clearly buying full price at launch (window) is the best way to support developers but it is expensive - especially risky on a new IP.
It's worked out so well for everyone with CyberPunk 2077...
clearly buying full price at launch (window) is the best way to support developers but it is expensive - especially risky on a new IP.
He didn't say "at launch", he said "at full price". And he wasn't talking about Days Gone specifically, but of all games. He said the best way to support developers and help guaranteeing a sequel is to buy the game at full price (which is usually within the first 6 months I think). This was in contrast to people who say "I'll wait until it's at a discount / on Gamepass / on Plus / etc.".
Outliners for the winIt's worked out so well for everyone with CyberPunk 2077...
SemanticsI'm still hearing the conversation in a podcast-like manner, but that part was a bit misinterpreted.
He didn't say "at launch", he said "at full price".
I think it's a very different standing between "buy a game at launch" and "buy a game at full price". The first almost suggests for people to not wait for reviews and make impulse purchases (and it's a shitty advice nonetheless), whereas the second is just a level-headed statement (probably a fact on most AAA titles).Semantics
71 is fairly low by Sony 1st party standards.
Do we know if Days Gone sold well? And if so how many of those sales were at full price vs some type of heavy discount? I'm assuming the game must not have been that profitable to get a sequel pitch canned.I mean I guess , I'm not into sony games much to me. Just saying it seems odd to kill a sequel that sold decently enough and has a high fan game. I mean Knack was a 54 and knack 2 was a 69...
Maybe sony thinks the team can be better used with a different ip ? But it seems a shame since So many of sony's games are deep into sequel territory now.
Do we know if Days Gone sold well? And if so how many of those sales were at full price vs some type of heavy discount? I'm assuming the game must not have been that profitable to get a sequel pitch canned.
Do we know if Days Gone sold well? And if so how many of those sales were at full price vs some type of heavy discount? I'm assuming the game must not have been that profitable to get a sequel pitch canned.
I believe the Knack games are the only 1st party games with a lower metacritic than Days Gone the entire generation.
It would rate quite a bit higher if it wasn’t so buggy at launch. The fact it got 71 is quite good considering the issues it had IMHO.71 is fairly low by Sony 1st party standards.
I dont think we should blame people for buying the games on sale or relying on piracy.I think it's a very different standing between "buy a game at launch" and "buy a game at full price". The first almost suggests for people to not wait for reviews and make impulse purchases (and it's a shitty advice nonetheless), whereas the second is just a level-headed statement (probably a fact on most AAA titles).
Here's further clarification from John Garvin on that comment:
And neither do I, and certainly neither does John Garvin whose comments sparked all the outrage on social media.I dont think we should blame people for buying the games on sale or relying on piracy.
The economy is in general problematic by design since it is profit driven. Everyone has to "cannibalize" from each other's income to get profit and thats exacerbated by the fact that growth is tight to the issue of debt, which adds even more pressure or incentive to increase profits at any costs. And the most "efficient" but destructive way to do that is to use the fast food model. Standardize to reduce cost, target urges that can be satisfied for the short term, use behavioral economics and psychological factors to dictate habitual consumption (its a myth that products/services are designed only around needs. They are designed to create or increase needs or their urges too), all at the expense of quality. The Fast Food industry grew immensely during the "good times", and they targeted on the fast access, limited time, work needs, parental insecurities due to limited time etc. They sacrificed health and the eating habits became unhealthy in many regions of the world because of that industry.And neither do I, and certainly neither does John Garvin whose comments sparked all the outrage on social media.
His position is explained in the tweets posted above, and it has nothing to do with blaming the poor.
Early game sales at full price is usually the biggest indicator of how much money the game makes (especially SP titles with no MTX or DLC of course). How much money the game makes determines whether or not a sequel gets greenlit.
A bad economy just makes all companies more risk averse, not just videogames publishers. In a bad economy, the threshold of initial sales at full price that a game needs to achieve just gets higher.