
Vito(r) the Moonlight Knight
8.6K posts

Vito(r) the Moonlight Knight
@VitorSDM
Games, cats and multiplayer development. He/Him. Cofounder & CRO @ Companion Group.





100,000+ Steam Wishlists, in just 3 days! A sincere thank you to everyone. We are humbled by the response. This also confirms we are definitely on the right track. Check out WARDOGS on Steam here: store.steampowered.com/app/1867240/WA…










productivity hack: set youtube to 2x speed counterintuitive but you'll be MORE focused, not less. the faster pace forces your brain to stay engaged instead of drifting off works best for educational content, tutorials, even podcasts. saves time + improves attention


The biggest threat to the AAA suppliers of video games isn't even current financials, it's that they've become victims of their own success (and the meteoric rise of their successful "live service" titles). EA, ABK, Rare, Respawn, Take-Two, Epic, etc. Anyone running a moderately successful "live service" game now has to deal with the reality that most of the studio's time will now be spent supporting that game until it collapses. They cannot afford to stop supporting their live service games. (Literally, they can't afford it. Those games basically support everything else the company wants to do.) This causes any other project within that studio / segment to be viewed as high risk because they don't guarantee revenue. The rise of live service games has forced studios, and companies, to deal with that reality. It's not just the fault of executives either. Studios that are given incubation projects often spend so much time on "cool ideas" and vertical slices that they forget to press forward and actually make a game. Respawn is a perfect example. Apex Legends has effectively forced Respawn into becoming a studio that effectively services Apex Legends. There's nothing wrong with that, by the way, but it also means that Respawn will constantly crash into this wall of projects being cancelled by the risk they present. And suddenly it will be too late. Some day those games aren't going to have the numbers they do today. What is working today likely won't be what the big suppliers need in a decade. THAT is the biggest risk to "AAA" suppliers today. This is also why we are seeing hits that mimic "AAA", and other "gems," coming out of the AA, and indie space. Besides more effective project management with smaller teams, those studios don't have the weight of ALSO supporting a massive live service game weighing over the studio. Everything they do looks like risk, so they might as well press forward and create it, and take the risk to the market.























