Industry News / Upcoming Games

OrlonKronsteen

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@Antimatter Very interesting stats. But it would be nice to see numbers going 10 years or more to get a real idea of whether or not people are less inclined to buy new games these days.

One possible deterrent to buying new games could be hardware requirements. A lot of the juicy titles in the last few years have required some serious muscle to play.
 

Skatan

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I got like 70+ percent "new games" despite playing a very old game. I am thinking it might be because I have DLCs that are newer though, because the base game is over 10 years old by now (EU4 in my case). Perhaps long-lasting games with loads of DLCs skewer the data partly.
 

OrlonKronsteen

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Steam has been doing these only for the last 3 years, so we don't have stats for 2021 and earlier years.

2022 - 17%
2023 - 9%
2024 - 15%

So the data is very up and down.
Very interesting. We always hear hype when release dates approach, which led me to assume the player base was focussed on new titles. I thought I was the outlier by always waiting a year or more after release to try a game.
 

Antimatter

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Games in Game Pass can reportedly lose 80% of premium sales.


"That’s according to business journalist Christopher Dring, who added that, for multi-platform titles, inclusion in Game Pass can drive PS5 sales.

Speaking as part of a Q&A on the InstalBase forums, Dring was asked his thoughts about Game Pass and its impact on the market.

“Anecdotally, games that are in Game Pass can expect to lose around 80% of its expected premium sales on Xbox,” Dring wrote.

“That’s the figure that gets thrown around. It’s less if it’s a big mainstream release, but generally… look at how low Hellblade 2 charted. Or where Indiana Jones came. Or even Starfield. Game Pass clearly hurt sales of those titles on Xbox.

“But… if it’s a game on multiple platforms, it can be beneficial. That surge in players on one Xbox can have a strong impact on sales on PlayStation, for instance.”

Dring went on to say that he feels “torn” on the effectiveness of subscription models and it’s highly dependent on the genre and type of game. “Try being an indie game on Xbox right now that’s not on Game Pass…”

“But also, getting people to play your game in 2024/2025 is so, so, so hard. And subscription gets games in front of lots of people,” he continued.

“We know from data that there are a lot of people that only play Call of Duty. And if some of those people decided to get Call of Duty this year via Game Pass, and those very same people took the opportunity to play some other Game Pass games, games they wouldn’t have otherwise played… it’s hard to argue that’s a bad thing.”
 

Antimatter

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According to the report, there is “hope” within the video game industry that publisher Take-Two will use the unprecedented excitement around GTA 6 in order to bump up the default price of the game to $100.

It’s believed that if Take-Two took this step with GTA 6, a game that will sell incredibly well regardless of the price, then others could follow suit, and potentially aid in recovering spiraling development costs.

GTA publisher Take-Two was one of the first to raise the price of games from $60 to $70 in 2020, using the transition to the next generation of consoles as an excuse. While it is likely that GTA 6 will be released with a $100 version as part of a line-up of various special editions, it’s currently expected that the standard case game will be $70.

Gaming budgets have exploded in recent years, as expectations have grown for how much content is included in a game. However, in response to this, video game prices have stayed largely stagnant, outside of the recent $10 bump.
 

JustKneller

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It’s believed that if Take-Two took this step with GTA 6, a game that will sell incredibly well regardless of the price, then others could follow suit, and potentially aid in recovering spiraling development costs.
:ROFLMAO::ROFLMAO::ROFLMAO::ROFLMAO::ROFLMAO: is pretty much what I have to say about that.

I'm going through a similar thing in my industry, except instead of bumping up the price, they are lowering product and service quality and then raising the expectations for sales. For two years now, my company has fallen far short of goals. On the down low, our sales reps aren't even trying to sell our worst products because they don't want to comprise their relationship with the clients (as they may want/need those relationships when they quit and move to a different company, which is also happening).

A 50% price bump is pretty egregious, especially in this economy. People are still going to buy games, but less of them will at that price and many who do will buy fewer games. I think it's going to make the competition more cutthroat. The market isn't getting any bigger, it's just the producers are trying to take bigger bites. They might succeed with a $100 price tag on something like GTA, but when producers of less seminal franchises try the same, I expect it will be a rude awakening.

