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I can only begin to fathom how degenerated your cognitive functions have to be for you to turn into a fanboy for live service dreck
What level are they chasing? Did Helldivers 2 reach that level?
He was literally the person that introduced Sony's current strategy.Errr... no, the point Layden was making was that there are a limited number of games that can succeed in the space, and Sony's trying to pump out like a dozen of them at a time. Completely different strategies.
Yes. Helldivers 2 has been a massive success.
Meantime Destiny 2's player count has dwindled by over 70% in the last year.
You can't just point to one successful GaaS... and claim that they are all like that, and that the market can sustain dozens of them.
Look at the bigger picture, and it's plain to see the opposite is true. Only a few can sustain a high level.
In your estimation, how many Live Service games had a monthly active user base of over 100k players in 2000, 2005, 2010, 2015, and today?
Do you REALLY think that number has plateaued?
This seems like pretty damning evidence against your position.
If that's the new position of the anti Live Service crowd, then progress has been made and you people are redeemable after all, lol.Nobody has said the number has plateaued, what they are saying is that the userbase increase is being outpaced by both the increase in number of GAAS games being developed and the cost of development, so while pie is getting bigger, the number of people wanting in on it is increasing faster, and the amount they each need to take from the pie to profit is getting larger.
In your estimation, how many Live Service games had a monthly active user base of over 100k players in 2000, 2005, 2010, 2015, and today?
Do you REALLY think that number has plateaued?
This is the important thing. The thing you're not going to want to hear. The majority of the growth illustrated in that video is the result of minimal industry investment into multiplayer. Live Service got a massive influx of investment over the last 6 or so years, thanks to PUBG & Fortnite. We're now about to see what growth looks like when the major players are investing the big bucks into the field.
But it does disprove the saturation argument. You can say only a small number of games are succeeding on X level but that number is quickly growing.That video literally shows that only a small number of GaaS games achieve the levels of success the publishers are likely after. Why are you doing my work for me?
That's how ecosystems work. As the universe expands, new stars are born and old stars die. Just because you focus on the dying stars doesn't mean the ecosystem isn't expanding rapidly. The Live Service segment of the market is in the expansion phase.The bit you don't want to hear is what I referenced with Destiny 2's player count. Some GaaS games absolutely explode in popularity - but there are always other GaaS games that drop in popularity at the same time.
No one has proof of the future. What we're doing here is attempting to read market trends and see where the industry will head.Your entire thesis is based on the idea that the market can and will sustain many, many more GaaS games at a commercially very successful level. But you have zero proof of this.
Again, it's impossible to provide proof of what 2024 through 2026 will look like. It's going to be interesting to see how the narratives shift as PlayStations Live Service initiative keeps producing the hits.You can absolutely show proof that some GaaS games blow up, and do gangbusters - but nobody is arguing with you that this doesn't happen.
You've still yet to offer any evidence that a massive amount of growth is coming in the GaaS sector in the near future.
What he means and what he says seems to be two different things. He explicitly says the market can only support 10 or 20 of these types of games. The market is currently supporting over 100.Based on the quote provided, it seems he understands live service games far better than most. What Layden is getting at is that there's always going to be some level of cannibalization with live service games.
This is a low resolution picture on the realities of the market. I find that people who don't enjoy multiplayer tend to lump all of them in the same basket. Helldivers 2 had minimal impact on Destiny 2. I'm sure it pulled a small percentage of players away, but nothing substantial. Jim Ryan or Herman Hulst already said that their Live Service games will ne catered to different markets to mitigate the effects you describe. For example, Concord is a PvP focused social game. Helldivers 2 is a PvP focused horde shooter. Almost entirely separate markets.The pool of players to sell them to is finite and people only have time and money to invest into maybe a couple of these games at once. Sony might be able to attract a player from game A to game B, but if both game A and B are funded and run by the same company, they aren't exactly extracting any more money from the player now are they? A dollar from Destiny 2 and a dollar from Helldivers II is still a dollar.
The graveyard of all games (single player) outsizes the ones that are currently generating money. How much money do you think Deathloop or Demons Souls or Ratchet and Clank generates today? Those games are on life support just like any number of Live Service games.It's why throwing a dozen live service games out there and expecting them all to be a success is stupidity. The graveyard of GaaS far outsizes the number of games which are still alive and well.
