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For anyone that hasn't done this before, basically you send me money via paypal and I give you a 'gift' version of the game. This can either be activated on your account or onsent to a friend as a present (let me know beforehand though that's important). It's as simple as having a steam account, adding me, and saying 'I'd like to buy (x)'. (A few of the listed games are on my trade bot).
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Games-As-"Services" are a bubble waiting to pop.

Games-as-"services" are the new Big Kahunas for the games industry. Focusing mainly on online/multiplayer components whilst drip feeding content and patches over multiple years, these games are hailed by industry analysts as "the future of gaming" and are seemingly being pursued and hungrily desired by damn near every big publisher in the industry.
Why are they the future? Because they’re seemingly easier to sell. And many are selling huge numbers, whilst still retaining a large proportion of the audience. Overwatch and PUBG are prime examples of GAS done right on the business side of things. Overwatch has garnered in excess of 30 million players, whilst PUBG has sold over 25 million units across Xbox One and PC, with a record shattering 3 million peak concurrent players on Steam.
Why do publishers love the prospect of them? It sounds cynical, jaded and slightly pretentious (it's not), but it's because of the idea of what they call, "uncapped monetisation". These GAS allow for the minimisation of investment, and the maximisation of monetisation. Gamers are playing the game constantly, so there's an opportunity to create what Strauss Zelnick calls "recurrent consumer spending" through constant exposure to in-game storefronts.
It's proven to be a lucrative model for a decent number of games. Namely, Overwatch, GTAO, PUBG and a few others. The problem is that it might not be as lucrative for very much longer. Here's why.
Time and Variety: They say time is money. And like money, people only have so much time. A GAS is generally designed around making the player spend a lot of time and hopefully a lot of money on it, and it alone. You can see how this idea contradicts the notion of most of the industry trying to dive head first into this model. If everyone and their dog are putting together a PUBG/Overwatch/GTAO/Destiny rip-off, how do players divide their purchases and time between so many games with the same ultimate function? This is before thinking about the precedence effect, as in “people who want to play PUBG are going to play PUBG as opposed to PUBG-Lite V.23”. Fortnite is an exception to this rule, but it was able to fill the F2P spot for PUBG before anyone else. If you want examples for what I’m talking about, just look at Law Breakers. It’s an arena hero shooter that came out after Overwatch, and has been written off as a 32 million USD loss for the publisher.
Quality Control: A few months ago, a NPD analyst basically stated that in order to sell, single player games had to be good. You may be wondering why I use the acronym GAS instead of the standard GAAS. Well, in part, it’s because I think that acronym perfectly embodies what GAS are intended to be. Unsubstantial, intangible fluff, that only rises because of how light it truly is (not all GAAS, of course).
Unless you’re COD, most game franchises can’t survive on mediocrity forever. I don’t think it’s unfair to say that PUBG is really only popular because of the battle royale novelty, and the twitch streamers. With Bluhole planning for PUBG to be a “global multimedia phenomenon” complete with a Netflix show/movie, cartoons, comic books and other unwarranted nonsense that novelty may wear thin.
This goes treble for the studios and publishers pursuing this sect of the market with impunity, simply because they think there’s money to make. Square Enix’s CEO said a few months back that single player games have been superseded by multiplayer games, and that Square Enix as a whole is interested in getting into the fray. A lot of people panicked and now assume Square is going to abandon single player stuff, but I personally wasn’t worried. I’m even less concerned now.
Here’s what’s going to happen: They’re gonna release Dissidia NT hoping it to be a lead into e-sports. That won’t happen because that game is probably going to be mediocre at best, and won’t compete in terms of design. They’ll then release Tabata’s online IP, which will not be worth much. Their single player stuff will keep raising their profits. Why do I think this? Because Square Enix’s studios are not geared for a focus on an online functionality. When they tried to do it with the Sleeping Dogs sequel, the studio was shut down. Quality is now something that publishers and studios can get away with as long as their game can be played online with friends for hours on end, but as the hits keep coming, consumers might start to wake up and smell the coffee.