In the meantime, I'll just stick to the under $10 sales on GoG. :p
 

Skatan

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In any production company you can try different things to uphold your profit, increase sales in quantity, in price etc or reduce costs, split costs per more units etc etc.. It's interesting to read about the previous "crises" in the industry and seeing how immature it is in the sense that it's all about layoffs or price increases rather than fine-tuning your business model and finding the sweet-spot between costs of production and sales price to maximize your profits. It's not as simple as blaming the customers for expecting more and more on launch when it's your whole value chain that is shit.
 

Antimatter

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I'm not surprised. The franchise has been butchered.


I hate the PR language used though. "We don't require support from the full studio" yeah... /s

 

Antimatter

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Exactly. And that leads nowhere. That's why I admire what lesser companies such as Larian and Remedy try to accomplish. Here is a quote from a Larian rep:



It is possible not to layoff large parts of your development teams between or after projects. Critically, retaining that institutional knowledge is key for the next. It’s often used as an excuse to ‘trim fat’ and to an extent I understand that under financial pressure, but doesn’t that just highlight how needless the aggressive efficiency of giant corporations is? I’d understand it if they were pumping out hit after hit - perhaps you could argue it’s working - but clearly the aggressive streamlining (layoffs) aren’t. It’s *nothing but cost cutting* in the most brutal sense. It’s *always* people lower down the food chain that suffer, when it’s *clearly* strategy higher up the food chain that’s causing the problem. On a pirate ship, they’d toss the captain overboard. Video games companies should be run like pirate ships.
 

Black Elk

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On a pirate ship, they’d toss the captain overboard. Video games companies should be run like pirate ships.

That's a pretty good line right there! lol When even black sails fail to do the trick. Just belly flops off the plank and eaten by dragon sharks hehe

'We extort and pilfer, we filch and sack... yoho!'
 

Skatan

Innkeeper
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190
That's a pretty good line right there! lol When even black sails fail to do the trick. Just belly flops off the plank and eaten by dragon sharks hehe

'We extort and pilfer, we filch and sack... yoho!'

Maybe not pirate ships, but perhaps big companies should take inspiration from Football clubs. Sure, sometimes certain players don't fit into the overall team, but more often that not, it's the leaders' who are responsible to create a team from a group of players and if they fail - get fired.

I'm mostly joking. Mostly.
 

Antimatter

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Ben Porter, director at the consultancy firm NewZoo, is giving a GDC talk this week that picks out some highlights from the firm's annual look at the state of the games industry. PC Gamer was fortunate enough to get a sneak peek at his slides.

The PC market is growing at a steady rate, with an estimated 873.5 million players in 2023 rising to 907.5 million in 2024.

These 908 million "PC players are heavily skewed towards older, live service games."

The data shows that from January 2024 to December 2024, 67% of player hours on PC were spent on a game that was six or more years old. A further 25% of player hours were spent on games that were two to five years old, and the remaining 8% of time was spent on games that are less than two years old.

NewZoo's data further breaks down that 67% chunk. Within this:

  • 7.1% of the total hours spent were on Counter-Strike: Global Offensive / Counter-Strike 2
  • 6.4% were in League of Legends
  • 6.2% were in Roblox
  • 5.8% were in Dota 2
  • 5.4% were in Fortnite

Judging by our forum, this seems to be correct, with the majority of discussions focused on games that are 6+ years old. Think about it, it's for 2018 and earlier. Feels almost like yesterday...
 

Chronicler

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That's funny!

And yet, so much gaming discourse surrounds how such and such game isn't "modern" enough.

Any game that doesn't give super clear numbers for how their skills work for example, you'll hear so many people saying that "Modern Gamers don't put up with that sort of stuff. It needs to be brought in line with modern standards if it expects to compete in the modern market."

Meanwhile, you look at what games the modern gamers are playing and it tells a different story.
 
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