Let’s talk about the consistency of one game, or multiple games by one company, over the last 12 years (almost). Even though I have not played Counter-Strike 2 a whole lot…I was diving into the data for the game at: https://lnkd.in/gVQuUZG9 out of curiosity at what steam games are doing very well at this time! Counter-Strike being #1 by a landslide. What is just beyond impressive is the track record that this beautiful game has had through time, and following a hard to beat Counter-Strike: Source. Let’s face the music that Valve, on the whole, is one of the most consistent game publishing and producing companies of all time, time and time again. In 2023, to put into perspective, Counter-Strike has had a whopping ~879,000 players per day with a peak player count of 1,802,853 in a single day. What I think is even more fascinating is just how durable this series is though because if you date it back to its core in 2012 - a whopping 932 players per day in July. I mean…to see year over year that this game has kept consistently growing in player count averages is just incredible over the last 12 years (almost) with minor ebbs and flows. Furthermore, I don’t think people realize sometimes how hard this is to do. In fact, Valve has done it time and time again with several of its staple game franchises! And now that this “Aha moment” and excitement are both done, here are some of the many Valve games that come to mind and that I have enjoyed through time: Garry’s Mod - just vintage and still one of my favorites personally…just freaking hilarious! Portal Series - if you want an interesting story, read this one when you have time as to what led to this game being created! Team Fortress - one of my favorites and taught me grenade and bunny hopping! The Half-Life Series - Loveeee this series! Half Life: Alyx - to this day, I have heard that this is the best VR game of all time (need to play it) Left 4 Dead - what a fantastic and memorable series and fun coop game this was growing up Defense of the Ancients series - let us not forget this classic multiplayer battle arena game that’s again stood the test of time! What is your favorite game produced by Valve if you mind me asking? Please share in the comments below! Image found here: https://lnkd.in/gSV2t2ue #videogaming #videogames #success #datadive #valve #trends
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Banana game is literally just a skinner box. But it's now one of the top games on Steam. Why? The game is singleplayer PvE but actually it's multiplayer PvP. Meme lord distribution. For those that don't know, in this game you click on a banana... And that's the entire game. More clicks, number go up. Every so often you might get a drop that could be a tradeable rare skin. Some of these skins (right now at least) could be very valuable! Of course, there is no real utility of the game or the skins. The speculation and variable rewards are the entertainment. This is very similar to a Skinner box, where rats that are given variable rewards will actually press a button for sugar water way more often than one that is given stable and consistent rewards. It taps into some innate psychology in our monkey brains. So back to bananas. While the game is technically singleplayer PvE, it's really a multiplayer PvP game. Who can discover the rarest skins first. Who can trade them better and time the market correctly. Also the game is built for virality and meme-content. People will PvP about it on social platforms too, since they'll throw accusations about ponzi-schemes, fake markets, and useless games. This is all part of distribution. The opposite of love isn't hate, it's indifference. Even the fact that I'm writing about it is free distribution for the game! The choice of object too is also important. An important part of a meme is that it's easy to understand and grasp in <1 second. Everyone sees a banana and a number and can associate what's going on. There's a ton of other lessons on clicker games, telegram games, all descended from cookie clicker, but I'll save that for a future thread.
