imo the concept art is giving me 40k and starcraft marine power armors
While the final product just reminds me of...whatever the heck this is.
While the final product just reminds me of...whatever the heck this is.
Also just having them stood there holding the gun down by their side like they're bored. As opposed to the super intentional cool stance in the concept against a solid white background. It adds a lot.
Final one might as well be t-posing.
As opposed to something cool as hell like this
Devil's Third was on the WiiU, and was almost released under the radar. Willing to bet most people on this board either don't remember it or have even heard of it.Do you guys think this game was a bigger bomb than Devil's Third? I'm having an argument with a friend about it.
Exceedingly so.Do you guys think this game was a bigger bomb than Devil's Third? I'm having an argument with a friend about it.
Concord might have lost close 10x as much money as Devil's Third. Concord sold less at a lower price (even if we ignore the total refund of all customers) while no doubt costing far more to make and being tied to a tv show. If it doesn't come back it will certainly be the biggest software failure in the history of the industry.Do you guys think this game was a bigger bomb than Devil's Third? I'm having an argument with a friend about it.
I don't think Devil's Third even got 1/10th of this game budget.Do you guys think this game was a bigger bomb than Devil's Third? I'm having an argument with a friend about it.
Do you guys think this game was a bigger bomb than Devil's Third? I'm having an argument with a friend about it.
From an outsider's point of view:Greed is the real problem
I really think this specific fuck up could have been avoided, but Sony.
Do you guys think this game was a bigger bomb than Devil's Third? I'm having an argument with a friend about it.
Shit even that game lasted a year vs Concord having the plug pulled 2 weeks laterDo you guys think this game was a bigger bomb than Devil's Third? I'm having an argument with a friend about it.
Disagree strenuously on the CCU part of your argument. If the CCU had an impact, it would've been far down on the list of actual problems that caused the death of this game.
CCU was a result of the game being boring / not special, both to look at and to play for the majority of people. The advertising did it no favors, either, because it didn't show why the game was different from Overwatch / any of the other hero shooters (although even there, I don't think the crew system would've been enough, but no way to prove that).
ALSO, and as you said, the premium model combined with the above.
As for CCU talk being broadly harmful to the industry, it is in the sense that the industry has more difficulty spinning lies and PR that a game failed when there is transparency. Otherwise....no, CCU is a symptom / diagnosis tool, it's not a cause.
DaVeers kinda had them, but I actually liked their look. One of the cooler ones. Like their boxy helmet.
CCU does affect the game's narrative after it comes out, but the CCU was so low on this game it didn't matter. The game was toast far before CCU. CCU reaction didn't affect the initial numbers.I disagree. CCU affects the narrative around games and this isn't just something I'm making up, development teams know this and seek to account for it. A lot of internal discussion goes on around surfacing CCU and sometimes CCU is even hidden among internal teams because of the effect it has on staff morale. It's naive not to think it doesn't have an effect on the discourse around the game, which has a knock on effect on performance.
We weren't discussing losing control of the discourse / marketing around the game, we were talking about the actual failure in the game even launching successfully....and that happened before CCU.I'm not saying it was the cause of Concord's issues, but it was one of them, and the extent to which it will have contributed to the game's performance is really difficult to know. I think CCU isn't one of the strongest factors overall, but it is one which advances the possibility that the developer can lose control of the discourse and marketing around a game. CCU conversations can amplify the biggest success and worsen the biggest failures. The difference between Concord's launch with and without the CCU conversations wouldn't likely have been enough to save the game, but it was most likely significant.
I think you're being overly optimistic. We'd just been discussing how the main standout feature, the crew system, probably wasn't a good idea and there have been examples of the actual playerbase dipping during the very short windows it was open showing a lack of interest.As for the idea that the game was boring and not special, both to play for the majority of people. I don't think that's fair. The majority of people in the game's addressable market did not play it. But I don't doubt it wasn't interesting to look at, especially when contextualised by various aspects of the discourse, but I don't think a majority of people that played it disliked it either. I think the price point was tough to get behind, and the player count was more than just online discourse, it had a real effect on the game's matchmaking and user experience that hurt the game even for those that wanted to give it a chance.
Heck, I don't think it was a TERRIBLE game. I agreed with the comment of it was just...there. Nothing to stand out (aside from fidelity and the cinematics, which don't matter) with some obviously poorly received characters.Either way, agree to disagree. Obviously, I think the game had a lot of issues too, but I think people are very keen to focus on the issues that align with their personal beliefs and downplay everything else. In my opinion there are a lot of factors, and they are complex and difficult to measure because of how games exist not just as artefacts in a vacuum but as social phenomena, with all the complexities that comes with.
