What makes open world games so popular?
- Because of the redundancy against [[quantity warfare]]. It is easier to deploy soldiers because of the wide front. - So something like 25 billion yen will be invested. - [Development and marketing costs for "GTA V" are the highest in gaming history at 26.4 billion yen | Game*Spark - Japanese and international game information site](https://www.gamespark.jp/article/2013/09/10/43345.html) - It's like [[fighting at the bottleneck]] in STG, where there is no way to expand the front line, so you have to fight with a limited number of people. - relevance - [[Death Stranding is a map structure that shows the development process]] - [[A look at Zelda BoW before the war of goods begins.]] - How can it be economically rational to play a physical game in an open world game? I'm sure it will increase the playing time of the purchaser, but since it's not a sub-subscription, it won't lead to revenue, nor is it likely to lead to increased sales for the next game and the next one. - If the quality is so bad, it will go down, but in [[Kano Model]], it's just the usual quality. - Perhaps use it as a training opportunity for employees, gradually assigning people who have grown up on larger projects to smaller projects? - It's a batting average problem - right? If you are trying to increase your batting average, you should be plugging resources into an open world. - Think in terms of the probability of exceeding the break-even point, not the average return rate. - In order to eliminate failures, they are going large scale, which is what American game development is all about. - The model is that the more money you plunk down, the more your batting average and sales both grow.- Then, when the user base grows enough, it will be DLC.
- With DLC, the profit margin is much better because you can go directly to the platform without going through retailers.
- For in-store sales, it is 40% manufacturer, 10% platform, and 50% retail, with the retailer selling at 30% off. For download sales and DLC, it is 70% for the manufacturer and 30% for the platform.