All work and no play
The game industry likes their big,
impressive-sounding buzz words. They adore filling E3 presentations with stuff
like “innovative”, “unprecedented”, “high-quality”, and the like. In fact, some
companies seem like they’ll do anything in their power to avoid referring to
fun video games as…well, fun video games.
This week, a new buzz word entered the
fray. Thanks to a Ubisoft report from a recent shareholder meeting, we now know
that they are referring their upcoming releases not as games, but as “live
services”. According to the report, Ubisoft alongside other major third-party
developers (mostly the more infamous ones such as Activision and EA) want to
continue to push secondary revenue sources into their games in the form of
microtransactions. Along the way someone figured that the best way to encourage
sales of microtransactions to players is to keep them coming back to the game over
and over for not months, but years.
Clearly they’re looking for a World of Warcraft level of player
engagement and revenue stream here, but I don’t know if they’re gonna be
getting it with the stunts the Triple-A industry’s been pulling as of late.
When I think of a game being a “live
service”, the first one that comes to mind is Splatoon. Here’s a game that costs the $60 up front, but is then
followed by a near weekly stream of new content for over a year for absolutely
free. That, to me, is a game that is worth coming back to many times.
On the other hand, these “live
services” seem more concerned in creating fake jobs that gamers clock into
after a long day at work. You boot up the game, do some mundane, repetitive
tasks to earn rewards, and then go play something else. Except, unlike a real
job where you get paid to do these things, instead you have to pay the
publishers for the privilege to play their “live services”.
In fact, it looks like Ubisoft isn’t
even looking at their major titles as games anymore. One of their most
prominent slides is titled “From Game to Platform”, and lists all the ways that
the old style of games are a thing of the past and now all they’re interested
in making are platforms to peddle more secondary economies.
Sounds like a real moneymaker, right?
Well, here’s what the industry has missed. Sure, you might be able to get a few
extra goldmines off of the Day 1 microtransaction purchasers, but what happens
when they realize that your “live service” has no substantial value as a video
game and copies begin to flood the GameStop used games shelf?
If you look at all the games from last
year that tried the “live service” angle, they all ended in disaster. NBA 2K18 was rallied against by casual
and hardcore fans alike, Forza 7 was
quickly dismissed, Middle-earth: Shadow
of War was derided for being one of the worst sequels to a legitimately
good product in recent memory, and there really is nothing left to say about Star Wars Battlefront II. All four of
those were “live services” that served as little more than to shove
microtransactions at unsuspecting players from behind a familiar franchise
name, and all four of those failed to please consumers because they weren’t
real video games.
I don’t know why publishers are trying
to ride this train so hard. The biggest missteps gaming saw in 2017 were all
thanks to “live service”-style games, but this looks to be the buzz word of the
year. Don’t fall for this stuff, guys. Your money is worth more than spending
it on a slot machine in disguise.
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