- DdCno1 ( @DdCno1@beehaw.org ) 13•23 days ago
I wonder if there is still going to be a Concord episode in the upcoming animated videogame-themed TV show “Secret Level”. A month ago, this was confirmed, but at that point, it wasn’t decided yet whether Firewalk Studios would be closed.
- Cyv_ ( @Cyv_@lemmy.blahaj.zone ) 13•23 days ago
If the work was already done to make the episode I think it should still be included. The artists and animators for it shouldn’t suffer because the thing their story was based on flopped.
- DdCno1 ( @DdCno1@beehaw.org ) 10•23 days ago
That’s an idealistic point of view and certainly an admirable one, but it might not be realistic. Perhaps Sony execs simply don’t want people to be reminded of this flop they signed off on.
- scorp ( @scorp@lemmy.ml ) English3•23 days ago
hopefully they don’t get clowned on Social Media because of a Concord episode if ever released, Blur Studio are amazing
- smeg ( @smeg@feddit.uk ) English11•23 days ago
“Certain aspects of Concord were exceptional,” Hulst continued, “but others did not land with enough players, and as a result we took the game offline. We have spent considerable time these past few months exploring all our options [and] after much thought, we have determined the best path forward is to permanently sunset the game and close the studio.”
But why? Did they actually think it was going to cost more money to keep the servers running than it would bring in? What’s the opposite of the sunk cost fallacy?
- p3e7 ( @p3e7@lemm.ee ) 9•23 days ago
Matchmaking took upwards of 10 minutes. Maybe they could capture a core audience but all that waiting would alienate even more people. Increasing the wait time even more. They could have invested more money and re-release it, but how much money would it take to overhaul the game. And there is no guarantee, that a 2.0 would be played more. So giving it up is probably the best solution, not burning even more money. Keep in mind, it costed about 400 million $ to make.
- millie ( @millie@beehaw.org ) English16•22 days ago
These companies really need to learn the private server model. How is your game ever going to get up enough players to be popular when you’re financially incentivized to bail as soon as possible? Put up some public servers for players to hop on, put out a private server, and let people do their own thing. You can still monetize DLCs or even go the route TF2 went and release paid items and loot crates.
People are still playing TF2 and still spending money in the item shop. They definitely wouldn’t be if Valve had bailed on it entirely the first time they had a slump in their playerbase.
- AndrasKrigare ( @AndrasKrigare@beehaw.org ) 2•23 days ago
That’s kinda a weird take, since the private server model was the only model until 10 years ago or so. Companies definitely know it. It’s just not financially efficient comparing to benefiting from economies of scale with hosting. Plus you don’t lose a ton of money or piss of players if you over or under estimate how popular the game will be.
Had they gone with private servers here, they would have lost even more money than they already have. The problem here is they spent too much money on a game no one wanted to play, chasing a fad that ended before it launched.
- millie ( @millie@beehaw.org ) English5•23 days ago
How exactly are you presuming to accurately estimate future sales that don’t exist yet? They increased their cost of operation substantially by relying solely on servers they themselves host, and tie the future viability of their product to hosting those servers. That means there’s a clock on how long it makes sense to make the game available to the public.
If they allowed for private servers, that small initial batch of players could potentially grow. Especially if they build in the extensibility of allowing players to mod the game. As it stands, the game now won’t make them any more money, and creating the opportunity for it to ever make them money had a continuous cost. There would be no incentive to shut down access to the game itself if it didn’t carry a cost to the company.
If they happened to be one of the few successful games in their genre, then sure, hosting their own servers exclusively is a potential means of revenue. But if they’re not? It makes much more sense to leave the thing out there for people to fool around with. You never know when one streamer with a following might pick up a game and decide they like it. Can’t happen if it doesn’t exist though.
- AndrasKrigare ( @AndrasKrigare@beehaw.org ) 4•23 days ago
Oh shit, I’m sorry. I misunderstood what you were saying, I thought you were referring to them purchasing and running their own physical server hardware as opposed to running their servers off of a cloud platform.
- smeg ( @smeg@feddit.uk ) English3•23 days ago
I was keeping in mind that they put that much money in, surely all that money has made something playable that would make some money, whereas throwing it all away makes nothing at all, right?
- Lime Buzz ( @SweetCitrusBuzz@beehaw.org ) English4•23 days ago
An opportunity cost is the opposite of a sunk cost apparently: https://money.stackexchange.com/questions/46042/what-is-the-opposite-of-a-sunk-cost-a-sunk-gain
- CaptainBasculin ( @CaptainBasculin@lemmy.ml ) 4•23 days ago
lmao, to think this game costed four times as much as APB is crazy. That game was the definition of “publisher throwing money at a single project until something fun comes out” and it was fun. How do you not accomplish that at four times APB’s budget?
- megopie ( @megopie@beehaw.org ) 2•21 days ago
because they weren’t throwing money at it until it was fun. They were throwing money at it trying to make a new “brand” and live service money printer.