• Is The Live Service Bubble About To Burst?

    From Spalls Hurgenson@21:1/5 to All on Wed Feb 15 20:13:29 2023
    That's the question asked in this article: https://www.gamespot.com/articles/the-live-service-game-bubble-looks-ready-to-burst/1100-6511171/#comments-block-33597461

    A brief recap of what it says ('cause I know we're all to busy to
    click on it and read it for ourselves ;-):

    While some games - Fortnite in particular - are thriving, a number of live-service games - including Knockout City, Anthem, Apex Legends
    Mobile, Rumbleverse, Marvels Avengers - have closed or are closing
    soon. Which ones live and which ones die seems disconnected from their
    quality or value; even popular games with users numbering in the
    millions are being shuttered. Is a sign that the live service 'bubble'
    is going to soon burst? And what does that mean for the industry and
    the hobby?




    Now, the article makes a number of assumptions, the largest being that
    there is a 'bubble' with live services. God knows I've little use for
    games that (often pointlessly) embed live-services and
    microtransactions into their games (often to the detriment of the
    gameplay itself). There might be a bubble in people trading for the
    hats and other cosmetics they get from these services (but probably
    not), but the services itself? Probably built on far sturdier
    foundations based on psychological manipulation tactics of getting
    people to buy stuff they really don't want or need. If that's a
    bubble, so is the almost the entirity of the Western economy.

    Still, there article does - somewhat tangentially - bring up the fact
    that these services aren't only demanding our money, but our time. In
    order to get real value from these services, you have to dedicate much
    more time to a game. A product like Fortnite might, ten or twenty
    years ago, have occupied a player for a few hundred hours tops before
    they moved on to a different game... now - with its hats and seasonal
    passes - people play the same game for months or years. And if you
    vary your gaming 'diet' a bit, there's only so many free hours in a
    day that you can waste on games. Which means there's only so many
    games you can play per year. Which means that - with live services -
    people are going to buy fewer games.

    All of which makes the market for games smaller, not larger. It's sort
    of like how streaming video services (Netflix, HBO, Disney, etc.) have
    expanded to the point where you have to select one or two. You just
    can't afford - because of limited time or money - to have them all.
    And then the services wonder why they're losing subscribers.

    Except games - not backed by major media networks - have much smaller
    margins and their developers can't afford to keep them running long
    enough to establish an audience. Hence the closures.

    So another reason to hate live-service games. But a bubble? Still
    don't see it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Thu Feb 16 10:51:24 2023
    On 16/02/2023 01:13, Spalls Hurgenson wrote:


    That's the question asked in this article: https://www.gamespot.com/articles/the-live-service-game-bubble-looks-ready-to-burst/1100-6511171/#comments-block-33597461

    A brief recap of what it says ('cause I know we're all to busy to
    click on it and read it for ourselves ;-):

    While some games - Fortnite in particular - are thriving, a number of live-service games - including Knockout City, Anthem, Apex Legends
    Mobile, Rumbleverse, Marvels Avengers - have closed or are closing
    soon. Which ones live and which ones die seems disconnected from their quality or value; even popular games with users numbering in the
    millions are being shuttered. Is a sign that the live service 'bubble'
    is going to soon burst? And what does that mean for the industry and
    the hobby?




    Now, the article makes a number of assumptions, the largest being that
    there is a 'bubble' with live services. God knows I've little use for
    games that (often pointlessly) embed live-services and
    microtransactions into their games (often to the detriment of the
    gameplay itself). There might be a bubble in people trading for the
    hats and other cosmetics they get from these services (but probably
    not), but the services itself? Probably built on far sturdier
    foundations based on psychological manipulation tactics of getting
    people to buy stuff they really don't want or need. If that's a
    bubble, so is the almost the entirity of the Western economy.


    I presume part of it was a bit of a clickbait title so although I don't
    think the bubble has burst the great cull of 2023 (how many more are to
    come) possible will make companies rethink the idea that they are the
    never ending money tap they think they are and it's very much a winner
    takes all market. For players, possibly it's another wake-up call that
    is it a good idea to throw your money at a game when it can disappear
    without the company batting an eyelid.

    Still, there article does - somewhat tangentially - bring up the fact
    that these services aren't only demanding our money, but our time. In
    order to get real value from these services, you have to dedicate much
    more time to a game. A product like Fortnite might, ten or twenty
    years ago, have occupied a player for a few hundred hours tops before
    they moved on to a different game... now - with its hats and seasonal
    passes - people play the same game for months or years. And if you
    vary your gaming 'diet' a bit, there's only so many free hours in a
    day that you can waste on games. Which means there's only so many
    games you can play per year. Which means that - with live services -
    people are going to buy fewer games.


    Oh yes, the more time you can get a player to sink into a game (a boy
    are live services games riddled with that) the more invested in it they
    become along with all the money they also invested in their account. You
    see it with World of Tanks where players who clearly are no longer
    enjoying the game say things like they'll wait until their paid premium
    time runs out before stopping (that's a bit like finding out you don't
    like a book but reading it to the end anyway) or even just the simple,
    they don't want to let go of all they've invested in their account.

    All of which makes the market for games smaller, not larger. It's sort
    of like how streaming video services (Netflix, HBO, Disney, etc.) have expanded to the point where you have to select one or two. You just
    can't afford - because of limited time or money - to have them all.
    And then the services wonder why they're losing subscribers.


    Streaming services are definitely getting a bit out of hand with the
    amount of them. As you say people only have so much time on their hands
    so exactly how many do you need. IS it really worth taking out a
    subscription just for that must have show?

    Except games - not backed by major media networks - have much smaller
    margins and their developers can't afford to keep them running long
    enough to establish an audience. Hence the closures.

    So another reason to hate live-service games. But a bubble? Still
    don't see it.


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