You are always speaking about engagement when it comes to games and how important it is. But what about single player games? How does engagement get measured there? Stadia recently changed its revenue split where its based on how often a person checks in each day with a game. This seems bad for single player titles. (AC announced Gaas) Games seem to be all about getting the player hooked and playing everyday, vs beating the game enjoying it and moving on. I worry about single player games.
We measure engagement for single player games the exact same way we do it for multiplayer games. You know how you have your PSN, XBL, or Steam account with the achievements and stuff? Do you notice how even single player games offer additional content like DLC and cosmetics? Single player games also communicate with our servers, they just do so more intermittently. It's how single player games get their live updates and new content.
Further, have you noticed that a large number of the most successful and beloved AAA single-player titles have already changed gears to be long-term open-world huge content affairs designed to be played for weeks or months? Just think about this list of extremely high-selling single player games and consider how many of them are also open world and/or long term engagement games:
GTA5
Skyrim
RDR2
Spider-Man
God of War
Witcher 3
Horizon: Zero Dawn
Ghosts of Tsushima
Cyberpunk 2077
Animal Crossing: New Horizons
Breath of the Wild
Pokemon Sword/Shield
None of these games are "beat it, enjoy it, and move on". The common thread is enticing the typical player to continue playing these games for weeks or months, and they are beloved for doing so. This has been happening for years now. It is not a recent development at all. Engagement is still the goal whether itās a single player title or a multiplayer title.
That said, short-form finish-and-forget single player game experiences are not going to die, but they are also not worth the modern AAA development cost - not when the development cost is so high and return on investment so low compared to high-engagement games like the above list. There exists some equilibrium point where a publisher and/or game studio can afford to build short form single player game experiences that are profitable for the development cost, but those are absolutely not at the AAA production level. Lowering the budget and the sales/revenue expectations are the main path to getting sustainable short-form single player games.
This also doesnāt mean that short form single player AAA games canāt exist either, but they are basically limited to situations where they donāt have to be profitable. This is typically limited to one kind of situation - where a console manufacturer or new platform wants a system seller, so they essentially subsidize the development cost of system-selling exclusive titles like Uncharted because their goal is more system sales than it is individual title profitability. As long as the exclusive title sells enough copies and doesnāt lose too much money, itās a success. Aside from those kind of rare situations, weāre basically beholden to the realities of development costs. Low engagement games donāt earn as much as high engagement games. That fact dictates how much we developers can afford to spend to build and market games.
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