Rod Breslau

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Rod Breslau

Rod Breslau

@Slasher

Signal: 919-SLASHER / Slasher.99 Email: [email protected]

Manhattan, NY Katılım Ocak 2009
23.2K Takip Edilen333.7K Takipçiler
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Rod Breslau
Rod Breslau@Slasher·
My dog Bowie, the goodest boye in the world and my lifelong best friend, passed away at the ripe old age of 15. I wish he'd live forever. May you chase balls forever in doge heaven. I'll see you again sometime. 💔
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Rod Breslau
Rod Breslau@Slasher·
@deepfates the Roblox issue and the general millennial malaise/nostalgia stuff is correct but the esports and content creation analysis isn't. Counter-Strike is older than Halo still breaking concurrent player and viewership records and League runs Korea/China in a way Minecraft never could
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🎭
🎭@deepfates·
this is an awesome analysis of massive changes in the "gaming" industry. But I think it's missing a key point in calling Roblox, Minecraft Fortnite, etc. "live service slop with games attached" The reason everyone is in those places is because they are WORLDS. not games at all
Conrad Bastable@ConradBastable

quick thesis: "kids today aren't even playing videogames the way we were, millennial relationship to gaming is now a cultural relic, like listening to the radio or drive-in movies" TL;DR -- Millennials are the new boomers, Halo is Woodstock, WoW is the iPod, Dad gamers are the only "gamers" left by their own definition (& they don't have time to play anymore), the kids are all cracked out on Live Service Slop platforms that they can't escape and don't want to, competition is dead, E-Sports is dead, creative content is dead, screaming down the mic is dead, couch co-op with your friends is dead, couch co-op with your Dad is dead, AAA games are dead, consoles are dead, Game Pass is dead. And at the end of the day it's all because, if you squint, the kids don't play games anymore. long thesis: supporting industry stuff: - industry publications say average gamer is now ~37, up from 29 in 2004 - they also note that kids <12 have seen the largest drop in videogame engagement post-pandemic of all age ranges (-6%) - Pew's 2008 report says "Fully 97% of teens ages 12-17 play computer, web, portable, or console games", whereas their 2024 report says "the vast majority of U.S. teens (85%) say they play them. Just 15% say they never do" - Gen Z's favorite games are Minecraft, CoD, GTA, Fortnite, and Roblox - PC gaming has a notably larger share of the overall market now vs. console gaming - Console game sales were 4x-6x PC game sales back in 2004 - PC game sales were 1:1 with Console game sales last year - Everyone being stuck at home in 2020 seemed to permanently inflect things here, with PC game sales stagnant from 2015-2019 but then becoming the dominant source of industry growth since - Roblox (2006), Minecraft (2011), & Fortnite (2017) are top 5 gaming IPs for Gen Z.... - ....these are more live-service game-hosting platforms that actual games themselves - Newzoo has a 2026 report saying only ~13% of gametime went to new releases! - 2/3rds of gametime went to >6 year old games! - That same report did an analysis comparing playtime concentration across PC/PS/Xbox platforms and their Top 20 Games vs. the long tail of their library (it's a really good report) Note on the recent restructuring: for Xbox it was called out specifically that Game Pass caused a redistribution of playtime away from top titles and towards the long tail, without any actual expansion of the total audience/playtime.....basically, Game Pass nukes Xbox's ability to monetize it's big blow out titles without any offsetting gains from expanding the market. oops. supporting game stuff: - let's call it the "Roblox" problem -- all the kids exist within a massively multiplayer online gaming ecosystem, with play, creation, socialization, and monetization all embedded in one platform - the creation angle and the monetization angle also i think encourage parents to view these games as "educational" more so than, say, Call of Duty, and are therefore more willing to encourage their kids to play with time and/or money - there is no clear off-ramp from this platform - you can have totally new gameplay experiences within it, with low friction adoption - as this platform captures a larger and larger share of player attention, it sucks the available playtime & monetization out of the rest of the industry - this process naturally changes the incentives around making games, including what kind of games get made, for what audience, and targeted at what price point - we got legions of "WoW killers" and "Halo/CoD clones" in the early 2000s because those games were platform beasts of their own... - ...and so now we're years-deep into every financially motivated major game studio trying to figure out how to build a "Roblox" of their own, aka Live Service Slop 24/7, 365 - the fans might hate it but there's a giant pile of money labeled "Live Service Slop" in the middle of the room and it's clear to publishers & studios that the prize is there, if only they can be good enough to claim it - [of course, all millennials know that WoW and Halo both killed themselves, nobody ever steals the crown by copying it] - and so while all this is happening, it's opened up a previously under-served niche in the "lower-mid price point indie-to-double-A targeted niche game" - Palworld, Enshrouded, Schedule I, Silksong, and so on, were all in the very top % of revenue-earners for newly released PC games in the year they dropped - In console land, Space Marine 2 just blasted a quarter of a billion dollars in revenues of a budget way smaller than a typical AAA release - If AAA studios had been dropping Halo/CoD/Gears-style games every other year chasing success, the niche for Space Marine 2 wouldn't have really been there, not at the same scale - I think there's a similar effect even with BG3, whose awesome success likely would've been a little lower (though still great) if fans had gotten genre-adjacent Skyrim & Witcher sequels already - but instead, we have the "Roblox problem" (Roblox, Minecraft, Fortnite, GTA), where cross-platform self-contained game-related live service platforms have monopolized huge chunks of (younger) gamer time and money......and warped the kinds of content big studios try to make in the process supporting adjacent stuff: - there's also a whole cloud of adjacent areas that are impacted as a result of the above - picture everything as a big web and these nodes as farther out on the web - but you see a related decline of "E Sports" and the rise instead of "Influencers", as community figures with large audiences they can monetize become higher status than ultra sweaty competitive pros - the decline of competitive online culture has also coupled with intentional pushes by studios and their hardware platform partners to reduce online toxicity, changing the culture of online spaces - the decline of forums & reddit and the rise of ig/tiktok/youtube has turned third-party game-content-ecosystems into more pyramidal "one mega influencer" structures - chasing the Live Service dragon has led to a massive decline in couch co-op ("local splitscreen") titles, which reduces a certain KIND of gaming experience that, while not the norm from a playtime POV, was nonetheless an integral part of millennial gaming - the above also makes Family Gaming a lot harder with kids, as what was once an expected default across most games has moved into a separate genre reserved for "Girlfriend Games" - game-related content has been nearly totally evaporated by Twitch (which is itself in the process of being evaporated), short form video, and "creator talks at the camera" long form video - "Machinima" and "Parody Game Songs" and "Montages" are both bizarre millennial cultural content that seems egregiously lacking in disaffected irony to the younger audience - it's covered extensively elsewhere so wasn't worth jamming in here too much, but the explosion of MTX means in-game "status" derived from earned rewards & achievement, such as it is, has been nearly totally replaced with purchased status...and in so doing, game studios have *totally* devalued the actual status that playing their game used to convey - we're already dealing with a young generation who is hyper-cynical, hyper-financially oriented, ""crypto-native"" and spammed with ""prediction"" markets 24/7...so to have yet another part of their lives see its earned status replaced with dollar-signs and a casino logo likely seems totally normal to them

