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bigsocrates

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The failure to launch of Disintegration (servers shut down after 5 months) shows the perils of AA game development right

By most accounts Disintegration is not a horrible game. It's not a great one, sitting at around a 60 on Metacritic, but it's not some epic failure that nobody should play. I've enjoyed 60 Metacritic games, and plenty of them have developed a playerbase and had a reasonable amount of success. It's also a game with significant pedigree, including a large number of ex-Bungie employees, and one that clearly had resources put into it, with a modern 3D look that may not rival the best AAA games but still comes pretty close.

It was a dismal failure and in November they're pulling the plugs on the multiplayer servers. I'd say that this is unfair to the Disintegration community, but there isn't one. It regularly peaks at single digits over a 24 hour period on Steam. Nobody is playing this thing.

While Disintegration didn't look like my cup of tea (I'm not into hybrids between FPS and RTS games), it looked like a game that could find an audience. It had a unique premise, kind of interesting worldbuilding, and gameplay that isn't just a clone of everything else out there. The devs put out a statement that there was some interest in the singleplayer but the multiplayer never caught on, even though it was clearly a multiplayer focused product. I assume the game will remain available for purchase for anyone who wants to play singleplayer.

Game development is hard and expensive, and it has only gotten more expensive as graphic fidelity has scaled up. The fact that a veteran development team with money behind it couldn't get this thing off the ground long enough to even last a year is pretty telling. This is, of course, not the only high profile or semi-high profile game to collapse soon after launch like this. Boss Key studios had a lot of hype behind it when it launched Lawbreakers, and nobody played it and it shut down. Then Boss Key tried to put out another game in a desperate attempt to stay afloat before folding.

The AA space of games that are not quite major publisher tentpoles but also aren't indies remains in trouble. There have been a few successes recently, such as A Plague Tale: Innocence, which was a great game and is getting a sequel, but there have also been a lot of flops and they tend to take studios down with them. Multiplayer games are especially perilous because they can't build over time to become cult hits if they don't have a player base to sustain them. They need a community right out of the gate or they're toast. And unlike singleplayer experiences you aren't even left with a game that linger on digital store shelves building a long tale over time, or be sold off to Gamepass or as a PS Plus game to try to recoup some costs. It's just a big ugly flop.

I really miss AA games. They took chances and did interesting things, while also having more modern graphics and control schemes. Games like Bloodstained: Ritual of the Night (which seems to have been a hit) that are just bigger and more spectacular than true indies, but aren't designed by committee like most AAA games seem to be these days. Of course publishers still put out some of these games from time to time, and big publishers can sustain a flop or three, and there are still success stories out there (like Bloodstained and A Plague Tale) but they're rare, and whenever a game like Disintegration fails so completely I get sad. Not because I wanted to play that game in particular, but because of what it says about where the industry is going.

It seems like if you want to launch a smaller multiplayer game these days the best thing to do is sign on with Gamepass or Playstation Plus (like Fall Guys did) to guarantee a playerbase that will try your game out. Otherwise you're taking a big risk and the costs for failure can be dire.

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7 Comments

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TheRealTurk

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If anything, it seems like the AA space is the most difficult place to make a game. You can't quite build something quickly or on the cheap like an true indie game, but you can't throw money at problems in the way a big AAA publisher can.

I sort of feel like a recurring theme in a lot of AA failures is devs saying "we made the game we wanted to play." While that's admirable in a sense, it feels like a lot of the failures don't put enough thought into wondering whether other people would want to play that kind of game. AAA avoids that problem by being, as you say, "designed by committee." That might mean they aren't as unique, but they usually have a defined market waiting for them at launch.

It's interesting you bring up Bloodstained because I feel like that's kind of a good comparison. In that scenario, the devs didn't just want to make a Metroidvania, but there was also an identifiable market for it. You could also tell from the finished product that the people working on it really understood that genre (not surprising, given their pedigree), which meant that everything feels super-polished and like the money behind the project went to the right spots. The result is that Bloodstained isn't just a good "one of those" it's probably the best "one of those" to come out in a number of years, possible since SOTN.

By comparison (from the outside looking in, it isn't my cup of tea), Disintegration sort of felt cooler in concept than execution. I wouldn't exactly say the team didn't understand the kind of game they were making, but watching that QL, it really felt like they hadn't workshopped their idea enough before shoving the game out the door. It just sort of ended up being an "OK" FPS and an "OK" RTS rather than combining the two things in a compelling way.

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Raven10

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This was Private Division’s first multiplayer focused release, and a rare multiplayer focused release for Take Two in its entirety. That inexperience with

MP releases and marketing combined with the mediocre quality sunk this one. Plague Tale is a Focus joint, a studio that has become one of a handful of Central European publishers keeping the AA scene alive. I would not count out AA development while Focus, 505, THQ Nordic, and whatever Bigben is calling themselves these days, are still around. All have solid track records in the space.

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csl316

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Honestly, it feels like AA multiplayer is kind of impossible at this point unless you do something like Among Us. Might as well focus on single player if you're planning to do a shooter. The competition is just too great and I don't know if a small dedicated audience is enough to keep an online game going anymore.

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cikame

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Constant support of multiplayer games makes people keep coming back, i've been playing Modern Warfare since it released, there's many things i don't like about the game but i keep playing because i feel invested in its battle passes and new weapons. Similar to leveling up in an RPG i feel rewarded for playing, and i guess we can all blame COD4 for introducing everyone to progression and leveling in a shooter, since COD4 it's only gotten more serious with monetisation, season passes and, if i may be so bold in certain cases, slot machine psychology.
These are primarily methods for making money, duh, but they also make people feel invested, on top of wanting to level up my stuff if i spend money on things that make my account more personalised, i'm unlikely to abandon it for other games that don't have that.

In the case of Disintegration it also just didn't appeal to many people, it looks cool on the surface, but most reactions are that it's not all that interesting or satisfying to play.
I think of another game, Toxikk, its appeal was that it was a new, polished and great looking arena shooter in an industry where there were non, but despite having no competition there just wasn't any reasons to keep playing besides it being fun, and that's not enough anymore.

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rorie

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Between this and Rocket Arena it's been a rough few months for games that I thought were going to be (and do) better. I thought Disintegration had a real chance to be another Titanfall-esque fun twist on the FPS genre but it just wound up playing super slowly and wasn't terribly fun in either SP or MP. It's a shame because I really thought the story could've been a lot more fun with just a few more tweaks to the gameplay (less corridor-shooter feeling, better enemy AI, a faster vehicle for your character) but I guess we'll never know.

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Undeadpool

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I think at this point the market is just too crowded to support another one of these. I think one of the big reason's behind Fall Guy's success is, in a market crammed and crowed with shooters, it tried something totally novel at that level. I'm not saying no one's ever tried to do the gameshow thing, but you don't NEED to be first, you just NEED to get that attention.

At this point, I'd say developing another multiplayer-focused shooter at this level would be business suicide UNLESS you've got the marketing juggernaut of a Ubi or an EA to get the product in front of people (and having a pre-existing name to tie it to helps as well).

It seems we're at the point we already passed with MMOs and MOBAs: people are into what they like and aren't going to be swayed by more of the same.

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bigsocrates

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This game is now half off on both the Xbox and PS4 store. The description now puts its emphasis on the single player campaign, but does list online multiplayer in the features and does not mention that it's only for another month or so. That seems pretty shifty to me. Big thumbs down on that one.