Or...Bungie is allowing Sony to read the lottery ticket before buying and they know which ones will hit and which won't.The rejoinder is always "but Sony only need one or two of those games to be a hit", which is basically the business equivalent of throwing shit at a wall to see what sticks. I suspect Sony themselves realized this is pure retardation and is the reason why their 12 projected live service games by FY2025 is now just 6.
This is a huge point.As a side note, i've noticed in the discussions that when a Destruction AllStars crashes and burns it's written off as just part of Sony's plan; and when something like Helldivers II sticks, it's also proof that Sony's whole plan makes perfect sense (*even when Sony seemingly didn't have much faith in it based on the server preparedness). When a company is infallible no matter what it does, even when it's demonstrably failing, then it's obvious there is some level of fanboyism going on.
Wonder who understands the industry better, high ranking executive with several years of work in it under his belt or random Neogaf user?
I sat with the same feeling, so I didn't understands OP's comment...Based on the statement you quoted, I'd argue that he understood live services and Sony didn't.
And yet, his stance doesn't seem to supported by any of the major players still in the industry. PlayStation, WB, EA, Ubisoft, ABK...they're all going heavy into Live Service while Shawn Layden looks on from the sidelines.
In March of 2018, Shawn Layden left his position at PlayStation. There were rumors that Layden did not leave on good terms. His departure was abrupt. David Jaffe said he heard he was fired from his contact at PlayStation and I believe Layden liked a controversial Tweet suggesting everything was not copacetic between him and PlayStation later that year. Fast forward a few months and PlayStation goes on a huge Live Service hiring spree.
Yesterday, Shawn Layden goes on a podcast and answers the following question. His response is time stamped...
Question: "Live Service games seem risky with most of them failing. Why is PlayStation going so heavy into the (Live Service) market? [Paraphrase]
The quote that jumps out is... "In practice, there's a very small handful of games that can do it. There's only so many of those games the market can tolerate...The idea you can have 10 or 20 of those games successful, in the market at the same time, is just unrealistic."
Guild Wars 2 is the 198th most played game on Steam right now. It's still getting updates in 2024. There's a number of highly successful Live Service games not available on Steam.
Was Shawn Layden pushed out because he didn't fundamentally understand the growing Live Service market?
And yet, his stance doesn't seem to supported by any of the major players still in the industry. PlayStation, WB, EA, Ubisoft, ABK...they're all going heavy into Live Service while Shawn Layden looks on from the sidelines.
Guild Wars 2 is the 198th most played game on Steam right now. It's still getting updates in 2024. There's a number of highly successful Live Service games not available on Steam.
Was Shawn Layden pushed out because he didn't fundamentally understand the growing Live Service market?
That, I think, is where your logic is fundamentally flawed. And again... can you make a list of them with their profits? Your confidence suggests you have hard evidence of what you believe? Because whether a GaaS is still available to purchase on Steam is not an indicator of profitability. It's an indicator that enough money is being made to carry on. Nothing more. GW2 has a concurrent player count of about 5000 max.
The only evidence I can go on for my position is that multiple GaaS games have failed in recent years. Dozens of them. Massive, high profile games. Even Naughty Dog couldn't get one out of the door! That suggests a limited audience, no? That suggests a genre that can only sustain a certain amount of games.
How do those facts correlate to your position that there's a lot more growth to be had?
Game cancellations happen all the time. Some people cling on to certain game cancellations because it serves the narrative they want to believe.It’s like you just haven’t heard about all of the cancellations. If you’re right, why are so many GaaS games being cancelled? Including one by Naughty Dog, in one of the most successful franchises in gaming history.
Multiplayer has always been trickier than single player. If the market was saturated, you'd have to show that failure rates have increased dramatically in a certain time period. It would also help to explain why the Live Service market continues to grow in revenue while the SP market has plateaued for years.And why are so many that do come out failing? Surely if there’s this massive untapped audience, this should not be happening quite as much.
PlayStation said their mid to long term plans surrounding Live Service remain unchanged (60% LS v. 40% SP)The facts on the ground don’t support your prediction. They support Layden’s.
You could make that argument for SP games as well.
Exactly this.It’s like you just haven’t heard about all of the cancellations. If you’re right, why are so many GaaS games being cancelled? Including one by Naughty Dog, in one of the most successful franchises in gaming history.
And why are so many that do come out failing? Surely if there’s this massive untapped audience, this should not be happening quite as much.
The facts on the ground don’t support your prediction. They support Layden’s.
