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by s_trumpet
443 days ago
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> The old growth engines (microtransactions, live service games, season passes, user-generated content, loot boxes, eSports hero shooters, etc.) also no longer work, as neither general players nor whales find them appealing. I just don't think that's true in a world where Marvel Rivals was the biggest launch of 2024. Live service games like Path of Exile, Counter-Strike, Genshin Impact, etc. make boatloads of money and have ever rising player counts. The problem is that it's a very sink-or-swim market - if you manage to survive 2-3 years you will probably make it, but otherwise you are a very expensive flop. Not unlike VC-funded startups - just because some big names failed doesn't make investing into a unicorn any less attractive. |
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Another similar exception to the industry rules is the top 20-30 franchises, like NBA2K, GTA, FIFA, Far Cry, Call of Duty, The Sims, Assassin’s Creed, etc. Together, they account for about half the new game and DLC sales. Black hole games take another ~30%, and the remaining 19,000 annually released games share the remaining 20%, with the top 50 games making up 19/20ths of it.
What matters for 95%+ of game developers is performing well in that 20%. And they sell close to 0 lootboxes, for example.