Just a few
days ago, there was a beta for Star Wars Battlefront 2 (the new
version). Shockingly, it came to light that the game's entire
progression is based on loot boxes. In other words, all progress in
the game is down to random luck, and in order to mitigate that luck,
you can buy more boxes for real money.
This is a
tactic mostly used in so called freemium games, games that are free
to play but urge you to use their micro-transactions to earn them
money. Some are decent about this, others are scummy beyond belief,
making you grind for days for everything unless you give in and pay.
Much have
been said about the freemium market, but to see it so blatantly in a
full price AAA game is disgusting. This comes on top of the Middle
Earth: Shadow of War controversy, where it came to light that the
multiplayer part of the game is heavily affected by loot boxes.
Popular racing title Forza has added them as well in their seventh
installment. Everywhere you turn, you find full priced games pumping
out more and more micro-transactions and pay-to-win mechanics.
Publishers
openly call their customers “Whales” and brag about not
tightening the financial screws completely, “Because the whales
might actually notice”. Games are becoming increasingly chopped up
before the point of sale. We have Basic, Silver, Gold and Collectors
editions costing ever more and more. Add on season passes for DLC
that's not just unannounced, they're not even planned and you have an
unbelievably hostile environment for the customer.
The
natural question that follows is, why? To maximize profits, pure and
simple. Some AAA games have budgets of hundreds of millions of
dollars, and the publishers want their money back with a hefty profit
on top. This is of course standard business practice, nothing
sinister there, but then the question becomes, why make games that
are so expensive? Now the answer is not so obvious anymore. My best
answer is that the businesspeople that make the decisions aren't
gamers and they certainly aren't game developers. In their minds, if
you invest a lot of money, you get even more money back. Fair enough I
suppose, but games aren't just a product, they are an interactive
form of art, and you can't make good art by throwing money at it.
When you
spend this much on a game, you can't take creative risks anymore.
This is why publishers love their flagship games so much. They can be
pretty certain that gamers will buy the yearly installment no matter how repetitive they get, making it a safe investment. This brings us to today's actual
point. Yes, it's not just me ranting at the AAA publishers, no matter
how much they deserve it.
Just
recently, a game called Cuphead got released. It's a side-scroller,
jumper shooter. The soundtrack is 30's jazz and the animation is 30's
cartoons. It's absolutely amazing to behold. There is nothing like it
on the market. It is genuinely new! Disclaimer: it is also insanely
difficult, so make sure it's for you before you buy it.
The kicker
is that the development team, StudioMDHR, consists of two brothers.
Another guy made the music. That's it. 2-3 guys, and the game has
sold more than a million copies.
The hit,
Stardew Valley, has sold more than a million copies, and it was made
by one guy. The Five Nights at Freddy's franchise is made by one guy,
and has made around $30 million. Ever heard of Minecraft? Developer
Notch started alone, before hiring on some help. The when it became
popular Microsoft bought out Minecraft for $2.5 Billion.
See where
I'm going here? Instead of making bland, boring games year after
year, the publishers with all the money could do a lot of smaller
varied games. Games that people would talk about for years and even
decades. Who is going to talk about Call of Duty X three years later?
No one. Even better, the AAA publisher could stop using poverty as an
excuse to cram gambling elements and RNG loot boxes in the games.
Wouldn't that be fun? I think so.
Of course
the AAA boys don't just make garbage, I know that. I'm just getting
so tired of this behavior. They can keep their flagship games, but
the world needs new games as well. The best part is that smaller
games are cheaper to make and require less people. This has been
proven. Some AAA title have 600-700 people working on them. That is
way too much especially when some teams are in different cities or
even separate continents. Communication and vision of clarity becomes
impossible at that point.
Alright, I
could go on, and I might at some point, but I think that's enough for
today. Until next time, have a great week!