One reader claims that the main problem with games at the moment is that every game wants you to play it forever and nothing else.
Newzoo's recent report that the vast majority of our games are dominated by far too few titles highlights something I've long found problematic about the industry. It's about how gamers are expected to spend not just their money, but their limited precious time.
Looking at the current situation, it is true that triple-A games are becoming too expensive to produce, the market is not growing fast enough, and the companies with the biggest commercial risks are finding ways to There is no doubt that it may be necessary. Access more information at a lower cost.
But one thing I've never discussed, and which is related to all of the above, is that the time a customer spends on one product has to come at the expense of other products so dramatically. There's no other entertainment medium that you can't go wrong with.
When an album, book, or movie becomes a big hit, it's generally good for the market because its success doesn't preclude the success of other content, beyond one constraint: finite customer spending.
I've heard some argue that the same thing happens with games (Ubisoft's CEO recently said the success of titles like GTA 6 is healthy for business), but , given the amount of effort that goes into live service titles that keep people tied up for as long as possible, and inevitably at the expense of other games they might play, it's important to note that these claims are practical. I don't see how it would be supported in levels.
These companies have to maintain a flow of content by continually injecting perks, incentives, and other updates into their games, which inevitably arises in terms of absolving them of responsibility for the health of the market. I understand all the points about “player demand”. But if these statistics are accurate, this is ultimately a destructive act in an industry where the basic condition for great success seems to be widespread failure by the majority of potential competitors. This means that there is.
You'll notice that I'm not proposing a solution to this problem, but aside from content providers acknowledging the existence of this problem, it's the only game we'll play for years. You might try to reduce the number of games that claim that. For a while (at least until the sequel is released).
Honestly, when a really good multiplayer game comes along that promises to be 100% complete in 50 hours or less, I know it was designed to: You're much more likely to invest time and money in it than in a game. Try to play as few other games as possible.
Of course, live services aren't the only culprit. I would say that a lot if all the most time-consuming games that are highly recommended by the media and community were put in the “must-miss” pile. The dire situation we're seeing right now shows that we have too much content. And the problem isn't the money, it's the time to play.
And if anyone continues to be baffled as to why great value services like Game Pass haven't exploded in popularity, it's totally pointless when you don't even have the time to play 500 great games at no extra cost. Don't think anything other than that. Just a few of the games we already have.
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