Yeonne Greene, on 27 December 2018 - 09:46 PM, said:
If your game is multiplayer-only.
Of course. The most popular games right now on PC and mobile are multiplayer.
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No game ever fills its popular matches with like-rated players, not even something as populous as Overwatch. Across the entire industry, the holy grail of an "adequate matchmaker" remains exactly that. You only ever get properly good match-ups in competitive queues (and often not even then), but competitive dies when the main body that feeds it dies (case in point: MWO...also HotS).
Overwatch uses a league system, and no Overwatch will take a long long time before it reaches to the same point as MWO. You should not the two in the same sentence.
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MWO's problems are far deeper than an inadequate matchmaker.
Of course. But all these problems are also interrelated. Bad game leads to small population which leads to bad matchmaking which leads to smaller population which leads to ever less revenue to refine the game further.
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So there's no correlation between profit and margins? That's an interesting take, good luck convincing anybody on that one.
Gross revenue is what you need to look at. Profit goes to the stock holders, while revenue is used to cover development costs, which is used to further improve the game.
Game with poor gross revenue isn't going anywhere further in development.
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Why do I need to spell this out to you?
A game (or any product, really) is more than the sum of its parts. I will pay money for a quality, well-made product that gives me the impression that the money I spent is worth it. I will pay more money for more quality. No quality, no money. I will not pay for earnestly made cheap garbage. You flood the market with garbage, everybody chases the highest-grossing garbage and then eventually they all lose the inevitable race to the bottom. See also: 1983 video game market crash. We're honestly overdue for another one, should've happened 5 years ago.
Let me spell this out to you. You buy whatever you want. But you alone isn't going to make a game survive. And please don't confuse games as a product and as a service. Once you are a massive multiplayer online, you are paying for games as a service. You are not just buying a smartphone, you are also buying the service contract behind it, and the service behind it will matter as much as the product itself.
The game crash is likely expected for the console and the PC side because of stagnation and platform disruption, but don't expect that to the mobile side where the market is growing where it is expected to reach 60% of all total gaming revenue.
Don't expect titles like LoL, WoT or Warframe to crash either. They have strong solid player bases and in the case of games like LoL and DoTA, a solid esports market.
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I'm not talking about MWO, I'm just calling out your original argument because you are lording around one half of the economic equation as if it is gospel when it is demonstrably not.
You keep on trying to disrelate population with a game's fortunes, and you cannot demonstrate that it is not.
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That is not at all a rebuttal to what I said, that is a dodge to avoid addressing the point.
Avoid what point?
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Dude. That is exactly my point. Re-read what I wrote, re-read this part of your reply, connect the dots, and become enlightened on how you don't need strict quantity of buyers to make a profit.
BS. I will call you on that. You do need a good quantity of buyers to make a profit in the first place. And why do you talk about profit? Gross Revenue is what you need to talk about. Profit is the money that goes to the stock holders. This means nothing in terms of development money. Gross Revenue is what is necessary for developing the game further. Profit is the substraction of everything else used to operate the business and is the surplus given to the owners and stockholders. A company might be in the red (Square Enix reported a loss for example of 33 million dollars) but that says nothing about the ton of games it is still developing.
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They have the MechWarrior market cornered. Whether or not you think that's particularly valuable is immaterial, because the entire point of this debate is that you don't necessarily need a gigantic user base to make money.
They have a tiny market cornered. Other people are playing it because they want a robot or a vehicular shooter. You have an IP cornered. You don't have a genre cornered.
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It does still work there, though, until players eventually feel like they aren't getting what they want out of the game. There is no requirement for it to work indefinitely for it to work at all.
A monopolist can dictate prices until the player base is so dissed with it and cannot afford it. I don't think that is the case of MWO. It does not act or price like a monopolist. In fact, its F2P isn't costly and quite affordable.
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Apple doesn't have a cornered market for anything except their brand; they offer MacOS as an alternative to Windows and iOS as an alternative to Android. What Apple has that its competitors typically don't is perceived quality and a reserve of positive brand cachet that they continue to draw on even if their products are really quite mediocre.
Apple has a corner on the perception of quality, until the competitors have raised their own perception, which is happening soon enough. But in the meantime, Apple likes to overcharge, like certain F2P games.
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It is the fact that the brand itself both moves units and increases the margins on those units that is the key and what you seem to be missing.
The brand also has to bring in new players and works hard to bring them in, through advertisement and marketing. Which I have to say is also true to some F2P games, where gross revenue is constantly recycled for both marketing and into development.
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Hey, look, you are making my argument for me again! They are shaping customer expectations, and as long as those expectations are met they aren't hemorrhaging players.
Mobile app companies are more transparent in their revenues due to analytics. WR has certainly lost some, they are way off their peak.
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You missed the point; matchmaking is itself superfluous. You can lean on it, or you can craft your game to not need it. You think Battlefield has a matchmaker? Do you think it has ever had a matchmaker? The game still makes EA plenty of money, even when they completely screw up an entry. It doesn't need one because it gives players of every skill level something to do and ways to feel successful even if they blow at the combat elements.
Game design matters, who knew?
I do believe matchmaking is crucial. There is a difference in experience when you have teams of top players take on each other, than mixed teams with cherries and potatoes.
I don't consider Battlefield or any EA product, as competitive as esports minded games like WoT and LoL. And this is where massive multiplayer games are going.