


They fluctuate a lot, but I have yet to see a fluctuation that can’t be explained away as “a ton of Chinese players played this month” or “a ton of Chinese players did not return this month”. You can check Gaming On Linux’s Steam Tracker page, and the rise has been fairly steady when you filter for English only. That said, these surveys are often revised a handful of days after initial posting, so check back in a week to see the more accurate data.


They want Epic because of Fortnite; that’s why they invested in Epic in the first place, and it’s what the article cites as business reasons for the acquisition. If Unreal is doing what they need to already, it could still see cost cutting that affects video games, as they don’t see as much need to enhance it with features that actually support new games.


I debated posting this one myself, but the article does highlight that Disney isn’t even sure if they want to do it, and Tim Sweeney is the gatekeeper of this ever happening. The worst thing that can come from this is that Disney gets bored with owning a video game company a few years down the line and then dissolves the institution responsible for the Unreal engine.


Whenever Steam makes a controversial decision, Epic always takes the opposite stance, like on NFTs. Unfortunately, not once has Epic done this on something that I felt would be better for me as the consumer. Here’s some low-hanging fruit: being able to tell what kind of multiplayer a game has, or how much of a game I get to own with my purchase, is awful on every store, including GOG. Steam has a tag to indicate that a game has LAN multiplayer, but plenty of games have it and don’t list it. There is no tag to say, “you can host private servers for this game, whether on LAN or internet”. If a store took a stance to answer these kinds of questions for me, that store would fare better in my eyes. But of course Epic won’t be the ones to do it; their big cash cow is a live service game that must be run through them.


They did have the wisdom to use Fortnite’s proceeds to make something like a Steam competitor that both takes a lot of startup capital and also has the potential to wildly exceed Fortnite’s future review, but they did not have the wisdom to make a store that customers would actually want to use for any reason except giveaways.


From what I’ve learned on Economics Explained, I don’t think it’s something that necessarily leads to better outcomes than global trade, beyond just redundancy. Competitive manufacturing relies on low costs, which relies on low wages, which favors countries where there aren’t thriving sectors of the economy that pay better than manufacturing. And even once that country is favored, it brings in more money, which leads to higher salaries, raising the quality of living, and eventually making the factory jobs non-viable in that country either. If I didn’t get anything in the above incorrect, I believe that’s called the middle income trap.


Roblox gets mods and UGC because people wanted to be there to begin with. Mostly children, but still people. I don’t know how to make an apples to apples comparison about how prevalent modding was back then, because there are just way more games out today in general; but there were still tons of mods. Elder Scrolls and the mod community have always been intertwined, and once again, people like what’s there in the first place. Even with the reputation of Elder Scrolls being a game you install mods on, it’s only something like 10% of players that ever install them. I have never modded Elder Scrolls.


FPS is a genre usually designed around something that’s easy for a computer to do but difficult for a human to do (aiming). It’s kind of inevitable. I tend to like the ones with small player counts that I can play with a few friends and fill out the rest of the match with bots, and there aren’t many of those these days. By now, I’ve gravitated toward fighting games, where cheating is often difficult for a computer to do by comparison, because any attack a player makes tends to also leave them vulnerable. That’s not to say it doesn’t happen, but in order for someone to win by cheating in a fighting game, you’re hardly touching the controller anymore, because the computer has to do all of the playing for you.


Speaking to BL4 in particular, it certainly doesn’t make me feel good to have to parse a chart to see which DLC I have to buy to get the thing that I want, but with Paradox games, I definitely don’t want all $300 of DLC, especially at the start and they’re all in a readable linear list. I think I bought 3 expansions for Cities: Skylines, and the others didn’t speak to me, so especially on a sale, it’s not a high buy-in. The “whole package” would include tons of stuff I had no interest in using.


With the exception of Pre-Sequel (which came out after 2 but takes place between 1 and 2), I liked each new game more than the last, so I’m glad they kept making sequels. And unlike Destiny, adding new content doesn’t mean erasing what came before it, so you can still go back and enjoy one that you may have liked better for one reason or another.


I get how that can be a hard sell at $30. I did buy the deluxe edition of the game, so I’ve got this in my account, but I haven’t played the DLC yet because my co-op partner doesn’t have it. You can make an argument that the new character class bundled with it makes it worth it, if you’re in the market to replay the game again with a new play style, but that’s only going to appeal to so many people. I did have a great time with the game, and I will be checking out the DLC sooner or later. I would recommend it on a sale, if nothing else, especially since a few years down the line, whatever your new PC is will be able to brute force its way paced the unfortunately high system requirements. The game still excels in combat design, character class design, and encounter design. They made a really good looter shooter, and unlike most of its contemporaries, they actually let you own it without always-online bullshit.


She’s written for IGN as games media before going on to write for video games themselves. She had a stint working at Sony Santa Monica writing for Cory Barlog’s still-unannounced new game, and she’s now working on a handful of upcoming indie games. She’s done at least one indie film project and she’s done a handful of VO roles in games. Most recently, you probably heard her as Malevola in Dispatch.
The first game system I ever had was a Game Gear when I was 6, but I think every game I ever got for it was a gift. We got a Sega Genesis the following year, when I was 7 (1996). Little did I know at the time it was actually obsolete at that point, but that’s why my parents got it for me when they did; it was dirt cheap. So were the games. I kid you not when I say I could walk into a FuncoLand with $10 and walk out with 20 used Genesis games, most of which were $0.25 each. So as a result, I have no idea what the first game I bought was, because my brother and I bought a plethora of games all at the same time. In that haul though, probably, was Vectorman, Jurassic Park, Clayfighter, and Sonic the Hedgehog 3 (we already got Sonic 1 and 2 with the console, as well as a couple of Mortal Kombat games that our parents made us return when they realized how violent they were, because I guess the title left it ambiguous).


Even without getting into piracy territory, yes. You need a subscription for online play on console, and there’s a lot of competition among PC stores to keep prices low during sales, including bundles of games. So for perhaps most use cases these days that involve some amount of online play and playing a certain number of games per year, PC ends up cheaper.


And I don’t have data for this, because I’m not an analyst, and Piscatella shares what he shares, so all I’ve got are anecdotal observations.
Speaking for myself, even if I wasn’t pissed off at how Nintendo operates as a company and decided not to be a customer of theirs anymore, they’re still running into the same problems that caused me to lose interest in PlayStation. They can’t put out enough exclusives to justify a $500 machine to play them, since I’m going to be playing everything else, at better settings, for the same or lower price, on PC.


Mat Piscatella of Circana makes a good argument that they haven’t proven that. A lot of Xbox titles became all-time PS5 best-sellers immediately after getting ported. People who wanted to play those games could have bought an Xbox at any point to play them before the multiplatform strategy was announced, but they didn’t. He would argue that people have already settled into their platform of choice and just wait for the games they want to come there. Something like a third of all console players (at least Xbox/PS) are only playing multiplatform live service games on those consoles, not any of the marquis exclusives.
And to be honest, that makes sense. In the grand scheme of things, there aren’t even that many exclusives anymore, compared to the deluge that there might have been in the 5th/6th gens.


There are fewer and fewer reasons as time goes on, but the big one is that it’s usually a lower up-front cost (in a lot of cases, still is) and just works without any fuss. We might find the fuss on PC to be pretty minimal, but on console, it approaches 0. PCs have gotten easier to work with, people have become more literate in how to use them, and the long-term savings on PC with a significantly sized library have become more apparent, but there will always still be a market for something like a console, even if that means they abandon some of their defining traits in order to survive the future.








































Live service has broken people’s brains.