I think to believe anything otherwise, would be to believe that the most popular forms of entertainment were the highest in quality. I think across all forms of entertainment media the correlation between quality and commercial performance is tenuous at best. Much of what makes a product successful is marketing, word of mouth, discourse... and while I don't doubt that Concord had its share of issues inside of the game itself, people are very eager to point fingers at the area of the game they personally disliked, on the basis that it will teach the publisher some bizarre lesson, neglecting the role that other factors might have played.
1000000%, its actually comical lolThe idea that unbelievably low CCUs made nobody buy the game is incredible, it's like arguing that clocks make it be nighttime
Liking or disliking games is subjective, of course, so who can really say who all might or might not have liked it. But we do have some more objective ways to at least somewhat assess this. My understanding from the CCU thread is that CCU count dropped both during the beta and the first week, at a rate that suggested people were dropping the game more quickly than other, similar games. Or more easily readable and verifiable: the Metacritic score is 62. I'm happy to acknowledge that this isn't absolute proof of anything, and that some reviewers, like Gerstmann, may have gotten quickly bored with the game and not given it A True Chance To Shine. But also, like. That 62 is very, very suggestive.As for the idea that the game was boring and not special, both to play for the majority of people. I don't think that's fair. The majority of people in the game's addressable market did not play it. But I don't doubt it wasn't interesting to look at, especially when contextualised by various aspects of the discourse, but I don't think a majority of people that played it disliked it either.
Honestly, I think it's mostly just people trying to figure this out and maybe latching on to certain aspects that seem most likely to them to have caused things to go awry. The character designs look bad to me, maybe they did to other people? The price model seemed weird to me (how could they possibly maintain a service game on up-front sales without any microtransactions or other payments?), maybe other people assumed microtransactions were coming anyway? Or just didn't want to pay the $40? Most likely it's as you say, a lot of factors came together to cause this surprising total failure. But it's interesting to discuss and speculate anyway!and while I don't doubt that Concord had its share of issues inside of the game itself, people are very eager to point fingers at the area of the game they personally disliked, on the basis that it will teach the publisher some bizarre lesson, neglecting the role that other factors might have played.
Lmao it essentially boils down to this.The idea that unbelievably low CCUs made nobody buy the game is incredible, it's like arguing that clocks make it be nighttime
They actually remained, as seen in the character's legendary skin
I meanThe low CCU obviously didn't affect the initial turn period when the game launched, but it plays a part in the conversation afterwards.
Don't forget that the game might just not be that greatTo sum up, the following have been blamed so far:
Steam CCU, Jeff Gertsman, Sony's industry-leading marketing teams, Chuds, and consumers who dislike Sony's Live Service initiative. Sorry if I missed any.
Certainly if many people aren't using one of the main systems correctly, it's on the devs — many fans of the game had brought that up as a main criticism in the OT.If there is a widespread problem of people not playing the game "correctly", I feel that is primarily the dev's responsibility. It's either poorly designed or poorly explained.
It's a pretty simple concept. Obviously it's just one part of a bigger picture, but it is a part.Given it's an online multiplayer game, low CCU can affect people's decision to buy a game since it can indicate long queue times, especially when there isn't another push by marketing to cause a spike. I'm surprised that's a controversial statement. The low CCU obviously didn't affect the initial turn period when the game launched, but it plays a part in the conversation afterwards.
Given it's an online multiplayer game, low CCU can affect people's decision to buy a game since it can indicate long queue times, especially when there isn't another push by marketing to cause a spike. I'm surprised that's a controversial statement. The low CCU obviously didn't affect the initial turn period when the game launched, but it plays a part in the conversation afterwards.
For this game to have been a success it needed to hit a few million sales. When a game hits a few million sales it does so with hundreds of thousands of preorders who show up on day one. When you've got a whopping 600 concurrent users worldwide on the day you launch, and fewer than that the next 2 days, you're unbelievably far off from hitting the sales numbers you needed to hit to be a success and you were unbelievably far off before sales even started. To a first approximation, essentially nobody preordered this thing. That's a big fucking problem with your consumer interest!Given it's an online multiplayer game, low CCU can affect people's decision to buy a game since it can indicate long queue times, especially when there isn't another push by marketing to cause a spike. I'm surprised that's a controversial statement. The low CCU obviously didn't affect the initial turn period when the game launched, but it plays a part in the conversation afterwards.
This is where the argument that CCU discussion had a substantial impact completely falls apart.The low CCU obviously didn't affect the initial turn period when the game launched, but it plays a part in the conversation afterwards.
My self declared "hot take" was that the game would not have been cancelled within 2 weeks had it been a PS5 exclusive due to the lack of CCU discourse and hiding the player count for public shame. That's it.
This is where the argument that CCU discussion had a substantial impact completely falls apart.
Concord reportedly sold less than 25,000 copies on Day 1.
