Men_in_Boxes
Snake Oil Salesman
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Launches on the 25th for console...
Edit: Game absolutely cratered on Steam. 8k average CCU in September to 118 average CCU during the last 30 days. Looks like they're pinning a lot of hope on this console launch.
The developer hosted an AMA 6 days ago and this was relatively interesting...
Question: What have you learned about competing in this space against AAA studios (Valorant, CSGO)?
First, the quantity and quality of live service shooters out there is higher than ever. That means player expectations have growth, and that it’s significantly harder to pull players away from these games where they’ve already invested significant time and money.
Directly related to this, a major fumble on our part was over-hyping Spectre ahead of launch. In retrospect, we definitely should have launched as an Early Access title and been more transparent about the state of the game at that time. We had hoped players would give us the benefit of the doubt as a small indie team, but this was damaged by the way we presented Spectre. Hindsight is 20-20.
As an example, we thought that launching without a Battlepass wouldn’t be a big deal. Lots of big games famously launched without Battlepasses. We couldn’t have been more wrong, and players made it clear that we didn't ship with enough free content for to unlock.
One more example: we couldn’t afford to host dedicated servers in every single region that Valorant/CSGO support. Players hit us hard with negative reviews on that one. They’ve also come to expect lower pings which Riot & Valve help facilitate through their private infrastructure.
These are some areas where AAA budgets are creating larger and larger moats, making it harder for small teams to compete. This is especially true in competitive shooters, but you see similar trends bleeding into other genres as well.
Second, self-publishing is hard. Much harder than we expected it to be. Not only did we lack a proper marketing budget, but reaching players globally is more difficult than ever.
There are so many great games coming from top-tier teams dropping $50-100M in marketing. It can be difficult to break through the noise and get players in.
We would have loved to have a publisher to lend their expertise and finances to bring the game to a much wider audience. We’ve had lots of conversations with world-class publishers, and it may actually be an avenue we pursue in 2025 depending on the results of Season 1: Flashpoint and our console launch.
Third, timing is everything. We definitely suffered from Deadlock’s greatness to some extent. Pray your game doesn’t launch within a week of a surprise new game from Valve
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This isn’t a comprehensive list, but those were a few that stood out.
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