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Battlestate Games, the UK developer of Escape from Tarkov may have just alienated large chunks of their community. They debuted a new PvE game mode behind what is essentially a paywall. They made it available only to players who bought a $250 collector's edition. Escape from Tarkov is already an anomaly. It is an extraction shooter that launched in 2017 and is still technically in "early access", whatever that means, 7 years later. Escape from Tarkov runs from a launcher, and the game is purchased from their website. It is not a webgame. It is a standard PC based Unity engine shooter with normal client server architecture. And everything was good until they got screwy with monetization and freaked out their player base. From my brief time on QuakeLive back in the day, you don't ever section content in a multiplayer game. You don't put up paywalls or microtransactions around maps or modes. Why? Because it splits the community both in numbers and in reactions. If people can't play together in a multiplayer game they get pissed off. There are better ways to monetize than massive paywalls. And if you turn your players against you, it's terribly hard to get them back. Community management and monetization both have to be done with care and respect. ----- VideoGameChronicle: "Escape from Tarkov studio attempts partial U-turn on $250 PvE plans, but fans remain unhappy. The Studio announced last week it was locking a new PvE mode behind a $250 edition of the game." VideoGameChronicle: https://lnkd.in/gfvc434m ----- Kotaku: "Escape From Tarkov Devs Flail After Putting PvE Behind $250 Paywall. Players who paid $100 for all future DLC are not exactly delighted by the news" "Escape From Tarkov has been in Early Access since 2017, with developers Battlestate looking for fresh income streams to keep the project going. Edge of Darkness (EoD), charged $100 what was described as a season pass, which would provide all future DLC at no extra cost. So customers really kicked off when they learned that not only would they not be getting a forthcoming PvE update, but that it would cost two-and-a-half times more than EoD to be able to play it!" Kotaku: https://lnkd.in/gmED76mJ ----- GamesRadar: "Escape From Tarkov dev apologizes for paywalling PvE behind a $250 edition - will now open access to the mode in waves "for free. To all Edge of Darkness owners" "Escape From Tarkov players were irked by the news since the now-delisted Edge of Darkness (EoD) Edition once promised that all future DLC would be available to EoD owners for free. That's without mentioning the 'pay-to-win' bonuses in Unheard. Developer Battlestate Games attempted to soothe the controversy by offering the mode to EoD owners for free - only for 6 months. Just yesterday, the studio then reversed policy again to offer the game mode to everyone, but only after Escape From Tarkov launched out of beta because of alleged server capacity issues." GamesRadar: https://lnkd.in/gD2QkeWa #gameindustry
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Highlighting: "Part of my apathy toward the game comes from its characters, most of which are pretty bland. Many don’t strongly convey their powers or roles well beyond their silhouette or the weapon they’re holding. I often found myself reviewing the character loadouts and abilities of its heroes, confused by their incoherent combinations of weapons and skills. I never really gravitated toward any of Concord’s Freegunners: some have dull, unattractive designs, some have turned me off with their samey, smarmy attitudes, and some just don’t feel all that interesting to actually play as. They also have bad, forgettable names that don’t offer a clue about their roles or what their abilities are." (Polygon) ----- So Concord just shuttered and there are so many reasons to analyze why and what happened. Polygon has a good analysis of the failings of the characters design from art to gameplay. Please take a read thru the full article which I've only excerpted below. ----- Polygon: "A good game like Concord just isn’t good enough anymore A look at Sony’s decisions, some baffling, others well-intentioned, that ruined the hero shooter" (excerpt): "Firewalk Studios, which developed the game for Sony, says it’s taking Concord offline and refunding buyers while it “determines the best path ahead.” But it’s difficult to envision a healthier future for a game that few people seemed to vibe with and many people actively rooted for to fail. Sony and Firewalk first revealed the game in early 2023, in the form of a retro-futuristic, synth-drenched teaser trailer that conveyed almost nothing about the game except its sense of style. We learned at the time that Concord would be a “new PvP multiplayer first-person shooter” when it launched in 2024, but no unique selling point was promised. A full year later, Concord reemerged. We also got our first look at Concord’s gameplay shortly after, which conveyed some combination of Destiny’s Crucible, Guardians of the Galaxy’s wise-cracking misfits, and Overwatch’s hero-focused mechanics. et Concord was initially met with a shrug. The lore, characters, and gameplay of Concord didn’t resonate with a broad audience. It’s a bummer to see a stab at something original just whiff completely, and for its detractors to pile onto it, when people’s livelihoods are at stake here. But having played Concord from its betas to its current state, I understand the collective shrug for the game. It didn’t do enough interesting things to take me away from Overwatch 2, a game I play almost daily, nor did it seem to differentiate itself from entrenched multiplayer games like Valorant, Counter-Strike 2, Apex Legends, and a dozen others. Concord couldn’t compete. It simply did not have the charisma or uniqueness of many of the games that came before it. It didn’t have a distinct enough personality." Polygon: https://lnkd.in/ekvkw2kQ #gameindustry #gamedev #gaas #concord #onlinegames
