Are you
tired of Jim Sterling's skits?
Are you
sick of being told Capitalism is bad?
Are you
outright done with listening to a Brit convince you his tits are true and honest?
Do you think Jim is/was
capable of making good points but he's too much of a spiteful, bigoted, terminally-online Twitter weirdo to live up to that capacity?
If you said
yes to any of these, then don't worry.
Gloria From Pokemon Sword (and Shield) Presents:
THE JIMLESS JIMQUISITION
with your host: not Jim Sterling
Today's Comeback Topic: Lifeless Services
Masahiro Sakurai revealed (several times over) that S
uper Smash Bros. Ultimate's DLC had fairly limited budgets and even smaller time frames. This is why most for the "Mr. Sakurai Presents" came across more as typical penguinz0 videos instead of proper Nintendo Directs: they didn't have much money. Enough to rent the space, but most went into the fighter packs. And for the time frames, the most well-known cut was Dragon Quest's Hero, who was meant to have every one of his 8 costumes be a different hero al la Bowser Jr.
If the Paid DLC for the single best selling fighting game ever is going to have these issues, is it any surprise that live services from even greedier companies with far less strong leaders that had far less direction beyond the original release are
constantly failing to meet their own promises, let alone player expectations? Frankly, I'm surprised most of them can last a year.
You know the general issues with live services, and so do I. So, as is traditioning for the Jimless Jimquisition, let's skip the recap nonsense and get to the less-obvious problems live-services face.
1. Live Services are a bitch to maintain.
The amount of people who claim it's laziness is... concerning. Not to say there's never a situation, but given that most Live Service games just don't have many devs, and because companies need to continue making games they often have to divide the team up, these multiplayer games take a long time in the best of circumstances to get new stuff made, paid DLC or free updates. Fortnite is only able the achieve this through extreme crunch, and even it had to slow down (remember how long the MHA season lasted?)
Then there's the kind of updates and content. Live services almost always launch with weak content, and actually new stuff takes a long time to make. Hello, Halo Infinite. New characters/weapons/perks need to be fairly extensively balanced since it takes several good updates to maintain your player base (expanding it is a luxury you cannot regularly rely on), but a single really bad update can kill your game even if you make it genuinely amazing afterwards. Hello, Back 4 Blood. Oh, and you need to regularly hold events both to reward your player base via new items only they get because they were playing. But this causes FOMO, which while on paper can raise income by allowing people to pay for those items, can just as easily cause people to decide that if there's a strong chance they'll miss what they want that they'd be better of playing something without that issue. Or they'll at least stick to the FOMO inducing games they already have and not bother with the new one.
And to mix this bit up, how many times are the content just... not good? Think of Dragon Ball Z: Kakarot's DLC. The Gohan DLC was really impressive, but each pack got progressively weaker and weaker, with the Bardock DLC being a 3 hour (at max) adventure with Frieza that barely gives any more characterization than FighterZ did with character match ups, and then another horde mode pretending to be a story arc.
Many companies, even developers, want to take on the challenge of making one and get the rewards of being a lasting one, but as Jesus himself warned: count your costs first.
2. ANY service is a bitch-and-a-half to monetize sustainably.
Twitter and Facebook will happily tell you that getting people to subscribe to a service they don't think they should pay for is a fucking tall order. After all, Twitter's paid value for people is being able to control culture and Facebook has to gather and sell information because you're browser history is worth more than the website that gathered it. This carries to video games. You know about whales. They pay for everyone, and then the game builds the monetization around them, which continues until it drives away the not-rich/less stupid players (often but not exclusively overlapping), and soon the whales without sunk-cost fallacy leave because that player-base allowed them to buy their way into or above a group. And then the game dies, if it ever gets the whales in the first place.
Constant work needs constant income. When making individual products, you can eat into money previous products brought in because you're making something to make more money. That's baby's first economics. But constantly throwing money into something that you've already sold? When it works, small projects can survive off of passionate player bases (Wizard 101 and Runescape come to mind). But when it doesn't worst? Ask Facebook/Meta investors. A live service can quickly seem like throwing good money after bad. Even if the game actually is still doing well, it can only take a downturn or two to kill larger publisher services.
3. Dime-A-Dozen gameplay with Dime-A-Dozen gameplay loops
Most Live Services are just games you can play elsewhere. I won't waste your time with this one, you can think of your own examples.
4. Skill Issues
Fighting games really struggle with this one, but games eventually reach the point where tryhards and goofballs are the only extremes left. Finding a good game with skilled players, but not players abusing every aspect of frame data to tip the odds in their favor only gets harder over time. PVE games can survive, in fact Fallout 4 is held up by it's player base far more than by it's coding and quests. But for PVP games, it's poison. You have an uphill battle against people who are only still playing to keep winning. You might be able to find Discord servers with players to help you learn beyond the ropes, but the casual experience of jumping in and learning by doing has a very limited shelf life. Not something a game that's designed to earn money over time wants.
5. Gimped Customization
To end this off, there's a part that needs to be talked about that often gets lost amidst bigger issues: player customization. here's some tropes I notice from live services that can get really annoying beyond FOMO:
- Every color is a different outfit, so you have to buy/unlock them separately.
- The color selection is often very limited, often giving fewer options than your Miis have.
- When you remove the color variations, you often only actually have about 10 or so costume pieces, something that Soul Calibur would laugh at. Back on the PS2.
- Limited body types. A downside of the customization needing outfits is that there's a reason to limit body type customization. I can understand limited making characters fat for hitbox concerns, but not being allows to give your men large muscles or women perky breasts is the only thing I can rest assured will be there.
- There's never a Hawaiian shirt. This is merely an observation.
This Jimless Jimquisition will be finished in it's next update.