It was already an absolute disaster even if we do assume that the CCU numbers scared off buyers after that point.
With that said, I highly doubt there was a meaningful number of potential buyers waiting in the wings. You can extrapolate a lot from that 25k figure. Plus, the type of person who would even be aware of the Concord CCU discourse would mostly be enthusiasts, which is an incredibly small contingent of the game market at this point. Concord's issue is that it didn't draw any interest at all from the general public.
I disagree. CCU affects the narrative around games and this isn't just something I'm making up, development teams know this and seek to account for it. A lot of internal discussion goes on around surfacing CCU and sometimes CCU is even hidden among internal teams because of the effect it has on staff morale. It's naive not to think it doesn't have an effect on the discourse around the game, which has a knock on effect on performance.
I'm not saying it was the cause of Concord's issues, but it was one of them, and the extent to which it will have contributed to the game's performance is really difficult to know. I think CCU isn't one of the strongest factors overall, but it is one which advances the possibility that the developer can lose control of the discourse and marketing around a game. CCU conversations can amplify the biggest success and worsen the biggest failures. The difference between Concord's launch with and without the CCU conversations wouldn't likely have been enough to save the game, but it was most likely significant.
This is all I wanted to say about the whole thing but you said it much nicer than my very salty thoughts.It's still not amazing, but that would have been way better. People need to stop chasing photorealism, style matters way more.
No, that can't be it.
The fact that Sony heavily featured Marvel Rivals at Concord's State of Play baffled me to no end.Since we are throwing random blame about this. Can I blame Marvel Rivals? Showing it after Concord was stupid cause it looked better and had the Marvel brand on it. Why play the cheap copy of Guatdians of the Galaxy when Rivals has the Guardians in it?
I talked about Concord's marketing and totally forgot about this. Baffling choice, you're right! I'm not sure if Sony could not show Rivals, because that game will bring money to the platform, but maybe they should have done something separate for Concord.The fact that Sony heavily featured Marvel Rivals at Concord's State of Play baffled me to no end.
Sony showed off a 40 dollar hero shooter with a cinematic trailer that was desperately trying to ape Guardians of the Galaxy.
Then ten minutes later Sony advertised a f2p hero shooter with actual Marvel characters that was much more visually appealing and looked more fun to play.
Everything about Concord's development and marketing confuses me.
The idea that unbelievably low CCUs made nobody buy the game is incredible, it's like arguing that clocks make it be nighttime
I do think that Sony did a disservice to the players who were playing the game by refunding and shutting down the servers so quickly. Some of my favourite online multiplayer moments were playing dying games where the community became so small that you ended up being familiar with the ever dwindling playerbase and could actually tie personality types and play styles to the people you come up against. It's very cool and reminded me of back when you'd just play on the same couple of multipayer servers.
I disagree. CCU affects the narrative around games and this isn't just something I'm making up, development teams know this and seek to account for it. A lot of internal discussion goes on around surfacing CCU and sometimes CCU is even hidden among internal teams because of the effect it has on staff morale. It's naive not to think it doesn't have an effect on the discourse around the game, which has a knock on effect on performance.
I'm not saying it was the cause of Concord's issues, but it was one of them, and the extent to which it will have contributed to the game's performance is really difficult to know. I think CCU isn't one of the strongest factors overall, but it is one which advances the possibility that the developer can lose control of the discourse and marketing around a game. CCU conversations can amplify the biggest success and worsen the biggest failures. The difference between Concord's launch with and without the CCU conversations wouldn't likely have been enough to save the game, but it was most likely significant.
As for the idea that the game was boring and not special, both to play for the majority of people. I don't think that's fair. The majority of people in the game's addressable market did not play it. But I don't doubt it wasn't interesting to look at, especially when contextualised by various aspects of the discourse, but I don't think a majority of people that played it disliked it either. I think the price point was tough to get behind, and the player count was more than just online discourse, it had a real effect on the game's matchmaking and user experience that hurt the game even for those that wanted to give it a chance.
Either way, agree to disagree. Obviously, I think the game had a lot of issues too, but I think people are very keen to focus on the issues that align with their personal beliefs and downplay everything else. In my opinion there are a lot of factors, and they are complex and difficult to measure because of how games exist not just as artefacts in a vacuum but as social phenomena, with all the complexities that comes with.
I think to believe anything otherwise, would be to believe that the most popular forms of entertainment were the highest in quality. I think across all forms of entertainment media the correlation between quality and commercial performance is tenuous at best. Much of what makes a product successful is marketing, word of mouth, discourse... and while I don't doubt that Concord had its share of issues inside of the game itself, people are very eager to point fingers at the area of the game they personally disliked, on the basis that it will teach the publisher some bizarre lesson, neglecting the role that other factors might have played.