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because Lawbreakers is worse, the people are garish and for some reason they all have massive acne scars/pronounced pores.Everyone forgets another of CliffyB's other flops, the failed-to-launch battle royale game Radical Heights. It died, after a brief, disastrous playtest, in obscurity.
I was going to put Radical Heights on the list, and The Culling 2, but they were such pathetically obvious cash grabs I'm not sure they even count as games.Everyone forgets another of CliffyB's other flops, the failed-to-launch battle royale game Radical Heights. It died, after a brief, disastrous playtest, in obscurity.
They're doing a showcase on the same day the game releases? I'm only a spectator of these debacles, is this normal behaviour for a live service? Because this seems insane to me.It's alive.
A showcase... in the morning... on the day of release. You can almost taste the panic. Shame, I was looking forward to downloading it on the night of release and doing writeup on the characters and shit.
no, companies that matter will do a showcase 1-2 weeks out, and teasers months before, mind you we found out about this game just recently and its already coming out and we've got basically zilch.They're doing a showcase on the same day the game releases? I'm only a spectator of these debacles, is this normal behaviour for a live service? Because this seems insane to me.
The only exception was Apex Legends and they kept shit tight to their chest until they announced the game and then released it on the same dayno, companies that matter will do a showcase 1-2 weeks out,
It’s worth noting, Highguard is made by the apex legends team.The only exception was Apex Legends and they kept shit tight to their chest until they announced the game and then released it on the same day
Remember, the original concord had animated cutscenes planned for every week post release, and the Secret Level episode that came out months after it was unreleased.This is pretty much spot-on. I would only change the part about marketing on point 1. Concord-likes enjoy every luxury an AAA game could ask for (massive budgets, extremely long dev cycles, big-name studios) except for marketing. In fact a very telling sign of a game being a potential Concord-like is a (perceived) lack of proper marketing relative to budget.
Fair enough, that's true. What I meant to say is that games that fall into this category usually pull the brakes on the marketing department as soon as it becomes clear the game is gonna crash and burn, resulting in very little press discussion and advertising (or in the case of Highguard, none at all) at the period of time projects of this size usually go bananas with the shilling. Considering they must have spent a small fortune producing and pre-producing those shorts and the episode (and God knows what else), the fact that they stopped marketing the game (the habitual way, at least) at the most crucial moment is even more baffling.Remember, the original concord had animated cutscenes planned for every week post release, and the Secret Level episode that came out months after it was unreleased.
Perfect.Let’s generalise point 1 to “It must be a game which the corporation(s) behind it believe is going to be a smash hit, and give it a large amount of resources as a result.”
I know this is probably stupid, but I'm at least going to try the game out when it releases. It's free, so there's no point not trying it. The Apex team know how to make shooting feel fun but i doubt the game will really go anywhere.A common theory going around is that after the trailer landed like a wet turd, they’re trying to pivot to the same shadowdrop strategy. Of course, to most people who aren’t really aware of apex legend’s marketing, it just looks like a loss in faith, and even if you know about the old strategy you have to wonder why they broke it with the game awards to begin with.
How are we classifying this, just dead live service games? Because if so I can give you
These are still technically playable but may as well be dead
- Anthem
- Marvel's Avengers
- Babylon's Fall
- The Crew
- Evolve
- X Defiant
- Lawbreakers
- Multiversus
- Gundam Evolution
- Battleborn
This is not an exhaustive list, just what I could think of off the top of my head. I'm sure I'll think of half a dozen more as soon as I post this.
- Redfall
- Bleeding Edge
- Suicide Squad
- Foamstars
Artifact is too much of a weird anomaly to count IMO. It was more ambitious than your average hero-shooter clone, but they fucked up with one of the most pants-on-head retarded monetization schemes imaginable. I don't think audiences reacted negatively to the gameplay, which was fine if a bit too esoteric for its own good, but to the fact that the monetization model was outright hostile, especially by Valve's standards. By the time they released the rework, the damage was already done, and the fact that they refused to do anything with it afterwards didn't help matters. They could have easily turned things around with 2.0 (or Foundry), but they didn't even try.
