And ''sustainability'' doesn't really matter for a single game if the players leave the game after a initial burst of money. (That's obviously an extreme example, but work with me here), the game WILL be considered a success. I'm just saying that if this game will end up grossing 150 milion dollars in 1.5 years form now (1 year after F2P launch) with only 10% of the players actualyl having enjoyed their time. I fully understand what sustainable means.
We're seeing a new era in crowd-funded gaming journalism, which is doing amazing things for the collective consciousness of gamers who had previously been force-fed what was essentially corporate propaganda by outlets such as IGN, PC Gamer, etc. Especially with the rising popularity of community-centric media, such as Total Biscuit and Jim Sterling. Your edit is just us having a whinge, and I can easily see that as something I would say in a fit of frustration. You need that constant flow of income to be sustainable, otherwise when that big hit of money is all spent, there's nothing coming in to replace it. Sure, you can make a bucket-load of cash right now, but a company that big has huge expenses and it only lasts so long. I don't think you understand the concept of a sustainable business model.įor example, do you think Hello Games will ever see the kind of profits they made from the release of No Man's Sky? They made a really nice chunk of cash, but completely destroyed any chance of ever making that kind of money again in the future. So I'll just say it, and please don't take it the wrong way.
I don't know how to say this without sounding condescending. The flip side is players have always played games to feel powerful, so if devs reward them accordingly (balanced with reasonable difficulty) they will continue to play the game because of that on-going sense of power/reward game play loop. Incidentally, it seems a lot of (new) developers are afraid of gamers becoming "too powerful" in games because they fear they will play the game for a shorter period of time and move onto something else.
Especially not in video games.įN does everything it its current power to take control away from players and make them feel weak (helpless). Nobody wants to be weak and not in control. Players want to be the bad ass hero/heroine who can take down 50, Husks with just a sword, or machine gun. People play games for the element of control. There is very little control of major game play elements in FN, and this is why a lot of people are giving up. The more players who understand and use in-game systems = more players who are willing to invest in the grind if there is some kind of tangible a.k.a. Making something simple to understand doesn't mean "dumb down". DOOM, Call of Duty Zombies, Dead Space, etc., and being able to build in either 3rd person, or first person in a persistent, open world? Provide a fun and engaging experience that makes players want to support the game with additional purchases.Īll another dev has to do is "simplify" the game down to it's roots, have cosmetic only - if at all - microtransactions and they will have a bonafide hit.Ĭan you imagine this game with a more realistic aesthetic e.g. It's sole purpose is to promote digital gambling vs. Players don't want to invest the time to master the various systems in the long-run if there are no tangible rewards. It's straight-forward, but the key to a game like this is to make the game play loop rewarding and challenging to get players to continually log in.įN does everything to make the game not fun, not rewarding and not worth playing in a lot of people's opinions. The core concept is simple: Scavenge Resources, Build a Fort, Defend it from Hordes. They exist as many people in the comments have already helped me point out. I'm not gonna get into specifics cause I'm too tired for that shit. I really meant it the way that you often see games of extremely similar genre come out and beat out their pre-existing competitors.
With any luck, in 2 to 5 years we will see another "FortNite" style game come out and it will be everything the fortnite player base wanted fortnite to be.Įdit: I used the word 'clone' too loosely for some people and thus caused some nit-pickers to go off. So here's to my hope that some other smaller more player friendly dev is seeing how popular this game type & style is. These days games have to literally steal assets in order for law suits to actually bear any fruit. I don't mean DMCA violation type clone, but a clone in the sense that Paladins is a clone of Overwatch. Realizing all the shitty mistakes Epic has made with their monetization policy and is working on a clone. I really hope some other game dev out there is looking at FortNite.