Saturday, February 17, 2024
Survival is cheap
Nightingale is a survival / crafting game that will be released on February 20th. It will be $29.99 on Steam, with some variations due to regional pricing. This is the third major survival game this year, in under two months (note that Enshrouded had the expected half-life of three weeks and is down to 69k players from 160k). And both Palworld and Enshrouded also cost $30. While Valheim from three years ago is even only $20. Why are survival games so much cheaper than games in for example the shooter genre?
This is especially interesting if you consider that, like in Palworld, there will be shooting in Nightingale. And in Skull and Bones you also do a bit of survival activities, like logging trees or cooking food. So what exactly justifies that Skull and Bones is twice as expensive, premium smuggler pass monthly payment not included? Obviously Ubisoft would say that their game is of higher quality, having already called it “quardruple-A”. But if we consider Palworld, Enshrouded, and Nightingale as only double-A games, then how would a triple-A survival game look like, and why aren’t there any? Given that Palworld is likely to be the best-selling game of 2024, which is an extraordinary thing to say 7 weeks into the year, it would be hard to argue that the survival / crafting / building genre is niche compared to other genres.
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I was thinking about this the other day and it seems to me survival games have to be a lot faster and therefore cheaper to develop than many other genres. The gameplay loop comes pre-designed and there's generally far less in the way of writing or voice acting to complete, most of the games being primarily sandboxes. Voice acting is supposedly one of the most expensive aspects of making games so that would be a big saving all on its own.
There's often not even a lot of work to do in terms of creating structured content. There's the environment to create (Although some survival games use a lot of automation for that.) and the various crafting, skill and gear progression systems, but those are all what you could call infrastructure. Most games have to do all of that even before they get to what they call the actual "content", whereas a survival game is about ready to go once those parts are done. Nightingale looks to have a lot more written content than Palworld but even then I very much doubt it would compare to a themepark MMORPG, which has to have a huge number of quests, dungeons and raids, even at launch.
Basically, something like Valheim or Palworld looks like it would be *far* easier to put together than something like Tarisland or even Genshin Impact. How it compares to looter-shooters like Destiny, I wouldn't know, since I don't play them, but from what I read those also seem to have a good deal of structured content. The real proof of the argument seems to be how quickly survival games reach a marketable state after being announced and how playable they are even in Early Access. Other genres seem to take far longer to get to the same point.
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There's often not even a lot of work to do in terms of creating structured content. There's the environment to create (Although some survival games use a lot of automation for that.) and the various crafting, skill and gear progression systems, but those are all what you could call infrastructure. Most games have to do all of that even before they get to what they call the actual "content", whereas a survival game is about ready to go once those parts are done. Nightingale looks to have a lot more written content than Palworld but even then I very much doubt it would compare to a themepark MMORPG, which has to have a huge number of quests, dungeons and raids, even at launch.
Basically, something like Valheim or Palworld looks like it would be *far* easier to put together than something like Tarisland or even Genshin Impact. How it compares to looter-shooters like Destiny, I wouldn't know, since I don't play them, but from what I read those also seem to have a good deal of structured content. The real proof of the argument seems to be how quickly survival games reach a marketable state after being announced and how playable they are even in Early Access. Other genres seem to take far longer to get to the same point.
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