Monetization’s modern paradigm is defined by a direct store and battle pass (BP). After years (and ongoing) criticism of loot boxes, Fortnite re-wrote the rulebook in a way that seems to make both developers and players happy. However, it’s important to consider that at sufficient scale any monetization scheme looks like a winner. It’s unclear if Fortnite is a winner because of the pass or despite it. For instance, the collapse of Clash Royale’s monetization can be partly traced to the introduction of its own pass.
(more…)to
know
Recent Posts
Modern live-service games have self-segmented in genres: match-3, 4x, collection RPG, battle royale, etc. We know these genres evolve and start to incorporate new mechanics. Over time, these mechanics become standard genre fare. For example, invest-n-express titles like Gardenscapes are an outgrowth of the match-3 genre, adding collection mechanics to the core match base. In HD, we’ve seen innovations like Apex Legends’ revive mechanic modified in Warzone’s Gulag – players fight for revival in a 1v1 mosh pit. But how could we better understand why game genres change rather than simply observing them change? I argue Thomas Kuhn can help.
(more…)The “metaverse” discussion seems more about cultural “in-group” signaling then a thorough exploration of an idea. It’s frustrating. Rather than talking about “what the metaverse will look like” instead we should examine the forecast of a “metaverse” altogether.
(more…)Psyonix credits PS+ with vaulting Rocket League to success. Mediatonic decided to follow suit with Fall Guys. And after its success, Destruction All-Stars delayed their launch to be included in the program. Does PS+ deserve all credit it’s been given? There are some stark trade-offs worth examining.
(more…)Cyperpunk 2077 launched and it turns out the PS4 and Xbox One versions of the game were riddled with bugs. This has lead to an avalanche of omniscient pundits declaring “I told ya so!”. My personally favorite roast in this Miyamoto meme.
Rushing development feeds into narratives around greedy firms. “If only they didn’t want so much money!” Much of this banter is comprised of cheap shots devoid of making real claims about what CDPR should have done. Should the game have been delayed an additional 4 months? 6 months? And if so, why? If the board really didn’t understand the scope of the bugs then the question turns to the organizational design CDPR. What organizational breakdowns led the lack of information the board had about the bugs in game. Were QA leaders not empowered to speak up or not trusted?
These are much tougher questions to answer. After all, as Pixar is fond of saying, “[Games] don’t get finished, they just get released”. The key question is when to release. There will always be bugs and there will always be new features to add. Ultimately, release timing is a cost/benefit decision. Relative to the additional development cost what increase in sales would we expect from a delay? Do we have ever higher margins from a 4 or 6 month delay? To be clear, Cyberpunk is already outselling all other CDPR games, hardley “one of the most visible disasters in the history of video games“. What further increase would analysts expect with what additional delay?
I recently came across this Tweet:
I love the way Ran writes https://t.co/3XUxfsXjDL
— Growf (@pinchedforgrowf) December 22, 2020
The article’s writer, Ran Mo, is a Lead Product Manager at EA according to his Linkedin while the quote Tweeter is a fellow product manager. Dive a bit deeper and the retweets are all from fellow VCs or product people (guess there’s something to this).
This isn’t exactly uncommon. The Deconstructor of Fun podcast is hosted by three Product Managers and guests frequently come from a similar ilk. A scroll through the last 20 DoF blog boosts a breakdown dominated by PMs.
DoF Posts by Job Discipline
Games are at the cleavage of art and science, so why are PMs the only ones with something to say about it? The alternative voices we do have, Eric Seufert (UA), Alexandre Macmillan (Analytics), and Javier Barnes (Design), only take a couple of sentences of digestion to realize the dramatically different way they frame and discuss problems. Their pieces tend to have more backbone or a strong theory that underlies an empirical observation. I’m a fan of this approach.
PMs are driven by their social caste, mainly moving up it. Networking is crucial to this, an insight that seems to go over the head of analysts and designers (at our own peril). The PM hierarchy is reflected in the “up or out mentality” re-enforced at tech and gaming firms. A scroll through PM Linkedin and you’ll see the following ladder:
None of these motivations discredit, in any way, the strength of the ideas expressed by PMs. Or the fact they actually take the time to express them. But it does help explain why they can feel hollow at times, trying to fit a socio-political mold rather than a genuine expression. This is reflected in how many game PMs will depart for higher paying tech PM jobs in the Valley or to fellow gaming firms for title bumps. And there’s nothing necessarily wrong with that.
If I had a plea, it would be for all game disciplines to write vigorously. Write everything you know to be true and let’s hash it out. The game craft is too important to be dominated by one discipline. We should all be thinking hard about these problems.
subscribe to the blog subscribe to the blog
subscribe to the blog subscribe to the blog
subscribe to the blog subscribe to the blog
subscribe to the blog subscribe to the blog