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nazareth reid
nazareth reid@2wordsnazreid·
this being the complete opposite of what @JonKrawczynski reported is crazy. sidery go to hell
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Rod Breslau retweetledi
Quake Champions
Quake Champions@Quake·
Happy 30 years!
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Nikola Kovač
Nikola Kovač@NiKoCS_·
Never give up ❤️
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CS2
CS2@CounterStrike·
The best players in the world. The best crowds in the world. The best talent in the world. The best events in the world. The best game in the world. Thank you all for making Counter-Strike so special.
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Rod Breslau
Rod Breslau@Slasher·
Knicks win and Marty Supreme breaks out in the streets
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Rod Breslau
Rod Breslau@Slasher·
2 for 18 in Game 7. 8 points in 9 seconds. Ewing’s finger roll. CHARLES SMITH. PJ Brown flipping Charlie Ward. Miller. and Jordan as the final boss in a game we could never beat. The demons haunting Knicks fans during two decades of mediocrity can finally be released. we are free
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Desus MF Nice💯
Desus MF Nice💯@desusnice·
this is like reverse 9/11
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Rod Breslau
Rod Breslau@Slasher·
I’ve been watching and loving this team since I was 5 years old. Waiting for this moment all my life and yet it still feels better than I could have ever imagined to say: the New York Knicks are NBA champions. This team deserves this m, the city deserves this, we all deserve this
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Rod Breslau
Rod Breslau@Slasher·
THE KNICKS ARE ONE WIN AWAY FROM THE NBA TITLE. WATCHING THIS TEAM FOR OVER 35 YEARS THROUGH PAIN AND HEARTBREAK AND DESPAIR. NEVER GAVE UP NEVER SURRENDERED THIS IS OUR YEAR AND FUCK EVERYONE WHO DOUBTS US
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Josh Leesman
Josh Leesman@esportsjatt·
Okay sorry for ragebaiting if the knicks win this they're goated
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