The point of gaas is to get lost in the game and not thinking about anything else, it got it's special place when done right, it has the qualities to steal the spotlight from many other games, who knows, they may replace sports games numbers back in it's prime days, we saw 10 or more sports games were successful comercialy without hurting one another.Shawn must have had lots and lots of metrics...so he has the data, saw what the board/stakeholders wanted and thought it wasn't possible.
You guys are discussing guild wars 2 and I believe the higher ups were asking Shawn for Fortnite and Minecraft., not GW2.
And he is right, how many big...and I mean BIG GaaS are there?? More than 20?? You guys are missing the point with GW2.
Are you so delusional to think that a board of directors wants the next GW2 over the next Fortnite???
The data points you reference are anecdotal - so they don't really do either.The only evidence I can go on for my position is that multiple GaaS games have failed in recent years. Dozens of them. Massive, high profile games. Even Naughty Dog couldn't get one out of the door! That suggests a limited audience, no? That suggests a genre that can only sustain a certain amount of games.
How do those facts correlate to your position that there's a lot more growth to be had?
Not sure where GW2 is in terms of their active users - but see above for some ballpark estimates where a title might land.That said, I would expect those games would have generated more profit than GW2. Do you have the numbers to suggest otherwise?
While 100k MAU can be the critical mass needed to keep something alive, it's not even close to enough to constitute a success on the scale these companies are looking for. See above for what might be though.In your estimation, how many Live Service games had a monthly active user base of over 100k players in 2000, 2005, 2010, 2015, and today?
Live services have had massive influx of investment for at least 15 years now, it's long been a much bigger market than Steam or consoles, and even on consoles the push already started before last gen launched (and it also suffered a mini-crash back then as well - which is arguably happening now also).Live Service got a massive influx of investment over the last 6 or so years, thanks to PUBG & Fortnite. We're now about to see what growth looks like when the major players are investing the big bucks into the field.
I suspect if you think his number is out by orders of magnitude then you are likely not on the same page in terms of what "successful" is. Success isn't just that you are able to recover development costs it is that you are going gangbusters and reach of a Fortnite or a Helldivers 2 like you mention.But his 10 - 20 number is already an order of magnitude off the actual number. Plus, Sony seems pretty happy with Live Service game Helldivers 2 at the moment so...
When Sony undertook t his initiative, I think most of us felt that they were launching development on 12 or 15 games or whatever, and would be lucky if 2 of them hit big. We have seen this process play out.
The problem OP makes is that he declares these games to be a success after one month. It's ridiculous to think a F2P game with a huge player base in the first month is anywhere near a success. A boxed game that you pick up from the shelf with a huge player base in the first month is a success, but it's a different model. The vast majority of these games hit big initially and then burn out far before it can become a sustainable business.
Yes Guild Wars 2 has found sustainable success but it's not like some monster hit and has had its fair share of bumps along the way. I would say Guild Wars 2 is not as relevant as Guild Wars 1 was back in the day, although I personally think the game is really good.
Depends on how much revenue they expect to see in return long-term.And why aren't we talking about how wasteful and stupid this idea was in the first place. Why would a 15% success rate be considered good in the first place? If only 2 out of 12 Live Service games were successful, I'd call that a HUGE failure!
It’s because a successful live service game is soooo successful. Think of Apex, Destiny, Fortnite, GTAO, Madden, EAFC, these games pay for themselves and basically everything else.And why aren't we talking about how wasteful and stupid this idea was in the first place. Why would a 15% success rate be considered good in the first place? If only 2 out of 12 Live Service games were successful, I'd call that a HUGE failure!
These companies make games like Returnal, Ratchet and Clank, Deathloop, Demons Soul, Alan Wake 2 etc...The data points you reference are anecdotal - so they don't really do either.
If we want to talk statistics - it takes about 100k-200k CCU to reach critical mass with revenues of 100-200M/year. I'm being somewhat conservative with how aggressive monetisation is - but we're also talking rule of thumbs/averages. Assuming title sustains that average for at least 5 years - we're looking at lifetime 500M-1B, effectively billion dollar IPs, which even some of the most acclaimed AAA hit-releases take multiple sequels to reach.
Looking at current numbers - the Steam market alone would hypothetically allow to sustain several hundreds of such titles at any given time - without adding other devices/markets. Including console/mobile we should be in the thousands range.
To be clear - that also assumes no competition from other business models - and even distribution (the truly big hits obviously take a much larger piece of the pie) but the point is, unless you literally expect the top 10-20 to all be Fortnite sized hits (and that's never been the case - Fortnite is just larger than anything else out there by a wide margin), the market can support a fair few of those.
