This is also why RDR2 didn’t get its own Undead Nightmare
The worst part is, I played GTA Online and it… totally sucks.
We know. It sucks.
Yeah no shit.
Of course they were to go the low effort; high payout capitalist way.
This really show their lack of creative vision, compared to Cygames for example that made bank with a low maintenance gacha RPG that runs on chrome, but just released an entire fighting game and action rpg based on Granblue with a great presentation and gameplay. They didn’t need to do it, they already have all the money from their gacha games, these premium games are just for fun.
wow gta 6 is going to be total trash, isn’t it
Not likely, R* haven’t released a bad (original) game in a long ass time.
Will it be abandoned as a Single-Player experience for the inline aspect? Probably
IDK, GTA V bordered on “bad” for me and ended up just being “meh.” It got a lot of praise, so I kept going back to it thinking I missed something, and ended up forcing myself to finish it. It was pretty bland story- and character-wise start to finish, side content was mediocre, and the gameplay was fun but not particularly unique (felt like SA gameplay with better graphics).
If GTA VI is just GTA V with better graphics and not much else, I’ll probably pass. It’ll probably be successful regardless though for the same reason people keep buying Bethesda games. I want an interesting story where I care about the protagonists (def the case in IV and SA), interesting twists and turns, and something new gameplay-wise (e.g. I loved the gang warfare in SA and more realistic driving in IV). Switching between characters isn’t “new gameplay” imo, especially if I don’t care much about any of them.
Seems silly to me. Just cuz online made money doesn’t mean your hard work on story dlc wouldn’t also make money. Plenty of people like me never play online and would have happily paid for more story
With a simple NPV calc it’s obvious why the dlc is a complete waste of time. I mean we could easily afford to hire another team that will quickly provide positive cashflow, but then the producers are going to wonder if consumers are spending less on x because of y, and x is what we used to project future revenue numbers to our board. If we don’t reach the x projection and I get canned then I’ll always regret having tried y. I mean sure y superceded all expectations, and made millions, but it also had like 800k in overhead. We should probably just lay of 300 developers who are willing to work 60 hour weeks for 40 hours of pay and decrease the level of qa/QC time on x so we can get started on x2 and push into prod, nevermind the bugs. Also I’ll need you to work Sat because the system keeps throwing exception errors
Making content for online is way less work and makes more money in the longrun. You don’t get whales spending thousands of dollars on a single player DLC.
Sure, but there’s only so much you can release for online. You don’t want big content dumps, you want a steady stream, so you could surely have some devs working on a story DLC or two while pumping out that steam of stuff for online.
Hire an online content team to complement your creative SP team, and then you get the best of both.
Do you remember the time you were supposed to buy mobile apps, by paying a one time fee. How many apps are you able to buy now? Most switched to SaaS service because they realised this is a cash cow. I don’t want to be a bad prophet but I think the game industry as a whole is also going slowly that direction.