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The trend is definitely moving away from many separate games and toward "living" games. Look at how many games these days end up just doing updates/DLCs over ma
by Osiris 6y ago
The trend is definitely moving away from many separate games and toward "living" games. Look at how many games these days end up just doing updates/DLCs over many years rather than releasing whole new versions of the game.
Look at Destiny, there was originally planned for Destiny 3, but now the plan is just to make Destiny 2 the only game for the next 10 years with constant content updates. Even now, Destiny 2 of today is a significantly different than Destiny 2 at release.
Microsoft/343 have indicated that "Halo: Infinite" is planned to be this way as well, a living game.
Even indie games like Astroneer and Don't Starve are going down this route of updating a single game over a long period of time.
I'm not sure if that should be considering "milking", but it's definitely a change from how things used to be done.
- shagie 6y agoThe "living game" approach has to do with the cost of the DLC and the difficulty at moving the price point of a game (while costs to build it go up). This allows the studio to make money on the game based on the continued DLC which needs less development investment. It isn't so much "milking" but rather "acknowledging a change in the way games are monetized because the price of the initial game isn't changing."
- mrguyorama 6y agoNo, the "living game" approach is because it turns out taking a "hat" asset that took an artist like 2 days to make (or you literally got for free from your fanbase!) and selling it for $5 to the 10 million people playing your game makes A FUCKLOAD of money. It's absolutely milking. Games make more money now when they are "Oh woe is me so expensive to make oh poor me feel pitty" then they ever dreamed of even when a game could be made by one person.
- mywittyname 6y agoIt makes a lot of sense for most games to work like this: once you have a core game, adding content to it is comparatively cheap. Which means that the ROI can be really high if a point release with new content causes a spike in unit sales. This probably works better for indies than DLC because I do think people have developed an aversion to DLC due to the big publishers abusing it for cosmetic updates. Personally, I'm very likely to pick up something like Factorio at full price, knowing that the devs are going to be adding "free" content to the base game over the years. But I'll skip over games with "season passes" and just wait for the complete edition to be released.
- andoriyu 6y ago> there was originally planned for Destiny 3 That was Activision's plan. Bungie never wanted pop new destiny titles likes CoD. D2 also designed with content being constantly added in mind - main story is super short. It's easier to sell cosmetics to fund "big" dlcs with small seasons in between. At least, compared to convincing people to buy an entire $60(70?) new game and wait for all of your friends buy it as well.
- WorldMaker 6y ago> Look at Destiny, there was originally planned for Destiny 3, but now the plan is just to make Destiny 2 the only game for the next 10 years with constant content updates. Even now, Destiny 2 of today is a significantly different than Destiny 2 at release. Destiny seems to have gone through a lot of different plans. The plan before Activision was seemingly to stop after 1 and make that the live service game, though the 1/2 break helped them hurdle a console generation gap so Activision might not have been wrong to push for 2 at least (but yeah was definitely trying to milk it with 3).
- whynaut 6y agoNot that they were trying to milk it, but that they are currently twisting 2 into something it wasn’t. The game was not originally written to support also being Destiny 3.
- WorldMaker 6y agoI'd argue that was always the Destiny plan to be a constantly shifting MMO and Destiny 1 is the real outlier at this point. The teething pains right now "twisting 2 into something it wasn't" seem to be more somewhere between "twisting 2 into what it was always meant to be" and "Bungie is still learning how to run and build an MMO the hard way by ignoring most of what worked for decades" (for instance, relying so much on streaming from the disc/hard drive over streaming from the server making it real hard for them to keep all zones active at the same time because they run against disc/hard drive size limits; that's Ancient MMO Trade-Offs 101 that Bungie seems dead set on doing the weirdest possible solutions, though to Bungie's credit they aren't the only ones in this current "live service" games era learning this old lesson the hard way as games like Fallout 76 and Sea of Thieves seem just as likely to hit the exact same wall if they try to expand much more).
- account42 6y agoFrom a historical preservation viewpoint I find this trend extremely disturbing. Along with online requirements this makes it more and more impossible to experience older games the way they used to be. Even for completely single player games, online content distribution platforms tend to only give you the latest version (except for a few games where the developers specifically set up legacy branches), often even refusing to launch an already installed game until available updates are downloaded. If updates were only bugfixes that would not be a problem, but it is not unheard of for post-launch changes to significantly change the core mechanics of games. This is a significant step down from the old phsical media distribution model where any changes from the initial master were optional.