It’s difficult to deny that a lot of the games that have had microtransactions recently have been mediocre to straight up bad. Shadow of War is an inferior game to its predecessor and Destiny 2 is about as bad and bland as you can get. Jason Schreier recently said on a podcast that Bungie rebooted development in 2016, and proposed the Eververse to Activision because they thought it would be easier to sell drip feed frivolous content as opposed to making good, and plentiful content. After making serious bank on Destiny 1, itself a half-baked game in its shell form.
I’ll go out on a limb, and say that RDR2 is probably going to be Rockstar’s Fallout 4. Zelnick’s made it clear what he wants, and with the success of GTAO and the immediate prominence of online talk in the marketing, I don’t think RD2 will be the masterpiece people expect.
Riding the wave as the rot sets in: Admittedly, I’m kind of aping Jim Sterling here, but the point still stands. Yes, microtransactions, GAS and online multiplayer are popular, but for how long? The online controversy about this stuff is not slowing down, and the stigma continues to grow.
Shawn Layden took a quick swipe at GAS at PSX, as did a few other devs and presenters. Zachary Levi called out microtransactions and was met with thunderous laughs at the Game Awards. Square’s CEO even recently took microtransactions in console/PC games to task, saying that they don’t fit in with the psychology as they do with mobile stuff.
They want to retain players still, but I have a feeling that will become less important to them with ample time. Keep in mind that this is the company that released the failed Deus Ex MD, which occurred in part because of the non-intrusive, but obnoxiously shoehorned microtransactions. They’ve hopefully learned that lesson to an extent, but there’s more to learn.
The performance EA gave that has incited the threat of global government intervention, the increasing stigma against loot boxes, and consumers eventually waking up and smelling the coffee will probably result in a lot of publishers backing off the idea, as they did with motion controls, 3D television and to an extent, VR. I expect Square to be the first to join that line, simply because the bubble will not be difficult to pop. In mobile gaming 48% of all revenue came from 0.19% of users. https://venturebeat.com/2016/03/23/half-of-all-mobile-games-revenue-comes-from-only-0-19-of-players-report/
I can only imagine it’s similar or even less for console games. The industry is trying to go all in on a small subsect of people, and when they get fed up, that’s upwards of half of your precious recurrent revenue streams gone. Probably more like upwards of 90%, because if the easily manipulated get fed up of it, the remainder of the audience would have completely written it off way before that.
And they will get fed up. I’m sure everyone here is aware of Activision’s microtransaction engine patent that will alter matchmaking to psychologically manipulate players into purchasing weapons and gear. EA is gearing up to release Anthem, a Destiny rip-off that will without a doubt incorporate some sort of RNG, gameplay affecting loot system. Yes in fact, I believe that publishers will probably try to make as much money as possible before the stigma starts to hit, and/or before government intervention does. I expect Anthem to be the culmination of this entire fiasco and a footnote marking its end. Bold, yes, but I’ll stand by it for now.
What really seals the deal for me is this golden quote from Strauss Zelnick in early 2017, the year after Take-Two made multiple hundreds of millions in revenue(and in profit, margins described by ex-Rockstar president Leslie Benzies as close to 100%) just from Shark Cards alone, not counting the millions of GTA copies still not far from full price in the same year. https://www.destructoid.com/gta-v-publisher-we-can-do-more-microtransactions-with-our-under-monetized-users-439163.phtml
"You can't give stuff away for free in perpetuity; there's no business model in that," said Zelnick, "We are convinced that we are probably from an industry view undermonetising on a per-user basis," he continued, "There is wood to chop because I think we can do more, and we can do more without interfering with our strategy of being the most creative and our ethical approach, which is delighting consumers." "We're not going to grab the last nickel."
GTAO revenues: https://segmentnext.com/2016/10/05/gta-online-revenue-exceeded-700-million/
This coming from the company that is making GTAO increasingly Pay-2-Win/Pay-2-Progress, to further increase their heaps of pure profit. To me, this signifies an industry that is not going to pushing, until the tree completely collapses. Despite attracting the threat of government intervention, EA's top execs still claim they are staunch in the pursuit of advancing in the microtransactions space.