A good game like Concord just isn’t good enough anymore
polygon.com
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How Dungeons & Dragons' Hit Point System and Its First Boss Fight Shaped Video Games 🐉 The impact of Dungeons & Dragons (D&D) and TTRPG on the video game industry is legendary. As a pioneering tabletop role-playing game, D&D introduced mechanics that have become fundamental to gaming, most notably the Hit Point (HP) system. This innovation changed the way games dealt with character health, strategy, and survival. ♥️ When Dungeons & Dragons debuted in 1974, it brought with it a revolutionary concept: the Hit Point (HP) system. This simple yet profound idea quantified a character's ability to take damage and stay in action. HP became a universal metric for health, influencing countless games across genres. From RPGs to platformers, fighting games to shooters, HP has helped shape the player experience and game design. (You can read the article here: https://lnkd.in/e-u7ZNMa ) The leap from tabletop adventure to the digital realm was inevitable. Early computer RPGs such as Ultima and Wizardry borrowed directly from D&D's HP system, embedding this critical element into the DNA of video games. The concept of managing HP translated seamlessly into these new formats, providing players with familiar and intuitive mechanics. The Birth of Boss Battles But D&D's influence didn't stop at HP. The very first boss fight in video game history can also be traced back to Dungeons & Dragons. In 1975, a D&D-inspired text-based adventure game introduced players to a formidable foe: the Golden Dragon. This encounter is celebrated as the world's first boss battle, setting the stage for the epic showdowns that would become a staple of the game. (The image = Golden Dragon) 😄 Interestingly, the battle with the Golden Dragon had a unique twist. Unlike modern boss battles, where bosses are often larger and more imposing than regular enemies, the Golden Dragon's sprite was the same size as the player's sprite and other enemies. This early boss battle laid the groundwork for the dramatic and exciting encounters that define the genre today. The HP system has brought strategic depth and balance to game design, forcing players to manage their health and resources wisely. It also enhances storytelling, allowing players to experience the tension of low health and the triumph of recovery, enriching the dramatic arc of gameplay. The legacy of Dungeons & Dragons and its innovations, such as the HP system and the first boss fight, continues to resonate in today's games. They set the standard for character health management and epic combat, influencing everything from gameplay mechanics to narrative structure. As we celebrate these milestones, we recognize the profound influence D&D has had on the development of video games, bridging the gap from the imaginative worlds of tabletop role-playing to the immersive experiences of digital games. #DungeonsAndDragons #VideoGames #GameDesign #RPG #HitPoints #GamingHistory #BossFight #Innovation
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Live Service games are here to stay, and the only constant in life is change. Confusing and contradictory? It can be. Publishers and shareholders will never stop chasing the live service dragon. The good news is that its possible be successful and worth taking a swing, even in a "saturated" market. ➤ In the 2000's, there was period where it seemed like every studio was trying to break into the MMO market and steal some users from...Everquest. There were many games trying to be the "Everquest Killer", and World of Warcraft ended up being just that, and from then on, MMOs being worked on going forward were framed as the "WoW Killer". ➤ In 2017, there was worldwide craze for a particular Battle Royale game that was initially released in Early Access, with many copycats. That game was...PUBG. Fortnite would add in a Battle Royale mode, and from then on, Battle Royales being worked on going forward were framed as the "Fortnite Killer". Hindsight is 20/20, and we can look back on see why WoW and Fortnite were so successful (this not an exhaustive list): ➤ WoW: Was accessible compared to MMOs at the time, had Blizzard’s reputation behind it, it had appealing design, a strong IP, regular updates, and effective marketing, leading to its dominance. ➤ Fortnite: Free to Play, available on consoles, appealing art style, regular updates, and leveraged other intellectual properties well. Two vastly different games, in two different eras, with different ingredients that led to their success. There is no cookie-cutter go to market approach, the game you are working on, be it live service or otherwise, will have its own individual challenges in sticking out from the masses, while also obtaining, maintaining and growing its player base. If history has shown us anything, we are always on the eve of the next big game. If I may be so bold, we are VERY close to a game, maybe even a few, toppling a few live service titans. One example I would put money on is Deadlock.