Of course - the other side of this equation is that Steam on average gets more than 10000 new releases every year - and while most of them aren't service based, the opportunity for failure remains vast regardless of your business model.
Not sure where GW2 is in terms of their active users - but see above for some ballpark estimates where a title might land.
While 100k MAU can be the critical mass needed to keep something alive, it's not even close to enough to constitute a success on the scale these companies are looking for. See above for what might be though.
Completely wrong. The Live Service push 15 years ago was so unattractive that PlayStation produced a whopping 0 Live Service games.Live services have had massive influx of investment for at least 15 years now
, it's long been a much bigger market than Steam or consoles, and even on consoles the push already started before last gen launched (and it also suffered a mini-crash back then as well - which is arguably happening now also).
And the whole notion that 'the big players' are about to change the field has been proven wrong at least 5 times over already since the industry first saw how popular these were 2+ decades ago though. The big IPs and big $$$ has come and gone many times over - most of them failed, a few (Fifa, GTA, COD) have found big success, but aren't leading the market.
To be clear - I just used Fortnite as example of what isn't necessary. But the counter to 100k MAU is factual - that's about 10-100x smaller than what success looks like to large companies (which is the 100k CCU number I mentioned).It's been interesting to see how badly people want to move the goalposts to "Fortnite level success only. Everything else is a failure." I guess if you can convince yourself of that, then you can believe the Live Service push is doomed for failure more easily.
Sony being late to the party has no bearing on the industry as a whole (and it's not like they didn't try - they just failed or quietly shut-down most of those early efforts).Completely wrong. The Live Service push 15 years ago was so unattractive that PlayStation produced a whopping 0 Live Service games.
From 2009 to 2014 we weren't having this discussion because AAA single player games were the dominant tool of these companies to make money.
Define top-publishers - the likes of Bethesda, Bungie and Riot were all-in since early last decade. Blizzard even longer. EA / Activision 2 biggest IPs are both full on GaaS for close to a decade now. Ubisoft has been trying for over a decade, even announced the 'all GaaS strategy' multiple times, but they just haven't been doing particularly well at it.We've never come close to seeing the top publishers of the industry spends 50+% of their resources towards Live Service. That push began ~2018/2019 and the results of those investments are just hitting shores now. The next few years here is going to wake a lot of y'all up.
Again, these companies are making Alan Wake 2, Returnal, Deathloop, Ratchet and Clank, Immortals of Avium types games all the time. These games are not producing.To be clear - I just used Fortnite as example of what isn't necessary. But the counter to 100k MAU is factual - that's about 10-100x smaller than what success looks like to large companies (which is the 100k CCU number I mentioned).
Fortnite is obviously in a completely different tier from that.
You're confusing "birth" with "influx of investment". The birth of Live Service can be attributed to that time period but the level of investment we see today isn't comparable. The biggest companies in the field today are Live Service oriented. That wasn't even close to the case 15 years ago.Sony being late to the party has no bearing on the industry as a whole (and it's not like they didn't try - they just failed or quietly shut-down most of those early efforts).
But yes - the first push started in mid 2000s - the first major western-developed hit (that wasn't a subscription service), came out in late 2006, hit 200k CCU in a single country and went on to average over 100M annually for the next 18 years. That game alone earned more than the combined total for all the SP IPs you mentioned in the previous post.
Yeah, no. Just no.It's not so well advertised as their hardware failures, but Microsoft's entire software strategy for that launch was centered around F2P GaaS, and results spoke for themselves.
Bethesda has gotten killed lately. They've released a number of SP games that have all flopped on the market. They're essentially pinching a loaf on the toilet getting the remainder of their duds out. Their next batch of titles after Indiana Jones look to be mostly Live Service.Define top-publishers - the likes of Bethesda, Bungie and Riot were all-in since early last decade. Blizzard even longer. EA / Activision 2 biggest IPs are both full on GaaS for close to a decade now. Ubisoft has been trying for over a decade, even announced the 'all GaaS strategy' multiple times, but they just haven't been doing particularly well at it.
OP you have done something remarkable here. You have made me agree with a corporate suit.
And why aren't we talking about how wasteful and stupid this idea was in the first place. Why would a 15% success rate be considered good in the first place? If only 2 out of 12 Live Service games were successful, I'd call that a HUGE failure!