1/ The "story" of #BattlefieldV is complex. While it is obvious #EA & #DICE no longer see significant long term profit potential (vs opportunity cost) for #BFV, how we got to today is worth revisiting. My experience tells me this...
2/ From the beginning, it *appears* the long term goal of #BattlefieldV was to follow the "beats" of the war, from the early European conflict zones to the end, and at the same time, make #BFV something more personal & "customizable" that previous titles.
3/ It's not hard to pull this from the structure we got, and it makes sense for a long running service title. #WW2 is a near perfect scenario (it's a war for God's sake) environment for a #Battlefield title that need updated over a 3-5 year period.
4/ Those early, somewhat awkward trailers for #BattlefieldV, show what the #developers originally envisioned: A "customizable" #Battlefield, with consistently updated cosmetic options, skins, etc. This also meant all genders, races, self identifying options for everyone.
5/ And I'm going to say right now that I don't think there's anything wrong with that. I support that pivot. I'm a #WW2 history buff myself, and if #DICE & #EA wanted #BattlefieldV to be inclusive, there's a path to do that. But...
6/ It wasn't "woke" #EA that hurt #BattlefieldV out the gate, it was the awkward & inconsistent marketing. The first trailer for #BFV was *not* exciting, and it did not showcase the game properly. The first trailer for BFV felt more like a WW2 anime feature than game.
7/ And since that trailer, and *strange* marketing with Trevor Noah ("BFV the Talk Show"), the market was confused as to what #BFV was trying to be. Go back and watch that stuff now, it hasn't aged well, and clearly was the wrong way to announce the game...
8/ I believe there was an immediate pivot away from the "stylistic" WW2 that was showcased in the trailers, after #EA & #DICE sat down and looked at the market response. This is the first of many issues - and likely a major setback to the monetization plans.
9/ #EA & #DICE produced some additional marketing material after that, mostly it appeared to walk back the more extreme & stylized customization options and remind people: "HEY THIS IS #BATTLEFIELDV, you remember BF right?" Now, the release product:
10/ I enjoyed the release of #BattlefieldV and I'm not ashamed to admit that, but I agree with many that it felt like something was wrong, as if the launch version was smaller (in content) than it should be. There was a solid game there, but there was an *identity problem*.
11/ I suspect that #DICE was behind the curve in what they wanted ready for release. It sure as heck appears that much of the customization was stripped out (a response to the marketing), and furthermore, the game didn't pay homage to anything that most people know of #WW2.
12/ #BattlefieldV felt, and played, like a game that didn't know what it wanted to be. Was it supposed to be a stylistic take on WW2? Gritty and real? Why were true war stories altered to be something else? Where are all the tanks & planes? Why is this game 95% infantry?
13/ The potential answer to those questions - #DICE fixed up the game for launch, but the vision was clearly lacking. A consistent and clear vision is critical to any piece of art, especially a game, and #BFV didn't have a clear & consistent vision. It was fractured, so to speak.
14/ The internal pivot after the awkward marketing only made things worse. #BattlefieldV didn't include anything iconic that the market could identify with #WW2, and the decision to start at the very beginning of the war ultimately hurt it in the long term.
15/ #BFV launched weaker than expected, about 1 million down (7 million vs. 8 million expected). It included design decisions (weekly challenges) that felt more akin to an MMO (or BR) than a BF game. Then when it came to content...
16/ Content updates were slow. I am the biggest proponent of #developers, and I cannot stand entitled "#gamers" who constantly complain, but #BFV lacked many "things" that make a BF game: vehicles, iconic scenarios, variety. It took months just to get a single vehicle-based map.
17/ Some of this is a result of the decision to start the "war" at the beginning. The devs couldn't include everything, as it wasn't in the war yet, but ultimately, I don't know if this was the right decision. It's harder to sell a #WW2 game without iconic scenarios. #BFV
18/ After launch, it's apparent that #BattlefieldV saw a lot of churn, and #DICE attributed much of this to...weapon balance. Over the course of BFV's lifetime we've seen two attempts by DICE to "soften" weapons in an attempt to lower churn. I think these efforts were misguided.
19/ The only significant, game-altering content came to #BattlefieldV in the form of the American & Japanese forces (and maps) included in version 6.0. (Oddly enough, for about a month, BFV was in a great place [for me, personally].)
20/ Through all this, I almost forgot to touch on the time & money spent on the #battleroyale mode, #firestorm. Firestorm wasn't bad, and the I think the devs had a VERY interesting concept on their hands (tanks included), but ultimately consumers didn't spend their time there.
21/ Did #BattlefieldV really need a #battleroyale mode? Maybe. I don't think it was the wrong decision, but the time spent there could have been spent on BFV's core experience and I'm not sure the trade-off was worth it, especially if it didn't result in any revenue benefit.
22/ The announcement today (regarding end of new content) isn't surprising. #EA has a new #Battlefield game on the horizon, Vince Zampella is now also overseeing #DICE, and the opportunity cost to create new content for #BFV has become too large to make financial sense.
23/ Let me be clear, I enjoyed #BattlefieldV. I thought the gun mechanics were excellent and the limited vehicles that we got were powerful & fun to deploy. But as a product, #BFV felt lost in itself and I believe it went through an identity crisis that hurt its long term health.

