gambling but
    instead surprise mechanics) as even though study after study has shown
    the correlation between them and problem gambling companies still put
    them in games knowing this.

    One of the crappy things I saw was in World of Tanks after Belgium
    classed lootboxes as gambling. They choose the easy route of just saying
    you can't buy them if you lived in Belgium but you then had one of their
    own community managers posting on the offical forum telling you how to
    easily get around the restrictions they'd put in place - stay classy!

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Wed Jan 3 22:04:37 2024
    On 02/01/2024 15:34, Spalls Hurgenson wrote:
    On Tue, 2 Jan 2024 10:55:18 +0000, JAB <noway@nochance.com> wrote:

    On 30/12/2023 18:49, Justisaur wrote:
    A lot of the games are MMOS or Multiplayer battlers, yeah I know they're >>> popular, but I don't want to play either, and think they're a scourge on >>> actually fun gaming.

    Many years ago I used to joke about how long it would be before it
    changed from games with a financial model attached to a financial model
    with games attached. I no longer think it's a joke. Even worse is the
    way that they play on people's flaws to get them to spend money instead
    of just the old fashion idea of give us some money and we'll give you
    something you enjoy.

    <ramblin'>

    While I get where you are coming from, I don't totally agree, but only
    in the idea that this is somehow new. The video games industry (or at
    least part of it) has always had a business-first orientation where
    artistry and quality played second fiddle to 'will this make us oodles
    of money with the absolute minimum outlay". It resulted in huge
    swathes of absolutely terrible games that people paid good money for
    and were incredibly disappointed when the game was a lazy port or
    clone, or performed poorly, or didn't even run at all. These games
    have - with a handful of exceptions - been forgotten, but there was a
    glut of them.

    Modern games use different tactics to make money but the core ideal
    for too many games remains the same: make the cheapest game possible
    and then market the hell out of it to rake in a lot of cash before
    people wise up.

    In earlier decades, it was easier to get away with this, not so much
    because gamers were less sophisticated (although, to a degree, I think
    they were, at least with regards to how corporations try to manipulate
    them) but because information - about the product, about the business practices, etc. - were harder to come by. It's not just the network
    effect - where gamers talk to one another - but simply being able to
    compare one game to the next. When you're limited to only what
    magazines tell you, and only what the box-copy says, you're ability to discriminate is limited. All the more when that information is so
    ephemeral; often, you couldn't go back and compare what Game X against
    Game Y because Game X was no longer on the store shelves. With
    decades-old games still available on Steam, that comparison is much
    easier.

    Which means publishers have to be more sophisticated in their schemes.
    Some of them, of course, are not (and it's not just limited to small publishers; asset flip games are the epitomy of this problem). But
    'give it away free and make up for it in post-sale services' is a
    scheme that has a long history outside of gaming, and for good reason:
    it works. It's no surprise it works against gamers too.

    Fortunately, there are some developers who still care about gaming
    enough to go 'old school' and try to develop a good product that will
    sell on its own merits (see, "Baldurs Gate 3"). But the from the
    beginning, the industry was rife with companies whose aim was make-money-first, customer satisfaction whenever


    For me the pinnacle of that is lootboxes (which aren't gambling but
    instead surprise mechanics) as even though study after study has shown
    the correlation between them and problem gambling companies still put
    them in games knowing this.

    One of the crappy things I saw was in World of Tanks after Belgium
    classed lootboxes as gambling. They choose the easy route of just saying
    you can't buy them if you lived in Belgium but you then had one of their
    own community managers posting on the offical forum telling you how to
    easily get around the restrictions they'd put in place - stay classy!



    The difference to me was however bad the game was it was still a game
    whereas now it feels like more and more games are designed with MTX at
    their core and it's the game that gets built around it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)