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Mobile gaming giant Supercell has just announced plans to raise the beloved Clash Heroes from the ashes. In a recent video, game lead Julien Le Cadre announced that “Clash Heroes is dead. That’s the bad news. The good news is that Project R:I:S:E is still a Clash game, and the better news is that it’s now a multiplayer-focused action RPG.” Quite the change up, but not one we’re entirely mad at. The Clash games have seen their fair share of neglect over the years, with both Clash Mini and Clash Quest getting buried. So it’s understandable that Supercell wants to keep ahold of the flagship title, but bestow a new lease of life upon it. With an already impressive back catalog, and Squad Busters exceeding 30 million installs, Supercell is quick to assure that the much-loved Clash Heroes IP is still in very good hands. Read more: https://lnkd.in/gJJFjE5n For all the latest mobile, Nintendo Switch, and industry news, follow Pocket Tactics, the biggest mobile and Switch gaming site in the world! #gaming #mobile
Supercell raises Clash Heroes from the dead, with new Project R:I:S:E
pockettactics.com
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"Clash Royale," developed by Supercell, is a popular real-time multiplayer strategy game. Launched in 2016, it combines elements of tower defense, card collection, and competitive battle, making it a hit among mobile gamers worldwide. In "Clash Royale," players engage in head-to-head battles, aiming to destroy their opponent's towers while defending their own. The game involves assembling a deck of cards, each representing different troops, spells, or buildings from the Clash universe. Players must deploy these cards strategically, managing their resources (Elixir) to outmaneuver and outlast their opponents in three-minute matches. One of the game's appeals is its blend of simplicity and depth. While easy to learn, mastering the game's mechanics and building the right deck require practice, strategy, and adaptability. Cards range from cheap, fast attackers like the Goblin to high-cost, powerful units like the Golem, allowing for diverse strategies and playstyles. Clash Royale also boasts competitive features like tournaments, seasonal events, and a global ranking system, fostering a strong community of casual and professional players. Its constant updates and new content keep the game fresh and engaging, making it one of the top mobile games in the strategy genre
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Whiteout Survival, the popular 4X strategy survival game from Century Games, has surpassed an incredible $1 billion in lifetime revenue. Achieving this milestone in less than a year and a half since its February 2023 release, it ranks as the third fastest 2023 release to hit this mark, following Monopoly Go! by Scopely and Honkai: Star Rail by miHoYo. The game's compelling survival strategy gameplay has garnered positive reviews across millions of downloads. According to data.ai (by Sensor Tower), Whiteout Survival has shown steady growth, reaching over $100 million in revenue in June 2024, a 14% increase from May 2024. These impressive figures are particularly notable considering the game's modest beginnings, with just over $1 million generated in February 2023. The United States leads in revenue contribution, accounting for 35% of the total, followed by South Korea, Japan, and Taiwan. Read more: https://lnkd.in/gBABUeZY
Whiteout Survival from Century Games soars past $1 billion in lifetime revenue
https://gamingonphone.com
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Step into the jungle with Mystery Stones, a one-of-a-kind online game! With customizable stakes, unpredictable symbols, and 3 bonus mini-games, every round is guaranteed to be packed with excitement. Discover in our article below how it keeps players on their toes. #LotteryGames #DigitalLottery #LotteryNews #FDJGamingSolutions
Rock your luck with Mystery Stones, a new game where every throw could unearth a fortune! - Gaming Solutions
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Let's take a look at Valve's new game, Deadlock. This is the company's first game in many years and it's set in a new universe. So, what do we see? It's a mix of Dota, Team Fortress 2, and Fortnite. Both Valve games are hugely successful. Will this new game succeed? It's hard to say, but it looks like a competitor to Fortnite. It's a MOBA, so you need to destroy the throne and towers. Destroy towers to earn skill points. You can pick up various power-ups on the battlefield. There are teleporters, ziplines, and the map size is huge. Is it too much for six players? You have a team, so you need to act together. But why six players on four lanes? Some lanes will be empty, or two will have only one player each. There are many questions. The gameplay footage shows little action. There's a lot of running around, and it's unclear if it will be too boring. In Dota, there's no time to relax. It's surprising that Valve has been so active lately. They release a new Dota patch or host a big event with a free battle pass. It's impressive.
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Customer Care Leader | MMO Veteran | Builder of Happy Teams | Process and Policy Wonk | Creator of Calm | MCP, CRM
7moI got into the industry because I was running/admin'ing pre-steam Counter-Strike servers. The strongest memories I have of a Valve game though, is from Team Fortress 2. Starting in 2007 (till 2011-12?)there was an underground tournament series for game devs called Studio Rumble. Studio vs. studio we battled a couple times a week. It started the first couple seasons with TF2 (later some LoL as I think the Riot crew wanted to flex their skills.) It was super fun; Great team building; Amazing for networking and meeting other people in the industry. You can still find some of our vids on Youtube with some search fu.