There's a lot to dislike, but my gripes as a developer who occasionally dabbles in games are more along the lines of "this puzzle game prototype is interesting and may be worth polishing up and tossing on steam, but oh right, it won't even pay for itself unless I turn it into yet another gambling machine." Then I go back to writing system software.
What exactly makes you think as someone who "dabbles in games" to be entitled to profit? AFAIK it costs $100 +30% to publish on Steam. It only takes 260 people to buy your game at 50 cents to break even. If your game can't sell 260 copies at 50 cents then it's just that, worthless. Why not just release your game for free, for free? Does it have to be on Steam? Does it have to make money?
I hate what video games have become
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Re: I hate what video games have become
#52There's a lot to dislike, but my gripes as a developer who occasionally dabbles in games are more along the lines of "this puzzle game prototype is interesting and may be worth polishing up and tossing on steam, but oh right, it won't even pay for itself unless I turn it into yet another gambling machine." Then I go back to writing system software.
Re: I hate what video games have become
#53Looking at my Steam library, I only regret the $60 AAA titles I've bought and never found interesting enough to play beyond a few hours. $60 for 15 hours of gameplay, or an optional $100 after 150 (or 1500) hours? I know which I prefer.
Re: I hate what video games have become
#54There's a lot to dislike, but my gripes as a developer who occasionally dabbles in games are more along the lines of "this puzzle game prototype is interesting and may be worth polishing up and tossing on steam, but oh right, it won't even pay for itself unless I turn it into yet another gambling machine." Then I go back to writing system software.
What exactly makes you think as someone who "dabbles in games" to be entitled to profit? AFAIK it costs $100 +30% to publish on Steam. It only takes 260 people to buy your game at 50 cents to break even. If your game can't sell 260 copies at 50 cents then it's just that, worthless. Why not just release your game for free, for free? Does it have to be on Steam? Does it have to make money?
Re: I hate what video games have become
#55Re: I hate what video games have become
#56There's a lot to dislike, but my gripes as a developer who occasionally dabbles in games are more along the lines of "this puzzle game prototype is interesting and may be worth polishing up and tossing on steam, but oh right, it won't even pay for itself unless I turn it into yet another gambling machine." Then I go back to writing system software.
The other option is to apparently blanket your game with advertisements. I spent some time yesterday looking for word games in the iOS store, and it seems like everything was “free”, but had non stop, unskippable ads. One offered to remove ads for a fee, but even after paying they remained in various parts of the game.
Re: I hate what video games have become
#57There's a lot to dislike, but my gripes as a developer who occasionally dabbles in games are more along the lines of "this puzzle game prototype is interesting and may be worth polishing up and tossing on steam, but oh right, it won't even pay for itself unless I turn it into yet another gambling machine." Then I go back to writing system software.
What exactly makes you think as someone who "dabbles in games" to be entitled to profit? AFAIK it costs $100 +30% to publish on Steam. It only takes 260 people to buy your game at 50 cents to break even. If your game can't sell 260 copies at 50 cents then it's just that, worthless. Why not just release your game for free, for free? Does it have to be on Steam? Does it have to make money?
Do you have to have a place to sleep?
Seems to me like making a reasonable amount of money to help towards these goals is not an unreasonable thing to hope for. But maybe you can prove me wrong?
Re: I hate what video games have become
#58Re: I hate what video games have become
#59Honest question: I understand the gripes about lootboxes being toxic because gambling systems are generally manipulative, but I don't know how to respond to "Just don't buy them". They don't affect gameplay, they're really just there as whale bait, but if you're invested in the game you don't necessarily have to get invested in cosmetics. The only two games I play these days both happen to be gacha games, and actuall…
1) "Whales" keep nearly all of these games going. "Vote with your wallet" is a misnomer because in typical democratic systems a vote is a vote; but capitalism isn't a democracy and a very small portion of the playerbase will actually sustain the game near-singlehandedly. Its not a situation where enough people don't buy it and the game company changes; its a situation where enough people don't buy it, and are missing out on a piece of the game due to not buying it, while the elite 0.1% buy everything.
2) "They don't alter gameplay". That's an interesting argument. Take a game like Animal Crossing; would being able to buy a sweet ass new table for your house "alter gameplay"? Isn't aesthetic the gameplay? I truly and deeply believe that its difficult to draw this line in any game; where the "gameplay" stops and suddenly the "stuff that doesn't matter so sell it" starts; if the product has value, such that people buy it, then it must be an important part of the game. It may not affect the competitive balance, but that isn't the entire game; the developers put time into the visual aesthetic of the game, and to assert that the items are ok to sell simply because they don't affect the gameplay trivializes the items' importance.
Moreover, in a much smaller way; in every game I've played, these items do affect competitive balance. Often in subtle ways. In Valorant, having a cool gun skin can often mean eight year olds on your team asking for you to buy the gun for them, so they can use it (sometimes, promising a re-buy in return, then not doing it lol). In Apex Legends, some hero outfits legitimately camouflage you with the environment than others. In Dead By Daylight, the Feng Ming wearing the bright pink jacket will be tunneled by the killer more than everyone else wearing drab browns and torn jeans. To assert "the way you look doesn't impact the gameplay" is trivially and wholly, if not sometimes subtly, incorrect; games are visual, looking good asserts a socioeconomic power structure which can impact team cooperation, all of this does matter.
But, to clarify; gaming companies need to make money. For online service games, its not enough to just sell the game for $70 and call it good for life; even doing so can be a death sentence for the game, as the barrier to entry is so high no one joins in to even play. Loot boxes are extremely bad, and games which sell them should be held to the same legal standards as gambling (Overwatch, Apex Legends, Rocket League, DOTA2, CS:GO, etc). A cash-for-item storefront is better (Fortnite, Valorant, Warzone, Dead by Daylight, Sea of Thieves, Halo Infinite, etc). Battle Passes are probably one of the best solutions I've seen yet; they're effectively an optional subscription service to the game, with resetting progression (players love progression). Pure subscription services are rare, but also a great solution; CS:GO has one, but WoW was the better example; there was a time when you simply paid to play, and everything cool you could get was bundled into that subscription. Today, things have changed, and they're double-dipping revenue models, like most of the games listed above.
Re: I hate what video games have become
#60It's a great business model for multiplayer games. They live and die on the basis of network effects, and gating access behind a $25-60 upfront payment means most games die from gradual attrition - which is just sad to watch happen when it's an enjoyable but niche game. Subscriptions are dead, with even Blizzard struggling to make it work, and most DLC models just don't work for multiplayer. Looking at my Steam libra…
I vastly prefer the freemium model because of this. It's great compared to before when we had sequels, expansion packs or even map packs that was the only way to get new content. But that new content wasn't available to people who didn't buy it, so now the playerbase will be split each time new content is released.