Underlords was kind of the opposite situation, since it was more of a straight clone of a flavor-of-the-month thing that was lukewarmly received with a half-baked cosmetics-based monetization scheme (I'm not sure but I don't think you could ever spend a single dollar if you wanted to on Underlords at any point), but they forgot it existed at the point it needed support the most, and the patches when they still cared were almost schizophrenic in direction.
Both are examples of the problems with modern Valve's particular ADHD approach to game development, which is an entirely different beast from the problems of Concord-likes. Both failed more from a lack of interest from the developers rather than the audience, which is unusual to say the least. Neither was more than a side project at best for Valve, so I don't think the damage done was enough to consider them as much of a disaster as Concord or Suicide Squad or whatever. Both are still playable in some form if you hate yourself enough, so that also disqualifies them in my book.
Didn't Apex also flop at launch and only gain popularity after a soft relaunch, or am I getting confused with another live service?The only exception was Apex Legends and they kept shit tight to their chest until they announced the game and then released it on the same day
It's only a couple former Respawn devs, afaik, which could mean anything from actual creative directors to juniors who spent 6 months putting shaders on crates.It’s worth noting, Highguard is made by the apex legends team.
Artifact is too much of a weird anomaly to count IMO. It was more ambitious than your average hero-shooter clone, but they fucked up with one of the most pants-on-head retarded monetization schemes imaginable. I don't think audiences reacted negatively to the gameplay, which was fine if a bit too esoteric for its own good, but to the fact that the monetization model was outright hostile, especially by Valve's standards. By the time they released the rework, the damage was already done, and the fact that they refused to do anything with it afterwards didn't help matters. They could have easily turned things around with 2.0 (or Foundry), but they didn't even try.
Underlords was kind of the opposite situation, since it was more of a straight clone of a flavor-of-the-month thing that was lukewarmly received with a half-baked cosmetics-based monetization scheme (I'm not sure but I don't think you could ever spend a single dollar if you wanted on Underlords at any point), but they forgot it existed at the point it needed support the most, and the patches when they still cared were almost schizophrenical in direction.
Both are examples of the problems with modern Valve's particular ADHD approach to game development, which is an entirely different beast from the problems of Concord-likes. Both failed more from a lack of interest from the developers rather than the audience, which is unusual to say the least. Neither was more than a side project at best for Valve, so I don't think the damage done was enough to consider them as much of a disaster as Concord or Suicide Squad or whatever. Both are still playable in some form if you hate yourself enough, so that also disqualifies them in my book.
I agree. What made Concord so special wasn't that it was yet another live service failure, but that it failed so hard and so fast despite having the backing/funding of Sony, and they were so confident in it they even bought the studio.In fact I'd almost be tempted to say that games being buggy PoS's almost has negative association with concordlikes
Hell, for what I saw, Concord was remarkably polished and smooth for a launch game.A game doesn't have to be buggy to be a concordlike, Concord itself was perfectly functional.
You're confusing it with another live service game. So many people tried to play Apex at launch that it broke the servers. It had over 2.4 million players on launch.Didn't Apex also flop at launch and only gain popularity after a soft relaunch, or am I getting confused with another live service?
Eight hours after its launch, Apex Legends surpassed one million unique players, and reached 2.5 million unique players within 24 hours. In one week it achieved a total of 25 million players, with over 2 million peak concurrent, and by the end of its first month it reached 50 million players in total.
oh no doubt, the only way I can see Highguard doing well is if the showcase manages to actually convince people and if enough streamers play it and realise "oh shit this isn't bad" which i doubtthe random Anime soulslike Code Vein 2 will outsell/out perform Highguard (if its F2P, more concurrent) betting it now folks!