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More from @GameOverThirty

Feb 17
1/ Embracer Group posted earnings for their Q3 2021 (Oct - Dec 2021). By most metrics, it's a healthy quarter, with earnings coming in significantly higher YoY. Like other publishers, spending, headcount, and other metrics are up, cutting into margin. #gamingnews #investors
2/ Embracer is the "biggest" they've ever been, with 25 AAA titles in development (through 2026). Like other publishers, the influx of cash from the pandemic went to fueling future growth. They are also preparing for listing on Nasdaq Stockholm.
3/ Highlights include #HotWheelsUnleashed, #DeepRockGalactic, #Valheim, and #Satisfactory. They also discussed acquisitions but we're careful to keep statements at a high level & cautious.
Read 4 tweets
Feb 16
1/ I've seen this question on Twitter a lot today:
"Why is #Nintendo shutting down the #3DS and #WiiU eShops? Why can't they support it longer?"

While I can't answer for Nintendo, I've spent over 20 years in IT and I can add some insight to the conversation: 🧵
2/ The reality is, if most corporations could build "good will" and keep servers & infrastructure buzzing for a small fraction of the balance sheet they would do so. Unfortunately, that is likely not the case with this or other similar entities. #Nintendo
3/ Nintendo chooses (right or wrong) to set up their eShops & systems per project. Meaning: The 3DS and WiiU eShops are VERY likely their own entities, with their own cost structures and systems to maintain. The #3DS and #WiiU released in 2011 and 2012 respectively.
Read 14 tweets
Mar 9, 2021
1/ *What does Bethesda Gain?* What is missing in a lot of these conversations is the advantage to #Zenimax (#Bethesda). Many people just view this as #Microsoft just gobbling up #Bethesda (because reasons) but we have to look at what the Zenimax studios gain from this.
2/ The obvious advantage that a #Zenimax studio now has is access to additional funding. Projects can now be funded at a level that might allow a studio to higher more people, or build out a game in the way they always wanted (but never could). #Bethesda #gaming
3/ Access to additional funds will be be felt most by the smaller studios in the group, since it is likely they were always the most restricted when it came to funding. That's a big deal for a studio such as #Arkane, #MachineGames, or #TangoGameworks.
Read 7 tweets
Mar 2, 2020
1/ #FinalFantasyVIIRemake, for as excellent as it might turn out, feels like the result of a product that doesn't have an end game plan. Given that we know the first installment of #FF7R barely scratches the surface of the story, but is a "full" AAA experience, concerns me.
2/ At the size of the "chunk" they have chosen for the first installment of #FF7R, how many more #games are required to tell the entirety of the #FF7 story? 8? 10? 12? Are they going to skip insignificant story bits as time goes on? We haven't been given the outline.
3/ From a project management standpoint, it's clear to me that @SquareEnix decided very little beyond this first episode. Because if they did, the required work to complete multiple AAA #FF7 #games, at this rate, is beyond the lifespan of the #PS5 alone.
Read 5 tweets
Feb 25, 2020
1/ While I'm obviously glad to see #games heading in the direction of "don't pay for the same game twice", I think a lot of people have misinterpreted the WHY and the HOW games work on #XboxSeriesX. XSX is an Xbox just like X1X is an Xbox...
2/ ...just like #XboxOne is an Xbox. While there are some technical differences, the XSX isn't the same transition as going from original Xbox to Xbox 360. The device is fundamentally an #Xbox family device...so of course you don't have to buy the same thing twice.
3/ And I'm not taking ANYTHING away from #Microsoft here. I am a big proponent of this business model. I was championing this type of upgrade model years ago, back when people laughed at the idea. But, I think the story of what's going on here...
Read 7 tweets
Dec 31, 2019
1/ Launched on December 20, 2011, #SWTOR (Star Wars The Old Republic) was a successful release, but soon found itself rapidly losing #MMORPG customers due to weak end game support and the mistake of opening too many servers at once.
2/ #Bioware quickly reformed the game into a F2P + Premium model that saw many people return or come back to the game casually. Those of us that stuck with it were treated to many years of high quality content and a ridiculous amount of story + #RPG content.
3/ While #SWTOR was never the #WorldOfWarcraft "killer" that people may have wanted, it was an excellent MMORPG in its own right, being constantly updated, even today. I stuck with it many years (2011-2015) and once more in 2018.
Read 4 tweets

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