![]() That thinking saw Call of Duty Black Ops 4 release without a solo campaign, and Battlefield V use single-player only as a series of brief scene-setting exercises that covered the controls. Developing to such massive budgets today, the industry agrees, is about narrowing focus, shaking off the dead wood, and doing one thing better than anybody else. Foremost, it saw triple-A studios change tack. Still, that pivotal year that birthed two industry-changing battle royales did have lasting effects. But the market demonstrated that it still loved playing alone. PUBG and Fortnite were still the big success stories of the day, and 2018 bestseller Red Dead Redemption 2 did feature an online component to complement its single-player story. Breath of the Wild and Super Mario Odyssey had been massive unit shifters for the Switch the year previously, and Spider-Man and God of War were commercial smashes for consoles. It only took until 2018 for us all to realize that wouldn’t be the case. So long, pause menus that actually pause the game. There’d be no more isometric RPGs telling us wonderful stories through reams and reams of written text or tapping 0451 into keypads. Linear solo experiences were done for, and the Destiny model had won. On the Star Wars title currently in development there, CFO Blake Jorgensen told investors “As we kept reviewing the game, it continued to look like a much more linear game people don’t like as much today as they did five years ago or 10 years ago.” That November EA closed down Visceral Games. ![]()
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