• My take is that there was too much competition for a limited resource - our attention span, that studios collectively spent billions trying to capitalize on but failing.

    There were the smash hit successes this past year, Lethal Company, Palworld, Helldivers 2, Armour 6, Baldur’s Gate 3 to name some.

    The space of games that failed were trying to be like Fortnite: get a generation of kids’ whole lives hooked so that Epic would be flush with “recurring revenue” enough to put random IPs into the game.

    Big budgets promising a big payoff because of live-service participation didn’t ultimately payout enough to survive the high-interest rate environment.

    • I spent a lot of time and money on games this year and I haven’t played any of those, haven’t even heard of some of them. I doubt that interests anyone to hear but I said it anyway.