"We're not giving up on the notion of MTX," Jorgensen said. "We're learning and listening to the community in terms of how best to roll that out in the future, and there's more to come as we learn more. But I would say we're certainly not changing our strategy.
You still have a subsect of people claiming that this stuff is getting peddled because "Games are too expensive to make", but we know that that is not the case. EA spent a grand total of about 94 million USD on Deadspace 2, sold from 4 million copies sold, and still made a profit of approximately 26 million if the numbers in this article are correct: http://www.thesixthaxis.com/2017/10/18/ex-visceral-dev-reveals-dead-space-2-cost-60-million-and-underperformed-on-4-million-sales/ Not a huge one, but a profit nonetheless, certainly enough to allow EA to greenlight a sequel. Keep in mind that a decent chunk of that money was used to shovel in a pointless and unwanted multiplayer mode.
Also, Tarmack's video here sheds light on the costs that EA, Activision and Ubisoft have, and generally, they've actually decreased. https://www.youtube.com/watch?v=0qq6HcKj59Q Fun fact, in 2016, Activision spent double the amount on marketing in comparison to research and development.
To typify and discredit the disingenuous unfounded myth, EA told their investors that Battlefront 2's microtransaction removal would have no material impact on their earnings. My interpretation is that they're just admitting that any microtransaction revenue is as close as you can get to pure profit: http://www.pcgamer.com/ea-tells-investors-turning-off-battlefront-2s-microtransactions-will-not-affect-earnings/
Competitors get to capitalise: Perhaps the final shock to the system needed is a game that disproves the nonsense and gives the gamers what they want. A large, AAA title with no microtransactions/paid loot boxes, with a huge sprawling narrative that is widely successful. We’ve already talked about Sony’s ability to capitalise on the AAA single player market (and no, I don’t think John Kodera is going to mandate they go all in on GAS, if at all considering what may be coming), but there are more. Specifically CD Projekt Red. I believe Cyberpunk 2077 will be that game.
It doesn't mean it will be the only one though. Bethesda, Capcom, Square Enix (semi-back peddling on the GAS prominence statement already before they see any returns on stuff like Dissidia), Obsidian, Sony and even to an extent, Eidos Montréal have come out and stood their ground against microtransaction/GAS nonsense in some way shape or form, and champion single player stuff.
David Anfossi @ Eidos Montréal: https://tinyurl.com/ycxs53sr https://tinyurl.com/yco88vjy https://tinyurl.com/ybtlzefr https://ibb.co/eZPn2G *Note, he also made a comment replying to an article saying that they're abandoning single player stuff, directly saying it was wrong, but I'm afraid I can't find it. The editor must've corrected that.
Shawn Layden @ Sony Interactive Entertainment (time embedded into the link): https://youtu.be/tnCbI51JpAM?t=8715
Yosuke Matsuda @ Square Enix: https://www.digitaltrends.com/gaming/square-enix-no-microtransactions-console-games/
CD Projekt Red: https://tinyurl.com/yb2y6y7b https://www.youtube.com/watch?v=lpk32gnn-MY
Obsidian devs: https://tinyurl.com/ybv2a7oz https://forums.obsidian.net/blog/9/entry-207-a-note-about-microtransactions-in-our-upcoming-rpg/
Bethesda: https://www.youtube.com/watch?v=DPl-YMq2WTM
You might be thinking that what I'm saying on this front is loose and 100% speculative, but the gaming world is very susceptible to cultural phenomena and cultural change. The current cultural phenomenon is the twitch streaming hype era. In my opinion, that was the driver behind PUBG's success. Once that wears off, what happens? And with events such as the repeal of net neutrality and the slight curbing of information collection in the EU, the market for these online, digital distributed and recurrent revenue streams is looking increasingly volatile to external forces.
Don't get me wrong, I'm not saying multiplayer gaming as a whole is just going to collapse down a pit, or even that every GAS will be an automatic write-off, I'm just saying that the GAS side of things will be generally less prevalent. It's like MMOs. There was a point at which it was the hotness, but that heat wore off. It didn't really stop WoW or DotA to keep strong for years after the overall market decline.
These are all just thoughts and opinions, but what do you think?
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