Not just because we got a Garden Warfare 3 (yay!!), but because it reflects a wider cultural acknowledgement that the way we've been releasing things...doesn't quite work.
That isn't going to go away entirely, but combining that attitude with the sheer amount of work out there incurred heavy fatigue.
In general, we're talking about less of the total media, for less time, than ever.
There's a couple ways you can get that.
Fortnite is a good example of this approach.
That said, I struggle to remember what it was doing a few months ago--let alone last year.
Its cycle is disposable.
Netflix has spent a LOT of money to do this...but subscribers are starting to leave before the next boost.
That's very dangerous.
It's an old model--but we're returning to it, because our audience is TIRED.
People buy the PROMISE of content and potential.
When it comes to CONSUMING it all, their brain does a calculation of effort versus level of investment, and says 'nah'.
We have made this the case for SO MUCH of our entertainment.
We are living in shrouds of guilt and things we'll never do.
The backlog.
The queue.
You kept getting drawn back to the same maps with new and altered content.
You mastered them.
Then, the new episode was ready!
Repeat.
I remember there being a LOT of consumer skepticism at the time, which inevitably played a part of it. However, I also think it just arrived too early.
Binge fatigue hadn't set in yet.
In contrast, 45% of ALL PLAYERS have completed The Showstopper in Hitman.
There was more complaint - but the episodic release schedule encouraged more engagement.
dude,
I am very tired,
maybe I can watch/play 10 hours of this instead of 100?
Enter Plants vs Zombies: Battle for Neighborville.
All to relative crickets.
They found a way to make their enormous live-service title episodic.
Next week, they add more.
The week after that, they add more - and so on.
It's a staged rollout of a finished game.
It's a really cool idea!!
ea.com/games/plants-v…
Players have an option to engage with a live-service game that isn't trying to consume their life, and get a unique, collaborative experience in the process.
That these things we're making aren't quite so disposable.
That the standard, static final release model, or an Early Access launch received with player doubt, are your only options.
Anything that makes people talk.
Anything that makes games a bit more accessible.
Anything that makes people care.
If anyone else picks it up, let me know. I'm already here.
~fin~