Is ~20k and dropping daily players enough to warrant a live service model? 🤔
Didn’t they make 10-100s millions of dollars on this? Pays a lot of salaries while you make new paid content.
EDIT : They made at least 12 million sales on steam, and had 7 million players on Xbox, which may be Gamepass, but still makes them money.
So at $30, that’s 66million from steam minus 30% for steams cut, so they banked 44 million at least.
They can pay 440 devs 100k for at least a year. I assume their team is a bit smaller than that, so they likely have years of runway. Linkedin lists size as between 50-200 in japan, so that likely means they are making $50-70k, and there are likely more than 100 devs. I would guess they have a 4 year runway from Steam sales, and maybe 1-2 year from Gamepass.
They got some time to think.
According to their careers page, they have about 60 employees. And, knowing japanese game dev salaries, a lot of those devs (excluding senior devs) probably make around 30-50k a year depending on seniority unless it’s a unicorn company.
Anyone know if The Finals counts as a “live service” game? It’s free to play and I think it’s fantastic - both the game and the fact it’s free.
I just don’t play games enough to justify the huge asking prices anymore. The last games I paid for were COD MW2 and Cyberpunk and I doubt I’ll ever drop $70+ for a game again, especially when there’s games like splitgate and whatnot that are free (not that I ever tried the new one. lol)
You could always become a patientgamer !patientgamers@sh.itjust.works
I would definitely classify The Finals as a live service. The way I see it, any game that is designed to be “never-ending”, and have a constant stream of new content (free or paid) would fall under this category of game.
I wouldn’t say it’s a requirement for all live service games, but I’d also say that anything that uses “seasonal” content models would also be considered a live service.